HeXetic: Rise of D'Sparil
- InsanityBringer
- Posts: 3392
- Joined: Thu Jul 05, 2007 4:53 pm
- Location: opening the forbidden box
Re: HeXetic: Rise of D'Sparil
Actually, loading my ultima cannon into Hexen and then doing "bind 8 slot 8" allowed me to select the weapon fine.
Re: HeXetic: Rise of D'Sparil
Why are we now talking about HeXen?
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: HeXetic: Rise of D'Sparil
Because I, in a sudden lapse of judgment, assumed this project was for Hexen, and not Heretic.skib wrote:Why are we now talking about HeXen?
Re: HeXetic: Rise of D'Sparil
Testing the game, I found that monsters are weak compared to the weapons, if you get your hands on the wraithverge and a tome, d'sparil dies in seconds.
Last edited by skib on Sun Feb 06, 2011 11:58 pm, edited 1 time in total.
Re: HeXetic: Rise of D'Sparil
You could use the edit button next time, rather than double-post.
Re: HeXetic: Rise of D'Sparil
I haven't really focused on balancing the weapons yet in the latest downloadable version, though I have done some changes: for example the powered-up wraithverge doesn't shoot tons of those little spirits anymore. Instead it shoots few small spirits and one bigger spirit that is atm made from the reaver (but does still act like a spirit)
I had also done some upgrades on the Quietus but they are now lost forever with the newest version because of the crash of my hard drive.
I know balancing the weapons is an important thing but I want to get something done on the maps too so I am not going to focus so much on the weapons for now.
@skib:
I think your ideas should work pretty well on this project. I haven't really concentrated on the keyconfig yet so I guess the one you suggested is better indeed.
About the saphire wand... It could be also true that it shouldn't use mana. When I added it in the mod, I thought it could be [censored word] to have a ranged weapon that uses no mana - It could be used to easily kill monsters at distance. I will decide later about what to do with it but I will keep the mana usage for now. Also the saphire wand will propably be found in later episodes of the game since Corvus haven't found it yet.
I had also done some upgrades on the Quietus but they are now lost forever with the newest version because of the crash of my hard drive.
I know balancing the weapons is an important thing but I want to get something done on the maps too so I am not going to focus so much on the weapons for now.
@skib:
I think your ideas should work pretty well on this project. I haven't really concentrated on the keyconfig yet so I guess the one you suggested is better indeed.
About the saphire wand... It could be also true that it shouldn't use mana. When I added it in the mod, I thought it could be [censored word] to have a ranged weapon that uses no mana - It could be used to easily kill monsters at distance. I will decide later about what to do with it but I will keep the mana usage for now. Also the saphire wand will propably be found in later episodes of the game since Corvus haven't found it yet.
Re: HeXetic: Rise of D'Sparil
I can make the boss battle for ep 1!Pelle123 wrote:I know balancing the weapons is an important thing but I want to get something done on the maps too so I am not going to focus so much on the weapons for now.

And I looked at your serpentstaff coding
Code: Select all
Actor SerpentStaff : CWeapStaff 10186
{
Weapon.AmmoType "bluemana"
Weapon.sisterweapon "SerpentstaffPowered"
Weapon.AmmoUse 2
}

Also, what will the boss be? D'Sparil first or last?
I thought Heresiarch should be final boss.
I made a Quietus with 2 manas but it kinda stuffed things up.
Last edited by skib on Mon Feb 07, 2011 2:17 pm, edited 3 times in total.
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: HeXetic: Rise of D'Sparil
CWeapStaff is the internal Hexen name of the Serpent Staff, and can be inherited regardless of which game is being run. All that needs to be supplied is the graphics and sounds.skib wrote: How did you make it work with no states added? How does it inherit from something not in the game?
Re: HeXetic: Rise of D'Sparil
Two problems in this one:skib wrote:I can make the boss battle for ep 1!
1) I kind of want to do everything myself..

2) I haven't even finished with decorate and other maps so I am not going to make the boss yet
Look at wildweasel's postskib wrote:How did you make it work with no states added? How does it inherit from something not in the game?

The first boss will most likely be Heresiarch (1 or more + other monsters like maulotaurs)skib wrote:Also, what will the boss be? D'Sparil first or last?
I thought Heresiarch should be final boss.
after that probably D'Sparil etc.
The Quietus uses red mana only like the other 4th weapons from Hexen... If they all used blue/green manas, green and blue manas would have too many weapons using them and .. well.. not sure. I don't want the best weapons to be used too much. (the red mana will be "rare")skib wrote:I made a Quietus with 2 manas but it kinda stuffed things up.
Re: HeXetic: Rise of D'Sparil
Fair enough, but, why did you make quietus melee if you want it to be rare but still, D'Sparil is too weak!
Spoiler: sorcerer2:
Spoiler: explinationI haven't finished that yet, but I'll update it later... I'll upload the Heresiarch Boss later.
Re: HeXetic: Rise of D'Sparil
10,000 HP for Dsparil? And people told me the Hellsmith had too much health. 
Either way, the maps look pretty good, The floating platforms and tunnels under water are all nice touches.

Either way, the maps look pretty good, The floating platforms and tunnels under water are all nice touches.

Re: HeXetic: Rise of D'Sparil
Indeed it's odd. D'sparil's power in original Heretic relies on agility, diversion and sound-masking, rather than being damage-spongey. Maybe do this instead: when detecting Wraithverge spirits, make him frantically teleport. It will easily get rid of them, just like how a running player escapes alive.Eriance wrote:10,000 HP for Dsparil?
Re: HeXetic: Rise of D'Sparil
I actually made these maps VERY long time ago, and now that I have more experience, more free time and the GZDoom plugin for Doom Builder 2 I think I can do much betterEriance wrote:10,000 HP for Dsparil? And people told me the Hellsmith had too much health.
Either way, the maps look pretty good, The floating platforms and tunnels under water are all nice touches.

@skib: Yes, D'Sparil is weak. I will propably create many new attacks and propably raise his hp a bit too so he won't die too easily. The D'Sparil fight won't be so much like the one in Heretic because there will propably be some sort of teleporters or other shit that gives D'Sparil some reinforcements every now and then so he won't be alone. (He's too easy alone

Maybe I should update those screenshots a bit at the first post .. hmm.
[EDIT]
Lol I am going to edit the weapon sprites a bit so they support wide screen too... Right now the sprites just end in middle of the screen and it looks stupid..

Re: HeXetic: Rise of D'Sparil
From my research its not that easy to force DSparil to teleport, since the teleport call is hidden inside a codepointer that randomly choses if he will teleport or not. I tried to force actor to teleport by calling the pointer in a loop which somehow crashed the game suddenly.printz wrote:...make him frantically teleport.