Heretics of DooM (01-09-2018)

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Naniyue
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Re: Heretics of DooM (PB1UC) & Citadel Sampler!

Post by Naniyue »

While the skeleton is too low res for me, I do like it's taunt. The mod itself is interesting, especially with the regenerative ammo.

HoD-wise, I know I said no gameplay updates unless they are critical, but if anyone thinks a particular class's survival ability needs tweaking, let me know.
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Naniyue
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Re: Heretics of DooM (PB1UD) & Citadel Sampler!

Post by Naniyue »

Small update:
Chaingun Guy drops fixed.
Two pieces of music added.
Some enemies drop potions (should help when playing the succubus or the mages).
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Naniyue
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Re: Heretics of DooM (PB1UD) & Citadel Sampler!

Post by Naniyue »

A new update will be available by the end of Sunday.

Preview:
I've made the Conjuror more playable. He gains XP both by killing enemies on his own, and by the act of summoning a monster. All summoned monsters should now be free of blockmonster line restrictions.
Also fixed a couple of bugs with him.

Currently working on the travelling merchant.
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commander
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Re: Heretics of DooM (PB1UD) & Citadel Sampler!

Post by commander »

Could you make and use the Resident Evil 4 merchant for your traveling merchant? That would be cool. :)
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Naniyue
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Re: Heretics of DooM (PB1UE) & Citadel Sampler!

Post by Naniyue »

New upload! I wasn't intending one until Sunday, but I REALLY need more feedback on play balance, so please post your thoughts/suggestions! I'll check back in tomorrow once I get home from work.

A couple specific answers I'd like to know:
Is leveling up too easy?
Is powering up too easy?
Have you found a class absolutely impossible to play?

Changes/fixes for this version:

Conjuror class improved as per previous post.
Another music track added.
Rogue icebow fix (didn't take into account speed increases).
Soul Drink amount dropped to 111, since they now come up more often.
More monsters drop potions than before.
Succubus Demonicness drain quickened.

Commander:
I've never played RE 4 before, so I'll need an example of what you mean. If I like it, and it is within my power to make, I'll give it a go.
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commander
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Re: Heretics of DooM (PB1UE) & Citadel Sampler!

Post by commander »

Naniyue wrote: Commander:
I've never played RE 4 before, so I'll need an example of what you mean. If I like it, and it is within my power to make, I'll give it a go.
http://images1.wikia.nocookie.net/__cb2 ... nt_re4.jpg Here it is.


And about your question.
- The leveling system is just fine.
- The weapons should be level up with kills, not with shots.
- And no class is impossible to play. :)
Keep up the good work.
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Naniyue
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Re: Heretics of DooM (PB1UE) & Citadel Sampler!

Post by Naniyue »

Thanks for the feedback!

He, he, I thought you meant the mercantile system, not just the image! Still, he definitely looks like he'd fit, and it should be easy to make the necessary PNG for ZDooM, so look forward to it!

As far as weapon leveling goes, I'd prefer it as is, though maybe the system could give random extra points per kill, since the character's aim would be getting better.

EDIT:

Easy way out:
I think I'll go ahead and make a simple menu system for the shop, just like for your upgrades, but this shadowy figure will be part of the menu, as if he comes out of the darkness to sell stuff. Not quite what I planned, but it'll do!
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Naniyue
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Re: Heretics of DooM (PB1UF) & Citadel Sampler!

Post by Naniyue »

New for this release:
Finally, a shop system! Press "P" to access the merchant.

Notes:
Questions are asked in HQuest fashion, and are relevant to your class, situation, and even current weapon. Finish all of them to return to normal movement, as you stand still to interact with
the merchant. This is to make it seem like he's really there, since I don't know how
to make a map-independent one.

Do not hit the merchant menu key more than once at a time, as this will break the system.

As I made the merchant menu more complex, I squashed various weapon bugs, though there
may be some that I missed.

Marine and Heretic weapons no longer autoswitch.

All suggestions, playtesting, and bug reports are appreciated!

HELP WANTED:
While I have already replaced a bunch of wall and floor textures, not all are complete
nor match up properly. I will gladly give credit to someone who can tastefully come up
with a complete fantasy texture set for this mod. Please note, however, that any non scifi
ones, such as the hell textures, can remain as they are. Thank you!!
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Naniyue
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Re: Heretics of DooM (PB1UE) & Citadel Sampler!

Post by Naniyue »

Forgot to add the Rogue to the shop menu. All fixed!

New link:
http://www.mediafire.com/?bo4bq55pnbc49bw
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Naniyue
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Re: Heretics of DooM (PB1UG) & Citadel Sampler!

Post by Naniyue »

I'm finding it too easy to gain upgrade points. I'm currently adjusting and playtesting things related to this and other stuff. I should have a minor tweak uploaded by the end of Wednesday.
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-Ghost-
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Re: Heretics of DooM (PB1UG) & Citadel Sampler!

Post by -Ghost- »

Leveling feels okay to me so far, though I've noticed that as a Marine (Male) I'm unable to gain rockets from picking up boxes of rockets. I haven't had a chance to see what happens with the individual pickups yet. The merchant also offers chaingun ammo instead of rockets when you've got the RL out in the merchant menu. Overall the ammo situation feels a lot better though, I'm able to more consistently find ammo.

Also now that there's a merchant, I'd like to have an easier way to check my gold amount, can it be added as part of the HUD, or can the current gold held show in the corner as a message when you pick up more?

EDIT: The floating skull guys who act as a Cacodemon replacement appear to get stuck in place sometimes too due to being too big. I've seen it specifically in Tricks and Traps and The Pit.
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Naniyue
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Re: Heretics of DooM (PB1UG) & Citadel Sampler!

Post by Naniyue »

Wow! I never realized I had overlooked the rocket box! I've fixed it now, and will release a minor update with it and a couple of other things either tonight or tomorrow night.

Gold is in your character stats display below resistances. I've placed all relevant windows so that they don't overlap each other. I could perhaps make the numbers a tad bigger, though.


EDIT: Ok, the Iron Lich is now the same radius and height as the cacodemon. That should hopefully fix the problem.

EDIT 2: Rocket/chain ammo in merchant menu fixed.

EDIT 3: Gold is now displayed in larger numbers in the top left of the merchant image box.
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Naniyue
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Re: Heretics of DooM (PB1UH) & Citadel Sampler!

Post by Naniyue »

Update!

http://www.mediafire.com/?7ez7b7oy7gfy5gq

Includes the fixes discussed above. I also lowered the stat and upgrade gains per level, as even a lousy DooM player like me was finding things too easy. However, since you can buy XP potions, it should balance out. If anyone finds the new setup too difficult, please post, and I'll adjust things as best I can.
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amv2k9
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Re: Heretics of DooM (PB1UH) & Citadel Sampler!

Post by amv2k9 »

So Ironliches replace Cacodemons? Are they debuffed at all, because Ironliches are a bit different from Cacos, and are almost more of an Archvile-like enemy when you take their tornado attack into account. Even though it does less damage, its ability to throw you around and disorient you whilst being possibly crowded by other enemies makes it a bit more fearsome than a Cacodemon, in my opinion.

I haven't played enough to actually face any in your mod, BTW.
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-Ghost-
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Re: Heretics of DooM (PB1UH) & Citadel Sampler!

Post by -Ghost- »

The tornado attack does make things tricky, since it tends to throw you into all the other enemies in the room if you're not careful.
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