Hell-Forged - Episode 2 (Restarting Eventually)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Hell-Forged - Version 2.00 (Announcement)
Little Revenant boi lost his armor
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Re: Hell-Forged - Version 2.00 (Announcement)
Anytime you don't max out a level, a revenant gets his armor.
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Re: Hell-Forged - Version 2.00 (Announcement)
Edit: Completed.
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Re: Hell-Forged - Version 2.00 (Wight p.8)
hmm, came out quite different in the end.
I like how it looks like its been dead for at least a century. all the old cold dead blood in it and the palid flesh. great design choices that i guess is something we should expect to see across-the-board on some of the upcoming monsters...
bloody good work A! finally a decent looking fodder monster!
really looking forward to more from this project!
Oh, and I asume its all hands off untill mod-release. (it's only right, surely...)
I like how it looks like its been dead for at least a century. all the old cold dead blood in it and the palid flesh. great design choices that i guess is something we should expect to see across-the-board on some of the upcoming monsters...
bloody good work A! finally a decent looking fodder monster!
really looking forward to more from this project!
Oh, and I asume its all hands off untill mod-release. (it's only right, surely...)
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Re: Hell-Forged - Version 2.00 (Wight p.8)
The monster works similar to Quake's zombies. It has 30 health, so 1 hit from anything will probably kill it. But will resurrect itself after 8-20 seconds unless gibbed (or melted with a poison weapon, in which case it can't be raised at all). It's basically just a walking Vorpal Blade charger. Gibbing it will reduce danger, but you lose a convenient source of charge.
Stuff will be open to use once the 1.00 final version hits. Won't want people using possibly outdated sprites, as I'll likely touch-up most of them before release.
Stuff will be open to use once the 1.00 final version hits. Won't want people using possibly outdated sprites, as I'll likely touch-up most of them before release.
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Re: Hell-Forged - Version 2.00 (Wight p.8)
looking great man! is the venom melting some kind of coding effect, kind of like fuzzy render, or something? or you're doing venom melting sprites later?
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Re: Hell-Forged - Version 2.00 (Wight p.8)
No. I'm thinking just a sprite animation, similar to how Heretic and Hexen has a fire death. Ideally i'll have one for every monster, or at least one for every similar types of monsters. Will have to be generic enough to work for multiple in that case. Not sure yet.ActionAlligator wrote:looking great man! is the venom melting some kind of coding effect, kind of like fuzzy render, or something? or you're doing venom melting sprites later?
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Re: Hell-Forged - Version 2.00 (Wight p.8)
Ahhh, I see. Sweet! For a second, thought maybe you were thinking of Strife or some other game, but I forgot the player sprites had unique burn deaths. Shame they never sprited burn deaths for the monsters, but that probably would've been much more complicated work load than the freeze deaths. Regardless, good luck on figuring it out, look forward to seeing the end result!
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Re: Hell-Forged - Version 2.00 (Wight p.8)
cool man.been having a lot of fun with this one already:Amuscaria wrote:...Stuff will be open to use once the 1.00 final version hits. Won't want people using possibly outdated sprites, as I'll likely touch-up most of them before release.
Spoiler:
its amazing how fresh new stuff from you for this quarter century old game can be such a visual upgrade yet fit in with the doom assets so seamlessly.
its great man!
Last edited by osjclatchford on Thu Jan 27, 2022 5:23 pm, edited 3 times in total.
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Re: Hell-Forged - Version 2.00 (Wight p.8)
lookin' good.
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Re: Hell-Forged - Version 2.00 (Wight p.8)
Original and the screenshot both look fantastic. They are really unpleasant, creepy, emaciated horrors. The design, the pose, everything just looks amazing. Fantastic job.
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Re: Hell-Forged - Version 2.00 (Wight p.8)
I just love the form and movement anims Amuscaria's created on this monster... really really creepy...
proper nightmare fuel...
;D
proper nightmare fuel...
;D
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Re: Hell-Forged - Version 2.00 (Wight p.8)
I think there is something particularly unnerving about this one - perhaps because it looks so pained and like it is suffering; like its very existence is misery. It's close enough to human to almost be relatable.
By contrast, something like a cyberdemon is a big Arnold Schwarzenegger-bodied towering horned demon with hi-ex cybernetic implants. I'm not saying I'd want to be one, but it ticks a lot of the "rule of cool" boxes (as do many other Doom creations). However, they are definitely not real, not relatable.
But this, this is just horrible - disconcerting, unsettling, nasty. Genius stuff.
By contrast, something like a cyberdemon is a big Arnold Schwarzenegger-bodied towering horned demon with hi-ex cybernetic implants. I'm not saying I'd want to be one, but it ticks a lot of the "rule of cool" boxes (as do many other Doom creations). However, they are definitely not real, not relatable.
But this, this is just horrible - disconcerting, unsettling, nasty. Genius stuff.
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Re: Hell-Forged - Version 2.00 (Wight p.8)
thanks, peeps.
EDIT: Putrefier WIP. Went with a greenish look because there aren't many green-colored enemies in the HF roster.
EDIT: Putrefier WIP. Went with a greenish look because there aren't many green-colored enemies in the HF roster.
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Re: Hell-Forged - Version 2.00 (Wight p.8)
looks fucking awesome, as always. can I ask, how are they supposed to make out with each other with all those horns in the way, though?