Hell-Forged - Episode 2 (Restarting Eventually)

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Nmn
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Re: Hell-Forged - Episode 2 (HF2 Resources updated - P26 - Project on Hold)

Post by Nmn »

Amuscaria The Great wrote:Hound
:shock:
I've been blown away by the quality of this. I tip my hat off to you, Amu :) You're really the best!

EDIT: Sorry if the bump is a bit out of place, I couldn't contain my awe ;)
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Amuscaria
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Re: Hell-Forged - Episode 2 (HF2 Resources updated - P26 - Project on Hold)

Post by Amuscaria »

Thanks! :mrgreen: :wub:
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Amuscaria
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Re: Hell-Forged - Episode 2 (Project on Hold)

Post by Amuscaria »

After some consideration, I've decided to focus on artwork more instead of Doom modding and I've realized I've fallen very far behind in art in the years I've worked on Hell-Forged. This project is on-hold indefinitely for the foreseeable future.
Gez
 
 
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Re: Hell-Forged - Episode 2 (Project on Hold)

Post by Gez »

Too bad, but that makes sense. Good luck in your artistic endeavors!
Casualfan
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Re: Hell-Forged - Episode 2 (Project on Hold)

Post by Casualfan »

Amuscaria wrote: Sat Mar 18, 2023 4:10 pm After some consideration, I've decided to focus on artwork more instead of Doom modding and I've realized I've fallen very far behind in art in the years I've worked on Hell-Forged. This project is on-hold indefinitely for the foreseeable future.
I can't say I'm not disappointed because playing through the original Hell Forged has been a BLAST, but I'm glad you're focusing on what's most important to you. Keep up the good work!
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Captain J
 
 
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Re: Hell-Forged - Episode 2 (Project on Hold)

Post by Captain J »

Sad news but definitely understandable. It's a dilemma for not being able to concentrate on one thing you enjoy the most. I guess the project can wait until it's time. I wish you good luck keep on drawing!
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ActionAlligator
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Re: Hell-Forged - Episode 2 (Project on Hold)

Post by ActionAlligator »

Damn, shame to hear for the fans :( But, as others have said, you gotta do what you gotta do and I'm glad you've made the right decision for yourself! When, if ever, you decide to come back, we'll excitedly clamor to once again play your wonderful mod! Good luck with your art, man! :D
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ActionAlligator
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Re: Hell-Forged - Episode 2 (Restarting Soon)

Post by ActionAlligator »

hey, sorry to bump, but am I going crazy? I was looking through TCs and noticed this thread's title... did it always say "(restarting soon)"? have plans changed or something? cheers buddy, hope everythings going good :D
Faceman2000
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Re: Hell-Forged - Episode 2 (Restarting Soon)

Post by Faceman2000 »

No, I’m pretty sure this is a recent change. Exciting stuff!
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Amuscaria
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Re: Hell-Forged - Episode 2 (Restarting Soon)

Post by Amuscaria »

I was planning on restarting after I finished some artwork, but unfortunately I had sprained my dominant shoulder and was unable to work on much for the last couple of months. So everything is behind schedule.
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ActionAlligator
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Re: Hell-Forged - Episode 2 (Restarting Soon)

Post by ActionAlligator »

Oh, damn, I'm sorry to hear that :( It's no worries, I appreciate the answer! And have to say I am very excited to see some more progress on my favorite Doom TC :D Hope your recovery goes well!
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Amuscaria
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Re: Hell-Forged - Episode 2 (Restarting Soon)

Post by Amuscaria »

Just popping in to give a minor update for this project. I've been away for a while catching up with art, and experimenting with more varied map-flow and interesting fights and engagements - which HF1 lacked, as monsters were casually placed into a room after the map was done without much though on the engagement.

I'm also in the process of learning ZScript from Chat GPT, something I wanted to learn years ago, but the documentation was a bit hard for me to understand without any context. I'm surprised to know Chat GPT even knows what ZScript is, tbh. I'm hoping it works as well as it did for my React JS/TS and Python learning, and won't go on a hallucination trip and feed me complete bullshit, as it sometimes does.

I've been holding back on the final monster and weapon designs until I get a feel of what can be accomplished with ZScript. I feel I've already exhaust all interest combinations of monster and weapon behaviors I can do with decorate alone, something I've used for the last 20 or so years. I rather not make a final monster within the confines of the narrow scope of my current understanding, only to regret it later and end up in my obsessive-compulsory "remake-everything-over-because-it's-no-longer-satisfying" arc as I did with DE for the past 20 years, after I learn what I can actually.

I will return to HF2 after I finish up some art projects and get a grasp of ZScript.

Here is a few basic ideas I'm thinking of doing.

[Weapon Rework]
  • The venom weapons will be moved from slot 2 to 4, replacing the Nailgun and Mauler, with adjustments. The Manticore will be removed and replaced with The Hydra, a new 2nd-tier venom weapon to drive home the hellish venom theme better.
  • A new set of "Silver Stake" weapons will be take slot 2. These will include the Arbalest and some sort of double-rotary weapon. These will be fill the piercing weapon roster and is especially deadly against the new Vampiric enemies.
This weapon rework will make a better split between the element type functions of the weapons - Blood weapons being generic, venom weapons for killing undead and preventing monster reviving (which is a much bigger part of gameplay in HF2), silver weapons for killing Vampyric enemies., and Soul weapons for Armored enemies.

[Monster Sprite Reworks for HF1]
  • New Vorpal Blade sprites for more animations
  • Add a new bigger sprite for the Baron of Hell (for episode 1). It will throw bigger fireballs that deal 12 base damage, instead of the measly 8. This should up its threat more.
  • Give the Hellknight and Baron-rework proper Goat-legs, instead of the backwards legs they have now. :P
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ActionAlligator
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Re: Hell-Forged - Episode 2 (Restarting Eventually)

Post by ActionAlligator »

Oh, wow, this was unexpected!
Obsessive-compulsory "remake-everything-over-because-it's-no-longer-satisfying"
Man, I feel your pain so much here. I think authors tend to play their maps and mods a lot, for testing and what not, and inevitably it starts to kind of lose that sparkle and shine when you first came up with the idea or when you first booted up the map/mod to give it a whirl. But, that's only natural and it's important to remember that the players aren't doing that :) It's like owning a Lamborghini after a few years; it starts to become boring to you, but everyone watching it drive past them still goes 'wow' :) So, I hope it helps to reemphasize how fun HF1 is.

But anyways, this is exciting news!

On maps, I love HF1's a lot already, so any evolution or growth from that will surely be fun to try out.

On the Manticore, I personally thought its look stood out the most from the other weapons, but I just assumed that was to showcase EP2's closer proximity to futuristic (hell) tech. Did you change your mind on that a little? Or just decide you don't like the Manticore's design or something?

Words can't describe how awesome xbow & silver stakes sound! I love how your weapons reminisce on some of the greats, Doom, Hexen, Quake, etc. while still looking and feeling completely original.

New Vorpal animations & bigger Baron, sounds great! I will admit I'm not 100% sure about taking HK/Baron's backwards legs, as they're kind of iconic to me. But, I know they will look great regardless :)

Good luck on the work man! I support you in spirit and look forward to w/e you decide to showcase in the future!
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Tormentor667
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Re: Hell-Forged - Episode 2 (Restarting Eventually)

Post by Tormentor667 »

Just dropping in to tell that I am glad to hear that this is warmed up again
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Doominer441
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Re: Hell-Forged - Episode 2 (Restarting Eventually)

Post by Doominer441 »

I'm glad you're still planning to return!

I myself am completely unlearned in ZScript's methods, and I can definitely admit its capable of much more than what DECORATE/ACS can offer. I've tried to learn it myself but its such an alien system that nothing sticks. I hope your attempts go well!

I like the weapon revisions you're planning! I always felt the venom weapons did kind of stick out from the rest, I can't wait to see how the Hydra looks! The silver stake weapons sound really interesting too, and they'd probably fit in better with how you seem to have intended the different weapons to be meant for certain monsters (or at least be more effective against)! Is the Purifier still intended? As a more "heavenly"-style weapon I was really interested in its design, and its a very cool sounding weapon so it'd be a shame for it to get dropped.

What kind of new anims for the Vorpal Blade do you have planned?

Those Baron/Knight resprites sound awesome! I've noticed with your mod's increased player viewheight the Hell Nobles don't seem quite as dauntingly tall, which really added to how intimidating they are in Doom, so I can't wait to have that aspect back in HF! I also never noticed about the Nobles not actually having goat-like legs, so that'd be interesting to see! I do worry if they end up looking too thin and unstable though, like that one frankensprite of a Hellknight on a Satyr's legs, but I'm sure you'll do it well! (You're one of the best original spriters on these forums!)

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