Hell-Forged - Episode 2 (Restarting Eventually)

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ActionAlligator
Posts: 132
Joined: Sat Mar 18, 2017 6:34 am

Re: Hell-Forged - Episode 2 (Restarting Eventually)

Post by ActionAlligator »

Hmm, on the one hand sounds challenging and different, on the other not sure if it will be too annoying and punishing of mistakes. Obviously subjective, but for me it really depends on a lot of factors. Like, if it's a fast monster with lots of hp, 100% slow is probably way too much? If it's more normal speed and comparable hp to, say, a demon or a hell knight, that could work. Without knowing the monster's stats, can consider other balancing properties: maybe, for example, the slow starts at a lower % and climbs as it maintains sight? Or, alternatively, it can start attacking slowly and increase in speed as it maintains sight? Ofc, if it has a ~long and obvious pre-attack like the vile, then perhaps monster placement and map design alone will take care of imbalances. There's also things like attack range limits, longer AOE explosion delays, and so on that could completely change the difficulty.

So many factors that it's hard to say for me tbh without playing with it in-game. Conceptually, I do think it could work, though, so I guess that's the answer you were looking for? :P
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Doominer441
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Joined: Thu Oct 24, 2013 9:04 pm

Re: Hell-Forged - Episode 2 (Restarting Eventually)

Post by Doominer441 »

Could the AOE be made to track the player only for a certain time, at which point it becomes locked in place so the player could still avoid it?
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DoomKrakken
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Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

Re: Hell-Forged - Episode 2 (Restarting Eventually)

Post by DoomKrakken »

I remember the days of Demon Eclipse, the project that preceded this, which had a lot of the bestiary in conceptual form. I looked forward to seeing so many of the new ideas: monsters, items, and weapons, to result from the stated ideations listed on the Wiki well over a decade ago, when I first got into Doom.

Damn I feel so old...

Needless to say, I've been waiting a very long time. I'm so glad it's all finally coming to fruition now. :D

I do wish we could get angled-perspective versions of these weapons now, that'd be so badass... but I understand it'd be a lot of work for something that doesn't add much to the overall function.

In any case, coming from a longtime fan of Amuscaria and his projects, I look forward to seeing what else you got in store. :D

Keep it up, dude!

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