revenge of evil full in progress now for gzdoom
-
Enjay
-

- Posts: 27664
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: revenge of evil demo relase 09/11/08
It is? Oh, I thought bump mapping was something else.
Kids these days with their new fangled technology. 
-
doomfiend
- Posts: 528
- Joined: Sun Aug 27, 2006 6:10 am
- Location: some where
Re: revenge of evil demo relase 09/11/08
lol. u wanna see dul go play doom with with bump mapping off XD it looks terrible
and i know i was the same way when i first seen bump mapping
and i know i was the same way when i first seen bump mapping
-
Orangewaggs
- Posts: 395
- Joined: Sat Dec 01, 2007 9:03 pm
Re: revenge of evil demo relase 09/11/08
its good for as far as i can get ive spent over ten minutes on that Dam berserk hunter and still havent beaten him i think you may need to tone him down a bit because hes more annoying than anything 
-
TypeSaucy
- Posts: 1000
- Joined: Wed Sep 17, 2008 9:31 am
Re: revenge of evil demo relase 09/11/08
oh, about the obituaries:
player was spooked by a lost trite
player was squashed by a vagary
etc.
lol
player was spooked by a lost trite
player was squashed by a vagary
etc.
-
DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: revenge of evil demo relase 09/11/08
the hunter need to be very dificult to kill, why?
you have the artifact , you can stop his movement for few seconds, the best oportunity to kill the helltime.
about the hunte berserk: this guy is invesible when walks or make the strafe, only is vulnerable when attacks, he show the pentagram into the torax, that is the shooting point.
you have the artifact , you can stop his movement for few seconds, the best oportunity to kill the helltime.
about the hunte berserk: this guy is invesible when walks or make the strafe, only is vulnerable when attacks, he show the pentagram into the torax, that is the shooting point.
-
Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
Re: revenge of evil demo relase 09/11/08
The Chaingun is a bit jerky. Focus your eye on the "On-Line," and you'll see what I mean.
-
DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: revenge of evil demo relase 09/11/08
well the full pack for 2010, this is my last wad for the moment, need more work for to do.
-
Orangewaggs
- Posts: 395
- Joined: Sat Dec 01, 2007 9:03 pm
Re: revenge of evil demo relase 09/11/08
i know that the berserk hunter is only vulnerable with the symbol on his chest but later in the battle its almost impossible to hit as he attacks to fast for a reaction and there for it takes way to long to beat him( as in 20 minutes worth of fighting and for a doom 2 game that a little too long)
-
doomfiend
- Posts: 528
- Joined: Sun Aug 27, 2006 6:10 am
- Location: some where
Re: revenge of evil demo relase 09/11/08
I noticed it was easy to hit him at the start but when his health goes doen to a certain point he wont use that attack anymore... he just body checks me. i see the pentegram on his chest but he stopped using that attack and thats the part i find time consuming
-
DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: revenge of evil demo relase 09/11/08
XD
well exist a secret, when the hunter berserk use skullattack (like lost soul) you need to shoot anytime, becuase sometimes he use the multifireballs (and you can see the pentagram), sometime he use strafe.
well exist a secret, when the hunter berserk use skullattack (like lost soul) you need to shoot anytime, becuase sometimes he use the multifireballs (and you can see the pentagram), sometime he use strafe.
-
doomfiend
- Posts: 528
- Joined: Sun Aug 27, 2006 6:10 am
- Location: some where
Re: revenge of evil demo relase 09/11/08
Im getting rather interested in mapping for this
!!!
-
Blade3327
- Posts: 1064
- Joined: Wed Jul 09, 2008 10:34 pm
- Location: The ass-end of regulated space
Re: revenge of evil demo relase 09/11/08
@Doomero: Slow down the two hunters (and don't make Hell-Time teleport so often).
As far as the Berserk Hunter goes, later on in the fight, he doesn't seem to attack with the pentagram at all! He just charges and scratches.
The maps are too simple; get some good mappers for this and try not to imitate the Doom 2 maps.
@Doomero AND Everyone (READ THIS TO AVOID TROUBLE WHILE RUNNING ROE ON ZDOOM OR GZDOOM!):
A lot of you guys were complaining about missing sprites in ZDoom and GZDoom; Doomero, didn't you send me a PM with all of the original ROE files (back when I was able to do some mapping for you)? I don't remember this for sure, but I think you included a copy of GZDoom with one of your downloads. If you didn't, I must've gotten it from one of your earlier weapons mod downloads (called d3_weapons_mod, or something like that).
This is the GZDoom version I used and, for some reason, I don't experience any problems with your mod. With other versions of ZDoom and GZDoom (the ones downloaded from their original sites), Revenge of Evil doesn't seem to work very well, sprite-wise.
Hope this helped. Guys, look for that d3_weapons_mod thingy!
As far as the Berserk Hunter goes, later on in the fight, he doesn't seem to attack with the pentagram at all! He just charges and scratches.
The maps are too simple; get some good mappers for this and try not to imitate the Doom 2 maps.
@Doomero AND Everyone (READ THIS TO AVOID TROUBLE WHILE RUNNING ROE ON ZDOOM OR GZDOOM!):
A lot of you guys were complaining about missing sprites in ZDoom and GZDoom; Doomero, didn't you send me a PM with all of the original ROE files (back when I was able to do some mapping for you)? I don't remember this for sure, but I think you included a copy of GZDoom with one of your downloads. If you didn't, I must've gotten it from one of your earlier weapons mod downloads (called d3_weapons_mod, or something like that).
This is the GZDoom version I used and, for some reason, I don't experience any problems with your mod. With other versions of ZDoom and GZDoom (the ones downloaded from their original sites), Revenge of Evil doesn't seem to work very well, sprite-wise.
Hope this helped. Guys, look for that d3_weapons_mod thingy!
-
przndoom
- Posts: 692
- Joined: Sun Dec 23, 2007 12:22 pm
- Location: Right behind you
Re: revenge of evil demo relase 09/11/08
holy frick! im blown to the year 2210...okay im motivated to get back to 3d objects!
and since my COMPUTER CRASHED AND LOST ALL MY MODS!.... its running faster and its clean so it wont be clustered so much that i just give up.
OH WAIT! hey doomero did send you the 3d chaingun test??? if so pm me a copy since iono if i have it...so many D3 stuff i saved but iono..lol
and since my COMPUTER CRASHED AND LOST ALL MY MODS!.... its running faster and its clean so it wont be clustered so much that i just give up.
OH WAIT! hey doomero did send you the 3d chaingun test??? if so pm me a copy since iono if i have it...so many D3 stuff i saved but iono..lol
-
DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: revenge of evil demo relase 09/11/08
Tried this and I must say Im shocked of the quality of the sprite ripping (the majority looks awesome IMO). Now I kind of hate you because you didnt rip the full rotations for the attacks
. The pseudo cutscene at the very beggining of map01 was interesting. It sure gave it a different feeling than a regular start.
I indeed think this has some great potential, but here is what I thought that was important to emphasize:
-The very first thing that jumped to my sight was the file size (Ok, I am for sure the last person who should say something about this). Im not complaining, Im just saying that it shocked me considering this is a demo.
-Then, after the download, the second thing was the name of the file. revengeofevil.pk3.zip? Just wondering why is this? As is, it works, but looks odd. Is this intended to be a Zip or a Pk3? This is far too ambiguous. I know both are the same, but a ZIP pretty much tells the user that the files should be unzipped, while a pk3 doesnt.
If is supossed to be a zip, and the user should unzip it, then it ends being a 160mb (or so) wad file. I personally didnt think that the files were supossed to be unzziped. which brought me to this:
If is a Pk3 that is supossed to be used directly, the ".ZIP" part is of no use. Also, why is the readme inside the PK3? That's again contradictory and made me think again that the files were actually supossed to be unziped
And talking of the readme, it doesnt gives the user a clue of how this wad is supossed to be used. Is basically a "credits and permissions" file; nothing else.
Sure, I am a user with some experience in running wads and PK3 with zdoom and I can digg to see how this was supossed to be used, but you should give some more documentation for those who dont know.
Moving on.
- As mentioned before, the levels are too plain. I dont consider this much of a trouble right now, because of the word "demo". Still, when is developed for a full release, the maps seriously need enhancement, a lot of.
- I said it before, but you didnt seem to listen to me. The shotgun smoke is too big, blocking the sight. You should make it smaller or remove it completely. In doom3 the pistol, chaingun and machinegun also have smoke when firing.
- I pointed out this long ago too. When you start firing the chaingun, look at it's screen, and you'll see how it flashes from "LOADING" to "ON LINE" and back to "LOADING" before it starts the hitscan attack. Might be minor, but worth fixing.
- The grabber gun's sound keeps playing even if you have selected another weapon. This can be avoided. There are decorate actions to stop the sound. A_StopSound and A_StopSoundEx.
- Hellhunter:
a) It takes ages to kill thanks to it's zillion phases (check the monster counter when you are fighting him)
b) The projectiles it shoots, looks far too plain. Some smoke, some trails, some effects are needed, especially for a boss.
c) Why in the hell you have to shoot at his legs? This adds frustration. I tried to not cheat and fight him, all to see that a lot of my shots were not hitting him when he is shootable. Why? Because it's height is 50! Is even smaller than a Zombieman. It doesnt even reach the pentagram in the chest (which is supossed to be it's weak point).
d) The fight arena of that boss is ugly in ZDoom. That red tint instead of adding ambience, it makes everything look the same (and after over 10 minutes there trying to kill this guy, a headhache starts). I really think that a boss arena needs detail.
e) The missile attacks are very rare, especially in the later phases. While A_FastChase adds those strafe moves, it makes far too rare the missile attacks. As I just said, the later phases are the most frustrating ones, since it keeps dancing all around and pratcially never makes a projectile attack; so you have to keep dancing with this guy until he attacks. And worse! When he finally decides to attack, the lenght is absurdly small. I took the liberty to check the enormous DECORATE lump, to find that you are given 3 tics to hit him in it's 17th phase. That's less than 1/10 of a second.
f) (non gameplay issue) You should NOT jump into the death states of a monster. That's why there exist A_Die. If you jump into the deaths directly, you dont kill the monster. Sure the "STOP" part makes it dissapear, but the monster counter goes crazy adding more monsters and never actually killing them. You can end with 50/300 monsters dead after killing it.
I think that a better DECORATE for it is needed. This one is far too messy. A lot of this stuff could be made with simple cycles with A_JumpIfHealthLower, A_JumpIfInventory, and checks in a single monster.
Resume of this monster: besides the technical issues, this guy needs some serious balance. No one enjoys fighting for 20 minutes a monster that only leaps to you, sometimes attack with a plain projectile and all the other time keeps dancing around like crazy. If you want the battle to be long, at least make it more interesting giving him more attacks or something else.
- HunterHelltime: To tell you the truth, I didnt get to this guy in a honest gameplay. I was too frustrated for that. Still, I did a quick GOD+MDK run through it's map. The first thing: Offsets of the textures in the rocks. They all start in zero, which means that each vertex will make the texture "restart". The result is a "too repetitive" texture.
Im sorry if the tone of this feedback is a bit too whiny, but Im hoping this time you take all this in count and not skip the post or answer with a simple "I'll check" and no more.
There is more stuff, but I cant remember all ATM. Depending on your response, I will or will not continue givin feedback.
Good project anyway. It sure needs to be polished, but can be pretty good.
I indeed think this has some great potential, but here is what I thought that was important to emphasize:
-The very first thing that jumped to my sight was the file size (Ok, I am for sure the last person who should say something about this). Im not complaining, Im just saying that it shocked me considering this is a demo.
-Then, after the download, the second thing was the name of the file. revengeofevil.pk3.zip? Just wondering why is this? As is, it works, but looks odd. Is this intended to be a Zip or a Pk3? This is far too ambiguous. I know both are the same, but a ZIP pretty much tells the user that the files should be unzipped, while a pk3 doesnt.
If is supossed to be a zip, and the user should unzip it, then it ends being a 160mb (or so) wad file. I personally didnt think that the files were supossed to be unzziped. which brought me to this:
If is a Pk3 that is supossed to be used directly, the ".ZIP" part is of no use. Also, why is the readme inside the PK3? That's again contradictory and made me think again that the files were actually supossed to be unziped
Sure, I am a user with some experience in running wads and PK3 with zdoom and I can digg to see how this was supossed to be used, but you should give some more documentation for those who dont know.
Moving on.
- As mentioned before, the levels are too plain. I dont consider this much of a trouble right now, because of the word "demo". Still, when is developed for a full release, the maps seriously need enhancement, a lot of.
- I said it before, but you didnt seem to listen to me. The shotgun smoke is too big, blocking the sight. You should make it smaller or remove it completely. In doom3 the pistol, chaingun and machinegun also have smoke when firing.
- I pointed out this long ago too. When you start firing the chaingun, look at it's screen, and you'll see how it flashes from "LOADING" to "ON LINE" and back to "LOADING" before it starts the hitscan attack. Might be minor, but worth fixing.
- The grabber gun's sound keeps playing even if you have selected another weapon. This can be avoided. There are decorate actions to stop the sound. A_StopSound and A_StopSoundEx.
- Hellhunter:
a) It takes ages to kill thanks to it's zillion phases (check the monster counter when you are fighting him)
b) The projectiles it shoots, looks far too plain. Some smoke, some trails, some effects are needed, especially for a boss.
c) Why in the hell you have to shoot at his legs? This adds frustration. I tried to not cheat and fight him, all to see that a lot of my shots were not hitting him when he is shootable. Why? Because it's height is 50! Is even smaller than a Zombieman. It doesnt even reach the pentagram in the chest (which is supossed to be it's weak point).
d) The fight arena of that boss is ugly in ZDoom. That red tint instead of adding ambience, it makes everything look the same (and after over 10 minutes there trying to kill this guy, a headhache starts). I really think that a boss arena needs detail.
e) The missile attacks are very rare, especially in the later phases. While A_FastChase adds those strafe moves, it makes far too rare the missile attacks. As I just said, the later phases are the most frustrating ones, since it keeps dancing all around and pratcially never makes a projectile attack; so you have to keep dancing with this guy until he attacks. And worse! When he finally decides to attack, the lenght is absurdly small. I took the liberty to check the enormous DECORATE lump, to find that you are given 3 tics to hit him in it's 17th phase. That's less than 1/10 of a second.
f) (non gameplay issue) You should NOT jump into the death states of a monster. That's why there exist A_Die. If you jump into the deaths directly, you dont kill the monster. Sure the "STOP" part makes it dissapear, but the monster counter goes crazy adding more monsters and never actually killing them. You can end with 50/300 monsters dead after killing it.
I think that a better DECORATE for it is needed. This one is far too messy. A lot of this stuff could be made with simple cycles with A_JumpIfHealthLower, A_JumpIfInventory, and checks in a single monster.
Resume of this monster: besides the technical issues, this guy needs some serious balance. No one enjoys fighting for 20 minutes a monster that only leaps to you, sometimes attack with a plain projectile and all the other time keeps dancing around like crazy. If you want the battle to be long, at least make it more interesting giving him more attacks or something else.
- HunterHelltime: To tell you the truth, I didnt get to this guy in a honest gameplay. I was too frustrated for that. Still, I did a quick GOD+MDK run through it's map. The first thing: Offsets of the textures in the rocks. They all start in zero, which means that each vertex will make the texture "restart". The result is a "too repetitive" texture.
Spoiler:The monster itself teleports way too much. Is far too healty and the attacks sure looks boring too.
Im sorry if the tone of this feedback is a bit too whiny, but Im hoping this time you take all this in count and not skip the post or answer with a simple "I'll check" and no more.
There is more stuff, but I cant remember all ATM. Depending on your response, I will or will not continue givin feedback.
Good project anyway. It sure needs to be polished, but can be pretty good.
-
DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: revenge of evil demo relase 09/11/08
well , is a beta have a lot of bugs and other things, i will take a breack and later i will work the full pack for 2010, but i need more mappers.

