Hocusdoom BETA (new version 09-23-18)

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Re: Hocusdoom BETA (new version 09-23-18)

Postby IDKrisis » Tue Oct 30, 2018 5:30 pm

ravage wrote:You actually get the wand just outside of the castle. I might make that a requirement for opening the door so you don't miss it. It makes the fight more balanced as that's what its aimed for.

D'oh! I can't believe I missed it! I've tried the battle again with the wand and it seems to balance the final battle perfectly. Its still VERY hard, but that's how it should be for a final boss. I'd recommend making the change you suggested, as anyone doing without that extra firepower may get bored with the final battle and give up.

Having played all four episodes of Hocusdoom, I have to say that I am amazed at the mapping skills on show here. Given how recently the new levels were added, they are surprisingly low on bugs and glitches and the overall quality of the mod goes beyond what many professional games have achieved. Only a few adjustments remain, and after that, I think you can be proud of what you've achieved. In fact, if you tried making a few levels for vanilla Doom with these skills, you could easily win a Cacoward.
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Re: Hocusdoom BETA (new version 09-23-18)

Postby ravage » Wed Oct 31, 2018 6:35 pm

IDKrisis wrote:Having played all four episodes of Hocusdoom, I have to say that I am amazed at the mapping skills on show here. Given how recently the new levels were added, they are surprisingly low on bugs and glitches and the overall quality of the mod goes beyond what many professional games have achieved. Only a few adjustments remain, and after that, I think you can be proud of what you've achieved. In fact, if you tried making a few levels for vanilla Doom with these skills, you could easily win a Cacoward.


Oh, I'm aware. :P
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Re: Hocusdoom BETA (new version 09-23-18)

Postby IDKrisis » Thu Nov 01, 2018 1:33 pm

ravage wrote:Oh, I'm aware. :P


Downloaded. :D

Btw, I think I know what might have caused the enemies to get trapped on top of pikes in level 31. In Hocus Doom, enemies are completely invisible and immaterial until they spot the player, then they materialise and attack. If they lose track of the player for a while, they dematerialise again. The room where the bug occurs is located under another room above the fan, which you pass through first. When you pass through the higher room, the enemies in the lower room appear and try to reach you, then vanish some time after you leave. If they vanish too close to the pikes, its possible that when they reappear, they materialise on top of the pikes and get stuck.
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Re: Hocusdoom BETA (new version 09-23-18)

Postby Talon1024 » Fri Nov 02, 2018 8:16 pm

On MAP19, it's possible to get softlocked after defeating the tree demon guarding the silver (IIRC) key. Here's a video demonstrating the issue.
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Re: Hocusdoom BETA (new version 09-23-18)

Postby ravage » Sat Nov 03, 2018 9:58 pm

Oooh, did not know that. Gonna fix that real quick.
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Re: Hocusdoom BETA (new version 09-23-18)

Postby Tormentor667 » Tue Nov 06, 2018 9:22 am

ravage wrote:Oh, I'm aware. :P

:D :D :D
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Re: Hocusdoom BETA (new version 09-23-18)

Postby Solarn » Thu Nov 08, 2018 5:18 pm

This is an amazing WAD. It really feels like a whole new game running on the Doom engine, just familiar enough that I can instinctively play it, but different enough not to feel like a reskin or enemy/weapon mod. And the maps are gorgeous, with what feels like more than a bit of Quake influence. Some of the areas in late E1 especially reminded me of Quake's third episode, and not just because both used metallic textures with blue tiled floors (although it helped).
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Re: Hocusdoom BETA (new version 09-23-18)

Postby RichterBelmont12 » Mon Dec 03, 2018 3:26 pm

Hey ravage My Doom December on my youtube channel has started and I'm here to finish off Hocus Pocus doom but I have two bugs or problems about it its on my videos which wont be uploaded untill next week.

1. Secret level in Episode 4 after finishing it warps me to Episodes 3's Secret level which was odd for me.

2. PHARAOHS ARE THE MOST ANNOYING ENEMY IN THE GAME GAH!!!!! lol

ok Real 2. In the Hall of the Monkey King (Sun Wukong?)there is a glitch where even tho you picked up the Gold Key it still says you need the Gold Key.....Sooo I had to No Clip it to beat it :\

Overall I'm having fun with his mod SIDES THE PHARAOHS!!!! but ya I can't wait to finish it off in Doom December.
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Re: Hocusdoom BETA (new version 09-23-18)

Postby ravage » Tue Dec 04, 2018 10:32 pm

RichterBelmont12 wrote:Hey ravage My Doom December on my youtube channel has started and I'm here to finish off Hocus Pocus doom but I have two bugs or problems about it its on my videos which wont be uploaded untill next week.

1. Secret level in Episode 4 after finishing it warps me to Episodes 3's Secret level which was odd for me.

2. PHARAOHS ARE THE MOST ANNOYING ENEMY IN THE GAME GAH!!!!! lol

ok Real 2. In the Hall of the Monkey King (Sun Wukong?)there is a glitch where even tho you picked up the Gold Key it still says you need the Gold Key.....Sooo I had to No Clip it to beat it :\

Overall I'm having fun with his mod SIDES THE PHARAOHS!!!! but ya I can't wait to finish it off in Doom December.


The first one has been fixed for the next update.

Yeah, pharoahs are annoying. :P

And I'll take a look at that glitch! Thanks for having fun so far!
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Re: Hocusdoom BETA (new version 09-23-18)

Postby ravage » Sun Jan 13, 2019 3:26 am

Sorry for the delay. Moved to Arkansas a few months ago. Things are still a little crazy.



I still need someone good with zscript that would like to take a shot at the highscores table sometime. That's the last major hurdle before a release (other than further bugtesting!)



Current playable version for 01-13-19
https://www.dropbox.com/s/l7gw4xznbok0u ... 9.pk3?dl=1
Ogg versions of music (updated)
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1


changelog for - 01-13-19
  • fixed volume for music in map40
  • added a Death.Massacre state for base enemies. No more deafening explosions or slowdowns when using Massacre cheat
  • fixed an error with map40 pointing to map30. now points to the correct next map.
  • fixed some texture alignments on map02
  • fixed a softlock issue on map19
  • forced the outer door in map39 requiring the power wand, mostly so you can't miss it. The fight practically requires it anyway.
  • lightning upgrades now let you shoot extra shots occasionally, not randomly. more upgrades shoots them more often. ring on the finger will glow when next shot will double. needs testing as it may throw all balancing off?
  • fixed background transparency for menu.
  • added brightmaps for models, sprites, and textures
  • cheaty method of getting read of bloodsplatters permanently. replaced the graphics themselves.
  • added AUTOMAP.TXT
  • fixed trigger for a lowering floor in map07. Now only triggers once.
  • fixed a graphical glitch in map04 with some weird passable walls showing up on a sloped floor.
  • fixed several texture alignments
  • raised one of the crystals higher in map27 so you can just run into it. was confusing when it was lower?
  • fixed several sections of ledges in map38 to be either obvious you can't progress on them, or you can get back in-bounds
  • made progression behind the gold door in map38 more obvious
  • added message on death to hit the use key to continue.
  • Damagefactors for Electro robots changed to 1.0. No more issues with certain shots not doing damage. Not sure why I did that in the first place.
  • new sprites for greater health potions and super health potions to differentiate them from small potions
  • wizard chat no longer pauses music. Thank you Kinsie!
  • wizard chat also no longer has a delay before stopping time.
  • made pharoah shots less aggressive
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Re: Hocusdoom BETA (new version 09-23-18)

Postby ravage » Mon Jan 14, 2019 4:41 pm

Quick bump, just found out that my mod was featured on RPS today! https://www.rockpapershotgun.com/2019/0 ... nto-a-fps/
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Re: Hocusdoom BETA (new version 09-23-18)

Postby Tormentor667 » Wed Jan 16, 2019 6:25 am

ravage wrote:Quick bump, just found out that my mod was featured on RPS today! https://www.rockpapershotgun.com/2019/0 ... nto-a-fps/

For a good reason: It's awesome! I just wish I wouldn't have looked at the screenshots, got myself totally spoilered (and hyped)
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