Pretty much. I'm not happy with map06. I never was really, but I didn't know what to do with it. I may end up scrapping and remaking it. I may make the whole map smaller as it takes almost 13 minutes to complete. That's a lot of time for a hocus map :PWoolie Wool wrote:It was nice up to level 6, but level 6 runs incredibly slowly (<10 fps) and is 100% impossible to play without cheats on my computer. If I had to guess, there are probably way too many actors on this level and their numbers will have to be drastically reduced for the map to be playable. It reminds me the way Nashgore-based mods behave when hundreds of monsters are crushed at once.
Hocusdoom RELEASED (/idgames pending)
Forum rules
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.
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: Hocus Doom
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Re: Hocus Doom
I really like how utterly different it is from regular Doom, it's clearly a TC's TC and not Doom with a new skin on. I must say though, that the first fight in the first level is cruel for the very beginning of a TC with radically different mechanics from Doom. You're trying to figure out the basics of shooting while fending off a large number of monsters in tight quarters.
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Re: Hocus Doom
This is not Hocus Pocus Doom, This is the real HOCUS POCUS 3D, the sequel/remake of the original. It's the best work since the sequel of Duke Nukem 2: Duke 3D!!! You made the perfect mod! I love it!!
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Re: Hocus Doom
Any news? 

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Re: Hocus Doom
Still active! Working on textures for episode 2, but work is a bit slow.Tormentor667 wrote:Any news? :)
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Re: Hocus Doom
Glad to hear it! This is some fantastic work so far.ravage wrote:Still active! Working on textures for episode 2, but work is a bit slow.Tormentor667 wrote:Any news?

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Re: Hocus Doom
huh, no offence, tormentor's necro bump did saved this thread. which means it's a good thing that it's not dead yet.
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Re: Hocus Doom
No! Bad Tormentor!Tormentor667 wrote:Any news?
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Re: Hocus Doom
Possibly, but I'd have bumped it eventually when I had more content to release.Captain J wrote:huh, no offence, tormentor's necro bump did saved this thread. which means it's a good thing that it's not dead yet.
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Re: Hocus Doom
This thread isn't in off-topic, so it doesn't need to be saved: it won't get automatically pruned if it gets too old.
Still nice to hear that there's some progress on this little project.
Still nice to hear that there's some progress on this little project.
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Re: Hocus Doom
Sorry, I had to ask, I can't wait for the next version 

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Re: Hocus Doom
Indeed. Good to see you're still around, Tormentor.
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Re: Hocus Doom
Happy 2015! I apologize for such a delay, but life tends to do that (not to mention a distinct lack of motivation). However, I haven't been totally sleeping on the job!
Current playable demo for 01-24-2015
Mp3 versions of music
Current playable demo for 01-24-2015
Mp3 versions of music
- Completely redid map06. No longer lags and flows much better.
- added map07
- started map08 (Not finished)
- started map09 (Not finished)
- added map10
- added map11 (episode 2)
- added sprites and mechanics for hocus player. (jumping animation works too!)
- changed projectiles for Power Wand again. The blue and Red just didn't feel right.
- Fixed floor check for the jump potion particles. Should work now. (a bit goofy if you hit a ceiling)
- New weapon sprites to match the toony look.
- Made Monsters return to their original position when they despawn
- Reverted monster returning because it doesn't work yet.
- added some E2 enemies (blackbeast, mummy, bat)
- added some E3 enemies (secret enemies)
- added A_SentinelBob to flying monsters to see how they work (works nicely)
- added sound variants for power/rapid fire weapons
- added some secret stuff
- added textures and decorations for Egypt and Night 2 sets
- Reworked how bosses work. They should despawn and reset the boss health bar scripts fine now.
Spoiler:As always, let me know what you think and if you find any bugs or broken things.
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Re: Hocus Doom
Cool beans! Looking forward to trying the new build after work. 

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Re: Hocus Doom
finally, this mod now have it's own hand that fits with the original game. gotta love it!