OSJC's QUAKE - Descent into Heresy - revisited

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Project Shadowcat
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by Project Shadowcat »

Oh noes! It's Electronic Arts!

To pay for the Quake: Scourge of Armagon and Quake: Dissolution of Eternity DLC you will have to pay over $9,000 just to get them! Now you can get the Axe DLC, and other DLC! DLC galore!

EA is ridiculous...

Everyone here, boycott Battlefield: Hardline. It's terrible and it's just a crappy rehash.

I'm going to stick with Wolfenstein: The New Order and Shadow Warrior (2013) thank you very much! :D

Also, are you going to get the new Doom game next year?

And last but not least...

Is there a slight chance you may make a War on Stroggos for Heretic?
What the fuck?
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Captain J
 
 
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by Captain J »

Don't you think you're Overreacting much for EA is not being free for one DLC and this one mod, storm?
osjclatchford
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by osjclatchford »

no offence guys but can we keep on topic please... take it to the off topic thread for this kinda stuff...
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Stormblade
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by Stormblade »

Yeah.... I just made a joke post that's all. It wasn't supposed to be serious.

Anyway, do you have any plans on adding in Quake 1 monsters?

Or making a Quake 2: Descent into Heresy mod?

:3
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by osjclatchford »

Not monstas no. Not really my thing and there's not enough done already... plus weapons and monsters deserves new maps too. Lol

As for quake two. Not in heretic but been thinking of another doom wad for stroggy stuff... more soon..?
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Stormblade
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by Stormblade »

Hmm.... Quake 2 for Hexen maybe? :3
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-Ghost-
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by -Ghost- »

Any hope for some monster variations that still keep with Heretic's bestiary?
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by Captain J »

here's the reason why not;
osjclatchford wrote:Not monstas no. Not really my thing and there's not enough done already... plus weapons and monsters deserves new maps too.
if vader comes back with fancy new quake monster sprites, that would be so chillingly cool.
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by osjclatchford »

Captain J wrote:...if vader comes back with fancy new quake monster sprites, that would be so chillingly cool.
my thoughts exactly. his vore (which is currently available is great. there is a dog that could be used but so far I've only seen six frames for a shambie...) a shambie attack would be difficult to match the code for my thunderbolt though. that kinda railattack is not possible on anything other than weapons...
-Ghost- wrote:Any hope for some monster variations that still keep with Heretic's bestiary?
not that keen on monster variants of the same thing. kinda like kdizd with all the rediculously multicoloured different imps etc... (an imp is brown and spikey, if it has to have variants make it more interesting, balanced and less childish: big tough slow one, slim fast weaker one, transluscent one etc..) otherwise its such a cop-out. if you want a new monster, make a new monster not a re-colour of an old one. sorry just one of my bugbears. Hell, this annoyed me when DooMII was first released: hellknight= a weaker tan coloured baron... WOW :roll: I feel this only works on low tier monsters like the zombie-guys or duke's alien troopers (the colours represent different uniforms etc...) its just a personal thing I guess...
however I can suggest this: http://forum.zdoom.org/viewtopic.php?f= ... 70#p782667 features that which you are talking about and as such right be right up your alley... :wink:
Stormblade wrote:Hmm.... Quake 2 for Hexen maybe? :3
not hexen... ok I'll just come out and say it. all this quake1 themed weapons got me thinking of a quake2 weapons mod for darkening2.wad (check it out if you don't know it http://onemandoom.blogspot.co.uk/2013/0 ... n2wad.html)
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Valherran
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by Valherran »

After playing all of Heretic, here is a small list for you:

1. Rocket Launcher - Kind of OP, needs damage reduction. It can kill an Iron Lich in 3 hits, I would suggest toning it down to where it needs 5 or 6. Also the aiming is off, the recoil is happening before the projectile even launches, and it causes you to miss.

2. Thunderbolt - Needs a small damage buff, it gets outclassed by the Super Nailgun.

3. Super Nailgun - Is this supposed to railgun through enemies? I can understand the Thunderbolt doing that, but having it on this is a bit OP. :lol:

4. Axe - Too slow, needs to be 50% faster, but you already know that.
Last edited by Valherran on Mon Sep 22, 2014 3:17 am, edited 1 time in total.
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Stormblade
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by Stormblade »

Quake 2 for Darkening 2 sounds pretty awesome.

As for the different monsters.... well, if you are going to make a monster make a brand new one for crying out loud!

The Hellknight sort of pissed me off though because from a distance, it looks a lot like a Baron of Hell so often I would clench to my SSG and wait for it to pass...

But then it got closer and I realized it was just a Hellknight. I just got so mad, that I shot at it like what? 5 times with my SSG? XD
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by osjclatchford »

Valherran wrote: 1. Rocket Launcher - Kind of OP, needs damage reduction. It can kill an Iron Lich in 3 hits, I would suggest toning it down to where it needs 5 or 6. Also the aiming is off, the recoil is happening before the projectile even launches, and it causes you to miss.
the inaccuracy is the compromise to the power and is intentional. the iron liches seem to be quite susceptible to the rl its true but toning it down would make it far too less effective against other monsters...
Valherran wrote: 2. Thunderbolt - Needs a small damage buff, it gets outclassed by the Super Nailgun.
its a secret weapon and I didn't want to add it and therefore do not care...
Valherran wrote: 3. Super Nailgun - Is this supposed to railgun through enemies? I can understand the Thunderbolt doing that, but having it on this is a bit OP. :lol:
it does not railgun it has a 50/50 chance of firing ripping nails.
Valherran wrote: 4. Nailgun - No point in ever using this once you get the Super Nailgun, would you consider giving it something different it can do on attack? Like rebounding nails or a semi-auto alt-fire with faster projectile speed?
the nailgun does fire bouncing nails, as with the sng on a 50.50 chance basis, pay more attention please...
Valherran wrote: 5. Axe - Too slow, needs to be 50% faster, but you already know that.
yes I do, and I'm sick of repeating myself that the kick is intended the preferred quick melee and the axe is a different weapon altogether. it does not 'need' to be 50% faster, you simply want it to be. its not 'broke' or 'wrong' if its how I intend it to be.

I'm done with this project and I grow excessively weary with this thread with each day that passes...
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Valherran
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Re: OSJC's QUAKE-DIH (on hold) v_3b4 (thur 18th sept 2014)

Post by Valherran »

lol... I edited the 4th one before you posted because I remembered.

Oh well, it was fun while it lasted.
Cacobus
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Re: OSJC's QUAKE-DIH (on hold) v_3b4 (thur 18th sept 2014)

Post by Cacobus »

This a very cool mod,and your right it does have a nice old school feel to it,but any chance you could please make the corpses,and body parts have some random hidden items such as nandes, bullets,health,ect,ect?but you would have to destroy the corpses first in order to obtain them,just a thought.
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Re: QUAKE: Descent into Heresy (WIP) v_3b4 (thur 18th sept 2

Post by Captain J »

osjclatchford wrote:I'm done with this project and I grow excessively weary with this thread with each day that passes...
hope he spoke the truth.

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