[Needs Testing] Doomguy in Hexen

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
cambertian
Posts: 344
Joined: Thu May 07, 2015 4:24 pm
Graphics Processor: nVidia with Vulkan support
Location: New England Area, USA

[Needs Testing] Doomguy in Hexen

Post by cambertian »

A somewhat basic mod that puts everyone's favorite marine into everyone's favorite sword-and-sorcery game!

The video below is pretty old by this point, but should give you a good idea of what it's like.


Features:
  • Play as all three of the original Hexen classes, as well as Doomguy!
  • Use the Chainsaw, the Super Shotgun, the Plasma Rifle and the BFG9000 against Korax's forces of evil!
  • Drink flechettes to amplify your damage output!
  • Should work in multiplayer co-op!
Notes:
  • Requires a development version of (G)ZDoom or Zandronum.
Download it here!
Last edited by cambertian on Sat Jun 18, 2016 12:54 pm, edited 3 times in total.
User avatar
4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

Re: [Needs Testing] Doomguy in Hexen

Post by 4thcharacter »

I knew someone would make something like this.


I'm actually considering adding Doomguy in Serpent: Resurrection in the future. Though I slightly don't know what to do for some of his stats.
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: [Needs Testing] Doomguy in Hexen

Post by CeeJay »

Am I the only who thinks the Doomguys magic should be practically non-existing while strength should be maxed out, along with the speed of course.
User avatar
4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

Re: [Needs Testing] Doomguy in Hexen

Post by 4thcharacter »

Yeah, I'm kinda pretty poor with balancing and wisdom is the stat that sets the ammo limit there. Just set it to around 15 or slightly lower I guess. Strength, Constitution and Dexterity can get pretty high for him.
User avatar
Dr_Cosmobyte
Posts: 2821
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: [Needs Testing] Doomguy in Hexen

Post by Dr_Cosmobyte »

If this keeps itself true to vanilla, this will be great!

Simple idea on paper, but sounds a lot fun!

Anyway, just one thought: rename those skill levels. "Deskjob" and "Satan" are not really matching it. Try some army-ish things. I would do something like:

Sargeant
Lieutenant
Captain
Colonel
General

But that's your choice, of course. :D

Looking foward to the release. :D
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: [Needs Testing] Doomguy in Hexen

Post by comet1337 »

heh, chainsaw and SSG in medieval fantasy setting
just like the source material's source material
User avatar
cambertian
Posts: 344
Joined: Thu May 07, 2015 4:24 pm
Graphics Processor: nVidia with Vulkan support
Location: New England Area, USA

Re: [Needs Testing] Doomguy in Hexen

Post by cambertian »

GAA1992 wrote:If this keeps itself true to vanilla, this will be great!
Simple idea on paper, but sounds a lot fun!
Anyway, just one thought: rename those skill levels. "Deskjob" and "Satan" are not really matching it. Try some army-ish things. I would do something like:

Sargeant
Lieutenant
Captain
Colonel
General

But that's your choice, of course. :D
Looking foward to the release. :D
I hope it keeps true as well; I'm terrible at game balance. He's probably overpowered.
I'm willing to do balance patches if you guys think so.
As for the skill settings, I'm not too familiar with army terms. Will be changed for the next release. Thank you.
CeeJay wrote:Am I the only who thinks the Doomguys magic should be practically non-existing while strength should be maxed out, along with the speed of course.
My reasoning for the current stat-balance was that Doomguy likes guns, and ammo/guns are equivalent to mana/magic in Hexen, but also because I feel that strength should be the Fighter class's strong point. Doomguy might be a muscle-head, but he's nowhere near the Fighter's level of pure machismo. (I hope this doesn't spark a serious debate :lol: )
User avatar
Dr_Cosmobyte
Posts: 2821
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: [Needs Testing] Doomguy in Hexen

Post by Dr_Cosmobyte »

Kinsie made a patch that replaces SSG ammo if you're willing to use both shotties. ;)
User avatar
InsanityBringer
Posts: 3392
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: [Needs Testing] Doomguy in Hexen

Post by InsanityBringer »

You broke the fullscreen hud while changing the status bar. You can find the script for it in the zdoom.pk3 file
User avatar
cambertian
Posts: 344
Joined: Thu May 07, 2015 4:24 pm
Graphics Processor: nVidia with Vulkan support
Location: New England Area, USA

Re: [Needs Testing] Doomguy in Hexen

Post by cambertian »

InsanityBringer wrote:You broke the fullscreen hud while changing the status bar. You can find the script for it in the zdoom.pk3 file
Download should be updated now. Includes fullscreen hud fix as well as the more suitable difficulty names provided by GAA1992.
User avatar
The Ultimate DooMer
Posts: 2109
Joined: Tue Jul 15, 2003 5:29 pm
Location: Industrial Zone

Re: [Needs Testing] Doomguy in Hexen

Post by The Ultimate DooMer »

heh, chainsaw and SSG in medieval fantasy setting
just like the source material's source material
It's not going to work without a full rebalance of damage values though - Heretic/Hexen's are a lot lower than Doom's. (and the mobs have a lot less health to match)

Unless ofc the idea is to have it play out like Gate :P (ie. guns trampling all over swords/sorcery)
I'm actually considering adding Doomguy in Serpent: Resurrection in the future. Though I slightly don't know what to do for some of his stats.
Same as above...he'd be waaaay overpowered without a huge nerf to the guns. (not to mention looking weird in that setting, unless you've seen Gate ofc :P)
User avatar
twinkieman93
Posts: 1075
Joined: Fri Aug 10, 2007 11:13 pm

Re: [Needs Testing] Doomguy in Hexen

Post by twinkieman93 »

The Ultimate DooMer wrote:It's not going to work without a full rebalance of damage values though - Heretic/Hexen's are a lot lower than Doom's. (and the mobs have a lot less health to match)

Unless ofc the idea is to have it play out like Gate :P (ie. guns trampling all over swords/sorcery)
Actually, Hexen has beefier monsters... sort of. Even the lowly afrit has 33% more health than an imp. Ettins have as much as a pinky. The difference is that Hexen's monsters don't get any beefier than 250 health, with the exception of bosses, so once you get the SSG you start to steamroll things.

Speaking of, while I don't intend to draw attention away from this mod, I would like to point out that Samsara works with Hexen quite capably. It's kind of funny this was posted when it was, 'cause I recently finished playing through Hexen as Doomguy using it, hehehe.
User avatar
cambertian
Posts: 344
Joined: Thu May 07, 2015 4:24 pm
Graphics Processor: nVidia with Vulkan support
Location: New England Area, USA

Re: [Needs Testing] Doomguy in Hexen

Post by cambertian »

twinkieman93 wrote:Speaking of, while I don't intend to draw attention away from this mod, I would like to point out that Samsara works with Hexen quite capably. It's kind of funny this was posted when it was, 'cause I recently finished playing through Hexen as Doomguy using it, hehehe.
That is true and perfectly viable! However, I had a few reasons for making this mod and not just using Samsara:
  • Personal accomplishment/entertainment. This was originally a personal project that I decided to spruce up and post for the general public.
  • It was a good programming warmup. Adding a class instead of replacing one of the three provided an interesting challenge.
  • Samsara gives you more than 4 weapons, more than 2 ammo types, etc. It could be seen as a benefit, but I'm one of those sticklers who wants to keep everything similar.
  • It might serve as a good basis for other Hexen-related projects.
Just play whichever one you're more comfortable with; I'm not the kind to get jealous. :D
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [Needs Testing] Doomguy in Hexen

Post by Captain J »

GAA1992 wrote:Anyway, just one thought: rename those skill levels. "Deskjob" and "Satan" are not really matching it. Try some army-ish things. I would do something like:

Sargeant
Lieutenant
Captain
Colonel
General

But that's your choice, of course. :D
About my difficulty name, i've made this;

Conscript
Combatant
Marine
Commando
One man army

And it's quite surprising that we actually can drink flechette to gain your damage power, not throwing as a weapon. Unconventional!

BUT, i've had issues;
- When doomguy lands, boots sound effect does not play. It just plays good ol' classic UNF. Intentional?
- BFG 9000's projectile does not plays explosion sound effect when crashes.
- Plasma Rifle's firing sound gets cut off when you keep firing.
- Am i seeing the 'this projectile and puff does not have decals' feature?
- When doomguy falls, he screams fighter's scream.
- Doomguy just screams when he got gibbed.
- I think his class screen should be UAC-tech style. Because he have been at the UAC facilities and he is not in hell anymore, i think.


Other than those, really good mod with good idea! people might have their own taste to play it with samsara or not, after all! :laff:
User avatar
cambertian
Posts: 344
Joined: Thu May 07, 2015 4:24 pm
Graphics Processor: nVidia with Vulkan support
Location: New England Area, USA

Re: [Needs Testing] Doomguy in Hexen

Post by cambertian »

Captain J wrote:And it's quite surprising that we actually can drink flechette to gain your damage power, not throwing as a weapon. Unconventional!
Originally it was going to be a friendly little turret you could place down, but I couldn't figure out how to make it disappear once it was done. I tried inventory-based timers, health-based timers... It just wouldn't go away. (If anyone can think up a good solution, please send me a hint!)
I figure the damage-boosting was probably a better idea. Not only is it vaguely humorous (I imagine Doomguy drinking it by accident and getting super angry because it tastes horrible XD) but it also brings to mind the Berserk packs from the original game.
I'll probably have to nerf some of the weapons to keep it in check, though. What do you guys think?
Captain J wrote:BUT, i've had issues;
- When doomguy lands, boots sound effect does not play. It just plays good ol' classic UNF. Intentional?
- BFG 9000's projectile does not plays explosion sound effect when crashes.
- Plasma Rifle's firing sound gets cut off when you keep firing.
- Am i seeing the 'this projectile and puff does not have decals' feature?
- When doomguy falls, he screams fighter's scream.
- Doomguy just screams when he got gibbed.
- I think his class screen should be UAC-tech style. Because he have been at the UAC facilities and he is not in hell anymore, i think.


Other than those, really good mod with good idea! people might have their own taste to play it with samsara or not, after all! :laff:
Excellent points - I'll try to fix most, if not all of them for the next release.
Some sound effects (like the scream and the boots sound) didn't occur in the original Doom I don't think, so I didn't know what to replace them with. If someone could point me towards some fan-made (or free) sounds, I'd appreciate it. I'd prefer to not just lift them from Samsara.

Return to “Gameplay Mods”