[WIP] D4D Hell On Earth Starter Pack Conversion

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Major Cooke
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[WIP] D4D Hell On Earth Starter Pack Conversion

Post by Major Cooke »

While the current HoE starter pack can run with D4D, there's a bunch of incompatibilities and friendly marines don't actually act friendly towards you. The goal of this mod is aimed at fixing those incompatibilities so you can enjoy it entirely like its old self, but with D4D instead.
Spoiler: BIG Pics
...Yup.
I'm converting Brutal Doom's Hell On Earth Starter Pack to be played with Doom 4 For Doom instead. PROPERLY.

Don't expect this for a while though. I still have to perform a lot of maintenance on D4D itself and this so it's going to take some time, but for the most part right now it's playable. May or may not include a public beta soon.

It will be released when it's done. nopressureplzkthx

What's done:
  • The marines are now actually worth saving and treat you like a marine instead of shooting your ass down. They are now much more resilient and actually follow you EVERYWHERE you go.
  • All monsters and weapons are replaced with D4D mod content instead. Including the player character (it's pretty much a requirement...)
    This means no fatalities or executions of any kind because they're not in D4D. Don't like that? Stick to the normal BD version then.
  • Fixed that stupid 0.l bug. (Currently relies on loading a modified Brutal Doom by me at the moment (for dependency's sake), hoping to change that later.)
  • Tied up marines still replace the invisibility sphere. That means buying a random crate with D4D's system grants a chance at summoning an ally. Great for situations where you're having trouble advancing, if you're willing to put up with losing credits.
What's left to do:
  • The bosses have new special effects applied and rebalanced for D4D.
  • All custom monsters that spawn give credits on dying, except marines.
Both will be updated accordingly when I see the need for it.
Spoiler: Relevant information to be unspoilered after release
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JimpArgon
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by JimpArgon »

Pretty cool man. I love the map sets of H.O.E. will be pretty nice to be able to use this with D4D
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by Major Cooke »

Thanks. Yeah it's pretty awesome.

Oh and just a note, I don't give a damn about breaking the maps with double jumping. Do as you will with it. :P
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by Aethun »

The second boss, the megacyberdemon, you can kill instant with the gauss canon with the charge upgrade.
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by shotfan »

You mean that the Megacyberdemon can be slain with a single shot of the Gauss Cannon's Siege Mode? Holy s***... can anyone else confirm this?
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by JimpArgon »

Hes playing with the original Hell on earths starter pack..... So its likely that things are probably not going to be working correctly. He should just wait until Major Cooke is actually finished with his D4D version.
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by shotfan »

I hope so. I read plenty of opinions regarding Siege Mode as overpowered, but not to this extent. :o

As for the conversion itself: good luck, MC! It is nice to see that this mappack willl get a D4D compability. (I will probably not play Starter Pack with D4D, though - I am finishing it right now with Project Brutality and it really wore me down...)
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by Major Cooke »

D4D will ultimately warp your perspective on it. And thanks! :P

You'll find it easier in some areas (Baphomet -- too many nukes), and you'll find it harder on others (Megacyberdemon exploits)

There's only one map I need to actually tweak, and that's because an imp is outside the map since gaining the completionist bonus is impossible there.
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by shotfan »

Who is Baphomet? The final boss of Starter Pack?
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by Major Cooke »

Yeah, the Icon of Sin sometimes referred to as the Baphomet.
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by shotfan »

Thanks. I soon got to take him down with a BFG 9000 Mk IV... this is going to be painful, one way or another :twisted:
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by Major Cooke »

So I've been thinking about the traps in Hell... In particular, those damn arrow traps and the inescapable crusher trap with a chaingun in it.

I'm probably going to replace them.

Those are two areas of opportunity for monsters to just come in and rip the player apart for being unaware. What I'm thinking of, the crusher trap spawns a Cyberdemon in the hall with the fireball shooting gargoyle face. It will only teleport in when you grab the chaingun.

Then, the arrow trap I'll replace with having a bunch of archviles and cacodemons ambushing you.

Thoughts?
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by shotfan »

Arrow trap? The one in Nobles' House? Does not need replacement for me. I am just curious how exactly does it work (I avoided it by quickly jumping into adjacent cell room, the middle one).
Major Cooke wrote:bunch of archviles
In so small space? Ouch. :evil:

The other trap... is it the one in Stronghold, with closing bars? But this one has a Plasma Gun bait, right? SgtMkIV said you need to kick a zombieman standing there to trigger the trap, and afterwards you have around 10 seconds before the crusher will be ready again. So this one also does need changing (and Cyberdemon in that fireball hallway is not too big anyway to fit there? Because in such tight quarters he would be devastating).

I have two other traps that I would change:
- Cathedral's main chamber: its entrance door can only be opened from the inside by two far-apart spaced buttons, each of which guarded by a battalion of Cacos or Barons. But the trap is clearly broken, since even my 15-fps running computer could allow me to grab the skull inside and bail out before the door closed, safely slaughtering the 50+ demons from the outside balconies. I am glad I could do it, but this trap does not work as intended, really. Your thoughts on it? Should the door shut much faster?

Bonus mention: the end chamber of Noble's House. I am still sour about it. Thankfully, a D4D player has a double jump available, so this platforming sequence should be much easier in this mod.

EDIT: Nevermind the Bloodfalls, I just found that secret with Megasphere that solved my problem...
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Major Cooke
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by Major Cooke »

Crusher: You have a BFG by now. Use it. If anything I could just throw in an invulnerability sphere and call it a day. Or... Curious. Now I need to try the holo grenade and see if that can work on preventing the door from shutting.

Archviles: Same story.

Also it encourages using crates, not to mention the new MP weapons coming soon to D4D. :twisted:

And don't forget the siege mode. I checked how much it does against the mega cyberdemon... He had -900k health after one shot. Sounds like something is telefragging alright.
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Re: [WIP] D4D Hell On Earth Starter Pack Conversion

Post by shotfan »

Actually, I did not have a BFG until the end of Noble's House, the one from secret cache. I remember that only non-secret BFG in Starter Pack is the one in the very last map just before the Baphomet. Still, why you would want a BFG, if Siege Mode can GTFO a Megacyberdemon?!!! (-900 000 damage? What the hell is this, a orbital cannon?! :shock: )

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