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A gameplay mod that works with Doom and Heretic, straight out of the Box!
Focused on giving everything three fire-modes without needing any extra resources, just balancing them around standard blue and green mana/ammo consumption.
Upgrades for each of those afformentioned fire-modes!! (think Trailblazer)
Strong and fun, but balanced. Extra care has been put into making everything have punch and impact and be fun to use but not the level of overkill. I'm a mad perfectionist when I get going; so repeatedly testing something over and over whilst I tweak values is not unusual.
Gothically medieval, with a taste of moderate-high fantasy. Magic is meant to semi-common in the world, whether through artifacts, or mystical items.
Based around play where you get used to using both your arsenal and your inventory items in tandem. Flechettes and Discs of Repulsion are really useful now; so use them!
Rigorously playtested with custom doom, heretic, and hexen wads to get a feel for how it plays with them; and to see if I can find reason to switch between my arsenal all the time (which is the sign of a good arsenal, in my opinion).
Is named this way because... well, "Hexen" are witches from germanic folklore. Walpurgisnacht is a grand festival for witches in general. So as a festival of new content for Hexen related shenanigans; its doubly relevant.
----------------------------------------------- Find out about the four classes and their Weapons!
Spoiler: Classes and their Weapons!
-----------------------------------------------
Don't forget to bind yourself a 'Reload' key. In Walpurgis, this key is your third fire mode. Various inventory items can also be assigned hotkeys.
Comes with its own version of Widescreen Status Bar, you will not need your own.
Please turn off Alternate HUD in GZDoom to get get the best experience with the UI.
----------------------------------------------- Other optional (but recommended) mods to run in your GZDoom.ini: Nashgore Vengeance OR Universal Gibs for your bloody splatter needs. Tekish's HUD addons for general helpful convienience. A shortlist of Megawads that thematically suit Walp (though it works with anything!).
-----------------------------------------------
Walp is compatible with Pistol Starter if you like starting levels afresh, and this optionally allows you to keep inventory items (and upgrades) between levels.
Nimlouth over at the Discord made a Walpurgis patch for ZMovement.
Irrevenant made a patch for Strange Aeons, which is available here. Patch for Walpurgis to work with Elementalism
-----------------------------------------------
[0.99]
'The Dryad Dimension'
--------------------
31/01/2024
+New!: The Crusader gets his alternate in-slot (3) weapon, Heavensever!
Heavensever is an Arming Sword with dimensional powers, which excels
in long range sniping whilst also being a strong melee option.
------------------------------------------------------------------------
##[Primary Fire]## swings the sword in a smooth slashing combo. This is
the Crusaders most damaging melee weapon, but it does have somewhat less
range than the spear, of course. It's mana-free by default.
>>> Upgrading the Primary makes the swings more damaging and faster.
>>> Mutating the Primary blesses the blade, making it cause an eruption
of holy power whenever you swing for point-blank AoE. It costs mana.
------------------------------------------------------------------------
##[Secondary Fire]## causes a dimensional severing split, generally hitting
a target in your vision. It is incredibly strong vs. distant single foes.
>>> Upgrading the Secondary makes it a double-X-slash for more power.
>>> Mutating the Secondary causes it to instead create a roaring column
of Dimensional energy, with less direct power, but good AoE.
------------------------------------------------------------------------
##[Tertiary Fire]## causes a portal to appear. Whenever you use one of the
other fire modes, the portal launches a phantom sword at an enemy it can
reach, that detonates. It can fire 4 times before dissipating.
>>> Upgrading the Tertiary makes you purely summon a large fusilade of
phantom blades instead, which immediately fire off, causing havoc.
>>> Mutating the Tertiary allows you to hold a portal in front of you
whilst you hold the fire button, absorbing projectiles. If you let go,
the portal drops, blocking projectiles that hit it in the same way.
If you make a second portal whilst the first is active, the two will
spin to face each other, and fire lasers rapidly between them.
------------------------------------------------------------------------
By default, this will spawn randomly along with the Firestorm Font,
but you can disable either of them in the Walpurgis Options if preferred.
+New!: The Druid gets her alternate in-slot (3), The Dryad Transformation!
The Dryad gets a staff and has several plant attacks that favour closer
ranges and give powerful crowd control.
------------------------------------------------------------------------
##[Primary Fire]## grows a wad of dangerous spiked brambles on the staff,
which are then flung in front of you in a shotgun-like blast. It is
quite short-ranged, but tears through enemies quite strongly.
>>> Upgrading the Primary makes the brambles deal more damage, and their
range is also increased.
>>> Mutating the Primary instead makes you transform your hands into the
Fists of a Treant. The fists create shockwaves of force and natural
power in a short-range in front. They are very good at stunning foes.
------------------------------------------------------------------------
##[Secondary Fire]## makes you fire off several seed pods. They bounce
around, up to a close-medium range, preferring to bounce towards foes.
After a few seconds, or after touching a target, they very rapidly
burrow into the ground and grow at hyperspeed, turning into a deadly
spiked beanstalks that impale enemies.
>>> Upgrading the Secondary turns the Beanstalks into Bloodstalks,
which also detonate the corpses of foes they kill.
>>> Mutating instead makes the seeds burrow far deeper, to unleash
volcanoes that vomit magma everywhere!
------------------------------------------------------------------------
##[Tertiary Fire]## grows a spitting plant in front of you. It spits
globs of acid at nearby targets, and after several shots, erupts into
venomous gas (this is the old Flechette effect, the Flechette is changed).
>>> Upgrading the Tertiary makes the spitter plant gain extra tendrils
that whip at nearby foes. It also spits twice the acid for its life.
>>> Mutating the Tertiary means you no longer grow the Spitter Plant.
Instead, you grow a giant mushroom. This mushroom constantly grows
other dangerous mushrooms nearby, quite rapidly. If monsters step on
them, they explode into spores that rot flesh, or which shrink foes
temporarily. You can run over and kick shrunk foes for high damage.
------------------------------------------------------------------------
By default, this will spawn randomly along with the Hebiko Sceptre,
but you can disable either of them in the Walpurgis Options if preferred.
+New!: The Heresiarch (Hexen Boss) has been given the full makeover treatment to
match the other already updated Hexen Bosses. He no longer has that ever
frustrating (very long) invulnerability phase, but has instead been made
considerably more dangerous and aggressive, including lightning blasts,
rapidfire fireballs, and bouncing explosives, as well as gaining some
appropriate voice lines.
+New!: The Death Wyvern (Hexen Boss) also had some improvements. Notably, he
now fires magma blasts and is more agile than before. He may get a couple
more tweaks in the future.
+New!: The Druid's Flechette is changed. The old effect is now part of the Dryad
Transformation (see above). Instead, Druid Flechettes contain terrible
swarms of flesh-eating locusts, that quickly eat enemies alive. As a
result, they're now more similar to other classes flechette's in providing
(albeit unconventional) AoE damage like usable grenades.
+New!: New Elite: Swamp Thing. Spawns instead of Stalker Spitters in Hexen.
It is a bruiser with lots of HP that fires off barrages of acid globs
if it can see you, making it hard to ignore.
+New!: New Elite: Warlock of D'Sparil. Spawns instead of Disciple of D'Sparil.
A master of necromancy, he acts similar to a Doom Pain Elemental, except
that he unleashes ghosts which have low HP and have a limited duration.
However, the ghosts are much more aggressive than Lost Souls, so he
becomes a huge priority target among other Heretic Disciples!
+New!: Myrmidon finally gets a correct and new player sprite (with the Axe)
rather than using the standard Hexen Fighter and his generic sword.
+New!: Satyr and Satyr Gladiator finally get a Burning Death Animation.
+New!: Added another +1-3 Taunts for each character.
+Tweak: Spider Mastermind has vastly refactored hitboxes. Now, in Walp, hitting
the legs of the Spidey will do neglible damage: be sure to aim up a bit
to hit the brain. As a result of this change, attacks which are floor
based are unlikely to do very much. This is adds quite a bit of challenge
to fighting one of them (especially given their already super upgraded
Minigun in Walpurgis and its intimidating suppression fire).
+Tweak: Druid no longer holds her Baselards in a reverse grip when you're idle,
uses an extra new sprite with a normal forwards grip.
+Tweak: Crusader Charge Attack (Mace Upgrade) code rewritten using the Werewolf
Lunge punch code, which is much newer and more reliable, so it shouldn't
randomly turn you around or miss anymore.
+Tweak: Although they never show up in game, starter weapons were given pickup
sprites anyways for those people that use weapon-wheel mods. They were
actually made for the helpcards a while ago; I just forgot to add them
seperately for this purpose.
+Tweak: Craneo's slightly reshaded Werewolf arms added.
+Tweak: Corruption Cards Support updated to 5.5 version.
+Tweak: Slight re-shuffle of the title-map to use new assets.
+Tweak: Some Doom Monsters that used generic demon SFX now have their own.
+Tweak: Pnakotic Manuscripts tweaked to work with the newly added weapons.
+Tweak: DoomEd Numbers for weapons refactored to include all the new stuff.
+Balance: Myrmidon Bardiche animation tweaked so it feels slightly smoother.
+Balance: Myrmidon Bardiche Necromancy Circle now also always summons a pair of
ghosts in the basic fire. The upgraded Fire now summons five ghosts
instead of three.
+Balance: Crusader Firestorm Tertiary Mutation Firewall now lasts 5x longer so
it's actually useful. It also deals around 15% more damage to any
monsters who walk through it.
+Balance: Magister Vis Blasts damage reduced by 20%, also applies to upgrade.
Close range blasts damage is 5% less. Upgrade Force Cage unaffected.
+Balance: Magister Fulgur Cloud Orbiters now cost +2 mana and cannot be stacked.
However, they now also hover higher for a better shot solution, and
don't get in the way of your sight as much.
+Balance: Druid's Turul (Bird) nerfed slightly again; the birds projectiles had
a 20% chance to do double damage before, which has now been removed.
+Balance: Druid's Hebiko Sceptre Primary Mutation Acid Spray now travels quite
a bit further (around 70%) making it a more viable option, and giving
it a niche of controlling crowds of lower-HP enemies.
+Balance: Mana drops have been tightened and shuffled around a bit for Doom
and Heretic as usually you had just a little bit too much to spare.
+Balance: In Hexen, Upgrade Items now have a high chance to spawn instead of
Porkulators. In recompense, Dark Servants are now available again.
Overall, this should give more upgrades in general than before
(previously, you only got MAX 6 in total in the base Hexen iWad,
assuming you found all the secrets, which was a little low).
+Fixed: Heretic Mummies were not affected by the Bardiche's Corpse Explosion due
to some missing code. Fixed.
+Fixed: The 'Pick 1' spawner for the Myrmidon Slot 3 malfunctioned due to a
wrong pointer in the code. Fixed.
+Fixed: Archviles couldn't raise monsters from the dead sometimes. Fixed.
+Fixed: Magisters sprite showed up with a Blue Robe in mirrors/chase cam. Fixed.
+Fixed: Hexen Bishops spell firing noise was played globally. Fixed.
+Fixed: Hexen Bishops now always check if they can see a player instead of firing
at walls randomly because it thinks a player is there. Fixed.
+Fixed: Hexen Cardinals (Bishop Elite) no longer randomly teleport around to
dodge if the player can't be seen. Fixed.
+Fixed: Druid Wolf Transform had a slight jitter on the last frame. Fixed.
+Fixed: If transformed into Wolf Mode as Druid, your player model would be stuck
as Werewolf forever if seen in a mirror, even if de-transformed. Fixed.
+Fixed: Decorative Hexen rock was replaced by a Geomancy sprite accidently. Fixed.
+Fixed: Druid was accidently made immune to some monster gas in Hexen. Fixed.
+Fixed: Whenever Druid did a leap attack in Warg Mode, she would let out a Pain
noise and red flash despite taking no damage. This has been fixed now.
+Fixed: There was no mana-check if you looped the Mutated Secondary Fire of the
Magisters Lapis Flos, so it fired forever if you held the button down
even without mana. Fixed.
Spoiler: Credits
--------------------------------------------------------------------------------
CREDITS:
--------
>> Several Code snippets (mostly heavily modified) and some sprites are by 4Page.
>> Footsteps ZScript by DenisBelmondo, edited by myself.
>> Boids ZScript core by 4page.
>> FireHammer sprites are by DEAD_FiSH.
>> Widescreen HUD sprites on Mace, Fists, Axe, Hammer, and Quietus taken from
Cronos Unleashed by Rip and Tear, with edits by myself. Some additional
frames are from the Widescreen Hexen package by Neoworm.
>> AxeThrow Sprites, as well as base mage hands, cleric scalemail, and numerous
others by Neoworm; edited by myself.
>> Edits to my Kick Sprite by SallazarSpellcaster.
>> Base for Druid Sprite and Harpy by Craneo, themselves based on my original
sprite, which itself was edited alot from a Daggerfall Female Magefighter sprite.
>> Some Firestorm & Quietus projectile sprites from Rise of the Triad.
>> Quietus alternate swing/stab sprites by Lord Lothar.
>> Quietus Torpedo sprite originally from BulletEye, edited by myself.
>> Quietus Tertiary swing sprite idea from QCDE, remade by myself.
>> Bardiche handle/shaft edited in from a sprite by Lord Lothar.
>> Boots sprite, and Ice Spear sprite from Wrath of Chronos.
>> Whip Sprite changed into Grapple Chain for Myrmidon originally from High Noon
Drifter, edited by myself.
>> Glacial Spike from Hisoutensouken, ripped by Random Talking Bush, edited by me.
>> Frozen Doom Monsters by myself, Frozen Heretic Monsters by Neoworm.
>> Some bases for Burning Monster deaths, and Rockets, from Project Brutality.
>> Hell Chevalier sprites by Carnevil.
>> Improved Mummy Sprite by WARDUST.
>> Shadow Hebiko Sprite is a rip from A Boy and His Blob, ripped by Daxar, edit by me.
>> Clapping Baron and Imp Shoot Animations by DavidG (Itsnaturetodie).
>> Sprites for Turul the Falcon originally from Ragnarok Online, edited by myself.
>> Initial code idea for hotkeys: Lagi.
>> Help with some inventory bar code: Blue Shadow.
>> Fixed Hexen Wyvern ZScript: Enjay. Fixed shields originally made by Krazy Commando.
>> Basic sprite for Axe/Sword Decal taken from Trailblazer and edited by me.
>> Some base monster sprites by Captain J, Captain Toenail, Zedek, Uboa.
>> Widescreen Split Statusbar (ZScript) by 3saster and Nightfright, edited by me.
>> Font [GargoyleWing] by Jimmy. Font [Midway] by Kinsie.
>> The Testmap, Revised Hexen Map40, and TitleMap use OTEX by Ukiro.
>> Doom 2 Intermission Maps by Oliacym.
>> Hexen Script fixes by Dinosaur_Nerd, and Fixed Wyvern ZScript code by Enjay.
>> Help for Variant Puff code for bloodless monsters and Help with
code for shrinking thanks to Player701.
>> Music Credits: Bosa (End-Level), Everattic (Title), Leon333 (Bossfight),
Halcyonic Falcon X (Intermission), Seprix (Hexen Ending) and Matthias
Verbinnen (Test Map) [ALL Newgrounds].
>> Sounds by Kevin Schilder, Chia Chin Lee, Drew Markham, Tommccann,
Robinhood76, Humanoide9000, Grant_Evans, Partners In Rhyme, and 4Page.
>> Some Sounds obtained from Soundbible.com, GameSounds.xyz, The Sounds Resource
and a couple were taken from Wrath of Chronos and Russian Overkill.
>> Voice Samples remixed from Turok II and Fire Emblem Fates/Echoes Voices.
>> A handful of sounds were remixed from Nox, and Turok II, though edited.
If you are missing from the Credits and your stuff was used, vast apologies, please contact me
either at the GZDoom forums, or at DoomWorld (I am eharper256 in both places).
--------------------------------------------------------------------------------.
Elementalism in 0.97 (Doom, with Patch)
----------------------------------------------- MAGISTER VIDEOS
The Great Hall (Heretic) in 0.97
----------------------------------------------- MYRMIDON VIDEOS
Fallen Leaves (Doom) in 0.97.
----------------------------------------------- CRUSADER VIDEOS
Brimstone Outpost (Heretic) in 0.97
----------------------------------------------- GENERAL VIDEOS
Trolling the Cyberdemon! Showing all the Class Ultimate Weapons!
-----------------------------------------------
Last edited by eharper256 on Fri Feb 02, 2024 5:04 pm, edited 155 times in total.
Mad props to you! This looks amazing! I'm genuinely jealous. Looking forward to trying this out, though and exploring this. I already see quite a few things in there that I have no idea how you did them. I'm very impressed with how things look! I was really planning on adding Doom support to Hexarcana at least, but I might not be able to. Which would be a shame.
I've managed to get Doom Support in so far as replacing the items correctly and its entirely playable right now, but the lack of a statusbar is vexxing. I especially need to finely tune the balance (especially for the Myrm/Fighter) as, of course, Doom very much expects you to always be toting a gun. Zombies explode from a single punch in the face which is funny, but I expect they may need their health rebalanced for this mod. XD
eharper256 wrote:Glad to hear you like the look of it.
I've managed to get Doom Support in so far as replacing the items correctly and its entirely playable right now, but the lack of a statusbar is vexxing. I especially need to finely tune the balance (especially for the Myrm/Fighter) as, of course, Doom very much expects you to always be toting a gun. Zombies explode from a single punch in the face which is funny, but I expect they may need their health rebalanced for this mod. XD
eharper256 wrote:Glad to hear you like the look of it.
I've managed to get Doom Support in so far as replacing the items correctly and its entirely playable right now, but the lack of a statusbar is vexxing. I especially need to finely tune the balance (especially for the Myrm/Fighter) as, of course, Doom very much expects you to always be toting a gun. Zombies explode from a single punch in the face which is funny, but I expect they may need their health rebalanced for this mod. XD
Yup, Chaingunners might need a replacement especially; they're annoying for Doomguy, never mind the Myrmidon. It's something I'm going to have to check with a full Scythe or Ancient Aliens playthrough or something.
Another fun fact with Doom conversion; lots of the base Doom levels are un-completeable without crouching with the basic Hexen characters; I had to reduce their height: Doomguy is actually quite a shortass (or the Chronos people are all relative giants). XD
Whoah wrote:Oooooo this looks cool. The Magister especially looks kickass! I'm gonna have to keep an eye on this one
Thanks; the Magister is pretty cool indeed, I wanted him to feel more like a powerful wizard and I'm well on the way to that.
Oh, this looks very interesting indeed.
I really like the idea of summoning up to 4 ice spears and throwing them at once, but still being able to throw one or two in a pitch.
Will keep an eye out for release.
Jarewill wrote:Oh, this looks very interesting indeed.
I really like the idea of summoning up to 4 ice spears and throwing them at once, but still being able to throw one or two in a pitch.
Will keep an eye out for release.
Yep, thanks for the assist on the pitch calculation on getting that to function as it now does; I'm very proud on how its turned out; 'tis very satisfying to use.
Terensworth wrote:Well dayum, now I've got another fine bit of Hexen to look forward to, as a guy who really enjoyed Hexarcana in all it's iterations, I'm excited!
Well, I was missing the Fighter class preview, the Myrmidon, so here it is.
Most notable in this video is his new Uppercut on the Gauntlets (though I didn't get to use the secondary in this tight space), and numerous improvements to Timon's Vorpal Axe (it gained 'Vorpal' because of that new shortranged but awesome secondary fire!)
No new videos today; but I've been spriting quite a bit; and there's been some good results of that.
First of all; the re-sprite for the Magister's "Fulgur"; Lightning Mastery, which is what used to called Arc of Death in the original Hexen:
It has three completely revised modes which are badass; and the normal sprites just didn't look right... so I've been adding a load.
My favourite is this one:
For going Full Sithy EmperorLightning Hose on your foes!!
----------------------------------------------
Also, I came to the conclusion that the Wraithverge was WAAAAY too evil a weapon for the Crusader to be using, its flat out Necromancy, after all. The Hexen Cleric must worship a weird god; considering the Serpent Staff and Wraithverge, to be honest. Or I guess he's just a pragmatist.
Anyway; no longer! Joining the Lightbringer; we have the Crux Calicus(lit. Aetherial Cross in Latin, I believe):
Its got nothing to do with ghosts any more, and has both rapid-fire bouncing photon blasts and a holy fire launcher. It's pretty powerful, as to be expected of an ultimate weapon. As you can see, it is effectively a re-skin of the Wraithverge; this is to help with status bar woes, but I think it looks pretty different, eh?
Of course I'm jealous! Not only does this look like it has some really cool mechanics, but HOT DAMN those are some tasty looking sprites. I did a bit of sprite work for mine. Probably the worst parts of my mod.
Blackgrowl wrote:I'm loving the possibility of this mod, let's see how well it goes with HexArcana.
Thanks! I'm happy with how its going. Hopefully it'll be interesting different experience.
4page wrote:Of course I'm jealous! Not only does this look like it has some really cool mechanics, but HOT DAMN those are some tasty looking sprites. I did a bit of sprite work for mine. Probably the worst parts of my mod.
Thanks; as I work with Photoshop alot I'd consider myself decent at it. I can't say I'm better than that, as there are still some people who are just complete naturals for it that honestly baffle me with their l33t skills.
Anyways; here's another video of me testing the Crusader again:
The Mace is totally different; it gained gained chainmail sprites, sideswing sprites, and also a new Secondary Fire; the Holy Smite, where the Crusader spends a second pouring his power into the mace, and then using it to blast back enemies. It can help you out of a tight spot! We also see use of his new blueberry flavoured Flechette, which coughs out a blast of stunning blue flames. Each class has a new flechette!
Well, you're certainly better than me. Though I guess I did something pretty ok, since it looks like you're using the Electrosplosion sprites that I made. I'm loving the way this looks and super stoked to see more!