Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]

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eharper256
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by eharper256 »

Impulse9 wrote: Sat Feb 04, 2023 9:00 am Omg! This ist great!! Is it inspired by the HexArcana3-mod? There the mage also has a similiar skill...
No, I haven't actually played HexArcana since 1.1 so I probably missed that it has boulders (though me wanting to improve things I disliked about HexArcana 1.1, and make a Hexen version of Heretical ~was~ what inspired me to start making Walpurgis in the first place).

The boulders and sprites are all made from scratch for myself, and the other fire modes will be different as well (still in production, but barring issues, the other two fire modes will likely be making walls explode and making fissures appear). :)

EDIT: Reposting video on this page since I didn't realise it was so close to the end of the page before:
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by Impulse9 »

It all sounds like music to my ears. I can't wait and I'm really thankful to you for turning old games into new gems.
Best regards
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CandiceJoy
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by CandiceJoy »

Oh wow this looks awesome! I can’t wait to try it out :3
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eharper256
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by eharper256 »

Impulse9 wrote: Sat Feb 04, 2023 10:24 am It all sounds like music to my ears. I can't wait and I'm really thankful to you for turning old games into new gems.
Best regards
CandiceJoy wrote: Sat Feb 04, 2023 2:02 pm Oh wow this looks awesome! I can’t wait to try it out :3
Thanks! Glad you all like it! :)
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eharper256
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by eharper256 »

Another week has blitzed on by without me realising.

More coding and spriting has occured but nothing to the extent of being to able to show in video this week, sorry!

However, we should have the secondary fire sprites for Geomancy done by next week with all luck (I'm about 2/3rd's done with them), so look forwards to more preview materials soon (TM).
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by Impulse9 »

Thanks for the update. ;o)
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by neto592 »

I would like to suggest be possible to play the most difficult setting but with a option to turn off the infinite monster re-spawn (I tried on GZDOOM gameplay options without avail) or to create a new difficult setting that would be equal as the hardest one but without infinite monster re-spawning.
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eharper256
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by eharper256 »

neto592 wrote: Thu Feb 16, 2023 7:12 pm I would like to suggest be possible to play the most difficult setting but with a option to turn off the infinite monster re-spawn (I tried on GZDOOM gameplay options without avail) or to create a new difficult setting that would be equal as the hardest one but without infinite monster re-spawning.
Technically, Nightmare respawn is actually capped in Walpurgis to 2 times per monster, and they take 7 minutes to respawn (420 blaze it seconds), so it's already a bit more lenient than base doom.

Have you checked out the difficulty options or the dimensional instability menu in the Walpurgis options? You can multiply enemy health up to x5, increase chances of Elite enemies spawning, activate Doomed Souls mode (no health pickups) and activate an enemy randomiser there. Theres a few options for you to also make your UV harder if you dislike respawns. :)

I will consider a re-spawnless N! if there is alot of interest in it; though to my knowledge, the vast majority of people play UV or HMP and add these modifiers (or other monster mods) if they need more challenge.

That said, you can also modify this yourself very easily with SLADE. Open Walp in SLADE, and open MAPINFO.txt, scroll past the GameInfo and Titlemap blocks, and you'll see the skill levels are defined there. It'll look like this:

Code: Select all

Skill SkillFive
{
	disablecheats
	fastmonsters
	TextColor = "Brick" 
	spawnfilter = nightmare
	RespawnTime = 420
	RespawnLimit = 2
	aggressiveness = 0.9
	ammofactor = 1.5
	damagefactor = 1.1
	MonsterHealth = 1.2
	ACSReturn = 4
	MustConfirm = "Are you positively certain that's a good idea? Monsters will have more HP, will deal more damage, and will respawn!" 
	PlayerClassName = "Baratus the Myrmidon" , "No. You are already dead."
	PlayerClassName = "Parias the Crusader" , "Behold! I am Ascending!"
	PlayerClassName = "Daedolon the Magister" , "I'm a Motherfuckin' Magister!"
	PlayerClassName = "Illitheya the Druid", "Such is the lot of the Avatar of Genesis."
	name = "Level 20 and Rising."
}
Simply delete the two lines RespawnTime and RespawnLimit (or set both to = 0), save the file, save the archive, and bang, you're done.

Hope all that helps, and thanks for playing so far. :)
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by neto592 »

Thanks for answer me :)

So are you saying that each monster in any given level re-spawn at max 2 times, each re-spawning has a gap of 7 minutes?

I am asking that because I am a very coward, slow-poke and someone who like to kill every monster kind of player.
So I would like to take into account that playing in the most difficult setting I would need to kill each monster 3 times since they will only re-spawn 2 times at max. Is that correct?

Also thank you for the SLADE guide. :)
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eharper256
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by eharper256 »

neto592 wrote: Fri Feb 17, 2023 6:14 pm Thanks for answer me :)

So are you saying that each monster in any given level re-spawn at max 2 times, each re-spawning has a gap of 7 minutes?

I am asking that because I am a very coward, slow-poke and someone who like to kill every monster kind of player.
So I would like to take into account that playing in the most difficult setting I would need to kill each monster 3 times since they will only re-spawn 2 times at max. Is that correct?

Also thank you for the SLADE guide. :)
Yes that's right. You can see this in the text file. 420 seconds = 7 mins, and Limit = 2 below.

If you want more info on skill levels, you can see that on this wiki entry: https://zdoom.org/wiki/MAPINFO/Skill_definition

Edit whatever you like there for taste, just make sure that everything past ACSReturn = 4 is not touched or else it may mess up your menu.
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by neto592 »

eharper256 Thank you for all the clarifications and the wiki link :)
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by eharper256 »

neto592 wrote: Sat Feb 18, 2023 8:20 am eharper256 Thank you for all the clarifications and the wiki link :)
No problem!

Here's a video showing the upcoming secondary fire for the new Geomancy Magic, Lapis Flos:

The walls, the floors, they're all out to get you! Well... get the monsters anyways.

This one fires a beam of geomantic power which passes through creatures and obstacles, and where it hits will change the effect. If it hits a wall, the wall will erupt with a few stones. If it hits the floor, stalagmites will rip from the ground instead. Either way, you end up with impaled or pancaked monsters!
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headlesszombie
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by headlesszombie »

Man that is really cool looking, love the diffrent effect depending on if you target the ground or walls. Only suggestion I would have and its a small one is maybe add a little earth quake effect or something to make it feel more powerful, you are reshaping the earth after all. Awesome work so far keep it up!
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eharper256
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by eharper256 »

headlesszombie wrote: Sun Feb 19, 2023 8:08 pm Man that is really cool looking, love the diffrent effect depending on if you target the ground or walls. Only suggestion I would have and its a small one is maybe add a little earth quake effect or something to make it feel more powerful, you are reshaping the earth after all. Awesome work so far keep it up!
Thanks; yes that was also noted on the discord, so I'll defo add some rumbling. Glad you like it. :)
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NGX
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Re: Walpurgis 0.97 (For Doom/Heretic/Hexen) [Geomancy Preview]

Post by NGX »

Hey man :) It could look cool if the alternate fire on the flaming hammer, has you crouch and slam the ground instead.
Loved your work, great job :)

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