Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »


Here's me getting to check out Lapis Flos with the Magister in a wad simply called Grotto by fail025. A level set I downloaded on a whim since it has no screenshots and an odd filename; but overall it turns out to be a very good looking set that plays reasonably well (though has a few "gotcha!" type traps, as you can see that kills me in the end lol).

You can get this mapset here: https://www.doomworld.com/forum/topic/136123
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headlesszombie
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by headlesszombie »

eharper256 wrote: Mon May 29, 2023 2:11 am
headlesszombie wrote: Sun May 28, 2023 4:51 pm Wow the amount of content in this update is really awesome, can not wait to dig in and do some playthroughs with all the new toys. Out of curiosity what do you have left on your list of features and content before you consider it "complete" for the 1.0 release?
0.99 will finish off the extra slot 3 weapons (for Crusader and Druid), and probably do something with D'Sparil and other Heretic bosses, then 1.0 will be consolidating everything with final adjustments as they are required. A few more items, elites, game-modes, UI enchancements and maybe mutations for the ultimate weapons. :)

Thanks, glad you're enjoying the update!
Sounds amazing so much too look foward too in the future with WALP. I am especially excited for Parias' alt slot 3 weapon he is my favorite of the classes. Also what do you mean by new "game-modes"?
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

headlesszombie wrote: Thu Jun 01, 2023 1:08 amSounds amazing so much too look foward too in the future with WALP. I am especially excited for Parias' alt slot 3 weapon he is my favorite of the classes. Also what do you mean by new "game-modes"?
Thanks. There are some fun ideas for Crusader slot-3 weapon. At the moment, the top ones are a blessed crossbow, and an arming sword which summons chess pieces. :shock:

No guarantee it'll be either of these though, it changes all the time and will depends on what I manage to sprite. :)

New Game Modes will likely include an lottery RPG mode (level up from kills, pick one of three random upgrades or another buff), and a Speedrunner mode where the level gets more dangerous the longer you take to complete it. There might be others. Basically, stuff to complement the currently active Dimensional Instability and Upgrades.
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

New video with "The Lost Magic", a castle and medieval themed set, which is rather appropriate to play with Walpurgis!

It uses some DeHackEd, so the author states it may not work with mods, but as far as I can tell there are no issues with Walpurgis so long as you load Walp after the map in your load order. As you can see, I have no problems with maps 1 through 5, at least.

Pretty awesome set, I like snappy levels, and this delivers them in spades. Moreover, it was the result of a speedmap session of 30 maps in a month, which is super impressive! You can get it here: https://www.doomworld.com/forum/topic/132188

It's also that time again where I remind people who are enjoying Walp to vote in the Top Works thread
(along with all of your other favourite mods!): viewtopic.php?f=4&t=60112

Me and all the other mod authors you vote for really appreciate it!
Impulse9
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by Impulse9 »

So cool. Can't wait... :)
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

Impulse9 wrote: Tue Jun 13, 2023 9:32 am So cool. Can't wait... :)
:shock: For what? 0.98 is out.

It'll be another 2-3 months at least for 0.99 if you're waiting on that. :)
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

Preliminary model idea I knocked up a quick concept of, for the Crusader's slot-3 weapon:
Image
--------------------------
Yep, it's a phat holy broadsword, since the Crusader actually doesn't have any blades yet. What do you think?
It's based on the sword used by this girl, the Paladin Valar:

She's from a game called Wander-Hero which I've been playing a lot of recently (and wrote a Steam Guide for since I enjoyed it so much, lol). You may have seen a video of this on my youtube channel if you were following it.
neto592
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by neto592 »

In my opinion the sword is not that important.

What truly matters is the shield.

I was hoping for something like the tower shield from Diablo 3 Crusader (the kind Romans used as well).

Or at least a shield that you can hold up in other to block enemies attacks since it would be a third slot weapon instead of the first one.
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

neto592 wrote: Sat Jun 24, 2023 10:41 am In my opinion the sword is not that important.

What truly matters is the shield.

I was hoping for something like the tower shield from Diablo 3 Crusader (the kind Romans used as well).

Or at least a shield that you can hold up in other to block enemies attacks since it would be a third slot weapon instead of the first one.
Sadly, we're not getting another shield.

Mostly because I have said before there will never be a total block mechanic in Walp. I've always been of the feeling that, even if the Crusader is defensive in nature, full-block cannot be effectively balanced. It requires either adding massive character slowdown (which is the antithesis of playing Doom), adding in a convoluted stamina mechanic (which I will never do in Walp), or draining mana in lieu of health (which is both annoying to program and will generally promote un-fun behaviour and open huge kettles of fish with balancing Kraters, as well as effectively double the Crusaders health, if not more, so I don't want to go there).

I WAS, however, considering this to be a generally more defensive set overall compared to Firestorm, that may well bless the shield to have additional capabilities (what, yet, those will be, I do not know myself, but it's a bullet point on the design board).
neto592
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by neto592 »

I see... Thanks for answer me.

Instead how about a shield with damage reduction and having a Heretic "repulsion disc" ability (with countdown or mana costing).
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

neto592 wrote: Sat Jun 24, 2023 9:18 pm I see... Thanks for answer me.

Instead how about a shield with damage reduction and having a Heretic "repulsion disc" ability (with countdown or mana costing).
The shield already reflects projectiles, just needs good timing with the bash (you're actually invulnerable for about 4 frames as well).

The problem with A_Blast (the repulsion disc effect) is that it's a radius explosion-type effect, it can't be directed to a small point like a shield: you can see a 'small' version that is used by the Gladius wind blades and even that's pretty big in effect. And having Repulsion disc on click makes the actual Repulsion disc item even less useful than it already is. Right now, my improved version can at least start infighting and help you against bullet-hell moments due its improved radius over the vanilla one.

Crusader also already has the best innate damage reduction in the game (he gets a whole 20% even without armour pickups), so I don't want to boost that too much more.

Balancing is fun, isn't it? :shock:
neto592
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by neto592 »

Thanks or answer me.
The shield already reflects projectiles, just needs good timing with the bash (you're actually invulnerable for about 4 frames as well).
Are you referring to the shield from weapon 1 or 3?
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

neto592 wrote: Sun Jun 25, 2023 9:10 am Thanks or answer me.
The shield already reflects projectiles, just needs good timing with the bash (you're actually invulnerable for about 4 frames as well).
Are you referring to the shield from weapon 1 or 3?
Both the Mace and Spear, though you don't have direct control over this with the Spear (well, you kind of do, the spear will always trigger a shield bash if you're too close to the enemy, to bring it into spear range, but this means it's not too reliable for projectile reflection). Mostly, it's the Mace & Shield's main gimmick, though.
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

It's been a month (WHHHHAAAT?). I can tell I'm getting old when that felt like 2 weeks tops for me.

Anyways, I've been fiddling with lots of extra spriting tests for the in-slot 3 Druid and Crusader weapons. Will hopefully have some more fun stuff to show soon, but work's been real busy for me again over the summer as I've been redirected into doing a very busy queue of (boring) stuff.

Add that to playing some Age of Wonders 4 and Dungeon Travellers 2-2, family issues, and it always feels like I have no time at all. :D

Still, don't worry, I'm not dead. Still chugging along over here.
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eharper256
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Re: Walpurgis 0.98 (For Doom/Heretic/Hexen) [0.98 RELEASE!!]

Post by eharper256 »

Nearly another month here! This is one of the driest periods I've seen in Walp's history.

I have to say, it feels like 0.98 hasn't really attracted too much attention. Did anyone like the Bardiche and Geomancy? I have no way of knowing, since comments are at an all time low. :shock:

Even so, I'll continue chugging away here, but as any creator will tell you, motivation does become a little low if there is no feedback at all. So say something, lurkers! :)

What am I doing? Well, sprite prototyping takes me ages sometimes! This is probably not going ahead, but here's a sprite concept I made for Dryad form Druid using a flowery scythe. :D
Image
What do you think of this? I'm quite fond of the Druid's Alt-Slot [3] being a Dryad form at the moment, so that's the current direction. I did play with various mantis and insectile forms, but for whatever reason the results have always looked a bit comical, so I've not been able to show them.

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