Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
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.
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.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
Here's all of Heavensever's Upgrades and Mutations!!
Primary is Swings. Upgrading that makes them faster and stronger (hard to tell a bit in the video). Mutating blesses the blade so it causes a holy fire eruption when you swing.
Secondary is the Dimensional Cut. Upgrading it make it into a double X-Slash for more single-target damage. Mutating it turns it into a blazing column of crimson power instead, giving it AoE.
The basic Tertiary Fire was changed from the last video: it now creates a portal that fires a ghostly blade (up to 4 times) whenever you use one of the other fire modes. The old Tertiary (Portals) is now the Mutation as it was a bit good, whereas upgrading goes all out, summoning a massive fusilade of blades.
Primary is Swings. Upgrading that makes them faster and stronger (hard to tell a bit in the video). Mutating blesses the blade so it causes a holy fire eruption when you swing.
Secondary is the Dimensional Cut. Upgrading it make it into a double X-Slash for more single-target damage. Mutating it turns it into a blazing column of crimson power instead, giving it AoE.
The basic Tertiary Fire was changed from the last video: it now creates a portal that fires a ghostly blade (up to 4 times) whenever you use one of the other fire modes. The old Tertiary (Portals) is now the Mutation as it was a bit good, whereas upgrading goes all out, summoning a massive fusilade of blades.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
Here's all of the Dryad Form's Upgrades and Mutations (+More)!!
The Dryad Form, a bit like the Wolf Form, is actually focused around short-medium range. It has the extra role of setting up lots of traps and crowd-control.
The 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 makes the brambles deal more damage, and their range is also increased. Mutating it 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.
The 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 rapidily burrow into the ground and grow at hyperspeed, turning into a deadly spiked beanstalks that impale enemies. Upgrading turns the Beanstalks into Bloodstalks, which also detonate the corpses of foes they kill. Mutating it instead makes the seeds burrow far deeper, to unleash volcanoes that vomit magma everywhere!
The 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, which is shown towards the video end). Upgrading makes the spitter plant gain extra tendrils that whip at nearby foes. It also spits twice the acid for its life. Mutating 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!
The new Druid Flechette is also shown at the end. It now unleashes a swarm of flesh-eating locusts! They'll deal AoE damage in the area they're deployed, making this flechette more similar to the others in function.
Finally, you can also see the just finished sprites for Heavensever's pickup.
The Dryad Form, a bit like the Wolf Form, is actually focused around short-medium range. It has the extra role of setting up lots of traps and crowd-control.
The 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 makes the brambles deal more damage, and their range is also increased. Mutating it 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.
The 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 rapidily burrow into the ground and grow at hyperspeed, turning into a deadly spiked beanstalks that impale enemies. Upgrading turns the Beanstalks into Bloodstalks, which also detonate the corpses of foes they kill. Mutating it instead makes the seeds burrow far deeper, to unleash volcanoes that vomit magma everywhere!
The 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, which is shown towards the video end). Upgrading makes the spitter plant gain extra tendrils that whip at nearby foes. It also spits twice the acid for its life. Mutating 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!
The new Druid Flechette is also shown at the end. It now unleashes a swarm of flesh-eating locusts! They'll deal AoE damage in the area they're deployed, making this flechette more similar to the others in function.
Finally, you can also see the just finished sprites for Heavensever's pickup.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
I glad you reveled the new Druid weapon 3.
In my opinion, there are three things that concerns me.
1) The mushroom upgrade.
It is by far the funniest one, but it seems a lot weaker than the normal one. So what really are the advantages to it?
Because it doesn't seem clear to me in the video.
2) The Trent punch mutated upgrade.
Being a third weapon, I think it could also cost mana on punching as well (maybe 2 points of green mana on hit), but it should have some extra than the wolf punch or screech has.
I think it could life steal or doing even more damage (at cost of mana).
3) The first normal and its normal upgrade. I believe the "shotgun" shot could be more like a real one. Largely spread on distance, but still going at a very long distance. The other third weapon (being kind of a poison RPG) is not really cost-effective against several small but fast flying targets.
So I think it would be nice if there is a better way to beat them.
The rest, I like very much. Specially that second fire mode. I'm taking that the normal upgraded one is better for ground control and the mutated one is better against bosses that don't use minions, so I guess the mutated upgrade would do more damage at its ground zero when compared with the normal one.
If not, I think it should arc a lot longer and far so you could target enemies that have high ground but doesn't have much space to move far from the volcanos.
EDIT: And I forgot to mention the flask because I believe it is great as it is.
EDIT2: Just fixing some grammar error.
In my opinion, there are three things that concerns me.
1) The mushroom upgrade.
It is by far the funniest one, but it seems a lot weaker than the normal one. So what really are the advantages to it?
Because it doesn't seem clear to me in the video.
2) The Trent punch mutated upgrade.
Being a third weapon, I think it could also cost mana on punching as well (maybe 2 points of green mana on hit), but it should have some extra than the wolf punch or screech has.
I think it could life steal or doing even more damage (at cost of mana).
3) The first normal and its normal upgrade. I believe the "shotgun" shot could be more like a real one. Largely spread on distance, but still going at a very long distance. The other third weapon (being kind of a poison RPG) is not really cost-effective against several small but fast flying targets.
So I think it would be nice if there is a better way to beat them.
The rest, I like very much. Specially that second fire mode. I'm taking that the normal upgraded one is better for ground control and the mutated one is better against bosses that don't use minions, so I guess the mutated upgrade would do more damage at its ground zero when compared with the normal one.
If not, I think it should arc a lot longer and far so you could target enemies that have high ground but doesn't have much space to move far from the volcanos.
EDIT: And I forgot to mention the flask because I believe it is great as it is.
EDIT2: Just fixing some grammar error.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
1. It's much less "drop and forget" than the spitter. The spores decrease enemy defence, and can shrink enemies as well. It was hard to tell in the video, but I ran back to try and stomp on some of the Ettins (I've actually since made the kick more obvious). It also lasts quite a long time. Like a lot of things, I'll have to see what it's like in the long run (balance is always ongoing).
2. It does in fact cost 3 mana when you first transform the fists if you pay close attention. If you hold the punching, it doesn't cost extra, but each transform costs. It's power is the fact that the shockwaves it produces are GUARANTEED to force pain to stun. It does indeed do less damage and has less range than the other upgrade for sure, but the fast Druid can stunlock enemies by circling them and pummelling them with the fists, which actually punch quicker than the stun duration. I tried this with a Baron of Hell and it didn't manage to move or counter once. That's already crazy awesome, so I'm not empowering this further lol (in fact I might increase the cost to 6 or make it 1 per punch).
3. Actually, originally the Brambles were No Gravity and were indeed a proper shotgun (they were thorn splinters instead), but unfortunately, they looked kind of bad, and were very hard to balance precisely because of their effective infinite range. Doom Shotguns work best because they're hitscan, really. Additionally, I wanted the Dryad to be a fairly close/medium range setup AND I've buffed Hebiko's Acid Spray Mutation to have 70% longer range in this patch, so that now does cover that niche.
Thanks for the feedback, as always.
2. It does in fact cost 3 mana when you first transform the fists if you pay close attention. If you hold the punching, it doesn't cost extra, but each transform costs. It's power is the fact that the shockwaves it produces are GUARANTEED to force pain to stun. It does indeed do less damage and has less range than the other upgrade for sure, but the fast Druid can stunlock enemies by circling them and pummelling them with the fists, which actually punch quicker than the stun duration. I tried this with a Baron of Hell and it didn't manage to move or counter once. That's already crazy awesome, so I'm not empowering this further lol (in fact I might increase the cost to 6 or make it 1 per punch).
3. Actually, originally the Brambles were No Gravity and were indeed a proper shotgun (they were thorn splinters instead), but unfortunately, they looked kind of bad, and were very hard to balance precisely because of their effective infinite range. Doom Shotguns work best because they're hitscan, really. Additionally, I wanted the Dryad to be a fairly close/medium range setup AND I've buffed Hebiko's Acid Spray Mutation to have 70% longer range in this patch, so that now does cover that niche.
Thanks for the feedback, as always.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
Time to give the Dryad Form a combat test! And where more thematic than a Valley of Calm Trees?
This is a single map by "Smiling Imp" I downloaded a while back and meant to look at earlier. It looks pretty nice throughout though as you notice I did get lost a couple of times (I also got a bit obsessed about getting that jump pillar armour secret lol).
In case you missed the memo I gave before Xmas, Walpurgis 0.99 is due out in just 10 days!! (31st of January), so don't forget to keep an eye on the forums for the release!
You can get this map here: https://www.doomworld.com/forum/topic/141336
This is a single map by "Smiling Imp" I downloaded a while back and meant to look at earlier. It looks pretty nice throughout though as you notice I did get lost a couple of times (I also got a bit obsessed about getting that jump pillar armour secret lol).
In case you missed the memo I gave before Xmas, Walpurgis 0.99 is due out in just 10 days!! (31st of January), so don't forget to keep an eye on the forums for the release!
You can get this map here: https://www.doomworld.com/forum/topic/141336
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
Thanks for answer me.
About the mutated upgrade of the new third slot weapon, I did note that it cost 3 mana to transform.
What I meant was also make each hit with the punch cost mana as well (for instance, like 2 mana each hit with the punch) in addition to 3 mana cost to transform.
If you want to make it even more mana costly, for me is fine, but please don't nerf it as the Druid already has weapon slot 1 and one of the two weapons slot two to spare mana.
Furthermore, I think it would be anti-climatic if the weapon 3 punch is more or less like the wolf's punch or scratch in terms of damage.
Thanks for explaining to me the mushroom benefits, as I didn't know that it decrease enemies defense as well and if the time of the shrinking would be longer then I think it would be a viable option
Also, I am glad you will increase the reach of the other slot 3 weapon.
About the third mode, I would like to ask what its advantages (when compared with the normal upgrade) of the volcano attacks. It gives stronger ground zero damage?
And don't forget to fix the flask description, as it seems on video that it still refers to the old plant one.
EDIT: I think that the normal upgrade of the primary mode of the new third slot weapon could cause extra bleed damage over time.
About the mutated upgrade of the new third slot weapon, I did note that it cost 3 mana to transform.
What I meant was also make each hit with the punch cost mana as well (for instance, like 2 mana each hit with the punch) in addition to 3 mana cost to transform.
If you want to make it even more mana costly, for me is fine, but please don't nerf it as the Druid already has weapon slot 1 and one of the two weapons slot two to spare mana.
Furthermore, I think it would be anti-climatic if the weapon 3 punch is more or less like the wolf's punch or scratch in terms of damage.
Thanks for explaining to me the mushroom benefits, as I didn't know that it decrease enemies defense as well and if the time of the shrinking would be longer then I think it would be a viable option

Also, I am glad you will increase the reach of the other slot 3 weapon.
About the third mode, I would like to ask what its advantages (when compared with the normal upgrade) of the volcano attacks. It gives stronger ground zero damage?
And don't forget to fix the flask description, as it seems on video that it still refers to the old plant one.
EDIT: I think that the normal upgrade of the primary mode of the new third slot weapon could cause extra bleed damage over time.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
1. Nope, the cost is not going to be removed. It does only a tiny bit more damage than the Wolf's punches, but it hits in a Line rather than only hitting the thing you punch, so you can hit 2-4 enemies at once. Also, guaranteed stun is extremely useful like I already mentioned.
2. The Volcanoes are Area denial, anything nearby will be constantly hit by lots of fire and magma. The default thorns (and upgrades) stab one target very strongly.
3. Yep, I kept forgetting to change the tag for the Flechette lol. It's fixed now.
4/EDIT. It does more damage and the extra range is really good. But again I'll see after more tests.
2. The Volcanoes are Area denial, anything nearby will be constantly hit by lots of fire and magma. The default thorns (and upgrades) stab one target very strongly.
3. Yep, I kept forgetting to change the tag for the Flechette lol. It's fixed now.
4/EDIT. It does more damage and the extra range is really good. But again I'll see after more tests.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
Again, thanks for answer me
I am not asking to reduce it cost. On the contrary, I am saying that if necessary, increase its cost!
What I am asking is if you think it is necessary, you could make any of it hits (with the punches) cost mana as well (not only the transformation).
I just think that if you consider that the punches are too powerful, before nerfing it, please first try to make it more costly.
That is because the Druid already has two weapons, which (both) don't cost any mana on its melee attacks.
So I think the third weapon melee weapon (on its mutated melee mutated mode) doesn't need to be economical, instead it needs Powarr!
Thanks for explaining to me the second mutate fire mode. I see the volcanoes should be using for tactical propose, like to avoid being flanked or reached.
Wait a minute! Sorry if you misunderstood.eharper256 wrote: ↑Tue Jan 23, 2024 1:32 pm 1. Nope, the cost is not going to be removed. It does only a tiny bit more damage than the Wolf's punches, but it hits in a Line rather than only hitting the thing you punch, so you can hit 2-4 enemies at once. Also, guaranteed stun is extremely useful like I already mentioned.
(...)
I am not asking to reduce it cost. On the contrary, I am saying that if necessary, increase its cost!
What I am asking is if you think it is necessary, you could make any of it hits (with the punches) cost mana as well (not only the transformation).
I just think that if you consider that the punches are too powerful, before nerfing it, please first try to make it more costly.
That is because the Druid already has two weapons, which (both) don't cost any mana on its melee attacks.
So I think the third weapon melee weapon (on its mutated melee mutated mode) doesn't need to be economical, instead it needs Powarr!
eharper256 wrote: ↑Tue Jan 23, 2024 1:32 pm (...)
2. The Volcanoes are Area denial, anything nearby will be constantly hit by lots of fire and magma. The default thorns (and upgrades) stab one target very strongly.
3. Yep, I kept forgetting to change the tag for the Flechette lol. It's fixed now.
4/EDIT. It does more damage and the extra range is really good. But again I'll see after more tests.
Thanks for explaining to me the second mutate fire mode. I see the volcanoes should be using for tactical propose, like to avoid being flanked or reached.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
Hi, I'm making a Wolfenstein mod. Do you mind if I use the spear sprites as a base for Spear of Destiny? With full credit of course.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
Yep, like I said, I will likely raise the cost slightly ultimately.
Sure, just credit "Base Spear sprites by eharper256 and taken from Walpurgis" in your readme.
Personally I always thought of Longinus being spikey, but that's probably the influence of Fate/Stay Night.

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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
After the Dryad preview last week we also needed a Heavensever combat test, and here it is, with me deciding it was probably time to do another playthrough of the Base Hexen iwad. Here specifically is the first half of Hub 3, the Seminary, where we get plenty of opportunity to show how generally versatile Heavensever is!
Excuse me faffing around a bit; it's been a rather long time since I did this hub and I miss a step once or twice (lol), which is generally the cause of derps in Hexen (If this video had commentary from me, "I'm sure I remember doing step X!?!" would be one you could play a drinking game to, lol). I cut out a couple of sections to avoid you being too bored.

In any case, I'm pretty happy with how it is right now. The dimensional cut has a thing where it likes targeting trees and clutter sometimes (oops) and I'm going to see if I can figure out why that happens before the release, but otherwise its super solid and feels good to use.
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
Hi eharper256.
Could you post what .Wad and .pk3 files did you use on Hexen and it what order?
Also, if possible, I would like to know the same above on Heretic and Doom.
EDIT: Are you using GZDoom and ZLD launcher, or not?
Could you post what .Wad and .pk3 files did you use on Hexen and it what order?
Also, if possible, I would like to know the same above on Heretic and Doom.
EDIT: Are you using GZDoom and ZLD launcher, or not?
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
Sure. I do not use ZDL or a launcher. I use GZDoom 4.11.1. I use (Portable) since my main C Drive is a tiny M2 drive, don't want it wasting space in Program Files, want easier access to it, and Doom stuff is big enough to be shovelled on to my Hybrid HDD. I manually edit my gzdoom_portable.ini with Notepad++, since I grew up with DOS.

My Global.Autoload is:
Code: Select all
[Global.Autoload]
Path=$PROGDIR/crosshairs.wad
Path=$PROGDIR/simpleuiaddons.pk3
Path=$PROGDIR/Mods/nashgore.pk3
Path=$PROGDIR/bmplus_vanilla.pk3
Path=$PROGDIR/hellscape-navigator.pk3
General Note for Below: The xxxxxx is where you insert a user map pack or megawad. If the map uses DeHacked to add Textures or replaces Vanilla textures/music, you should put the map after those of course.
For Hexen:
Code: Select all
[hexen.Autoload]
xxxxxx
Path=$PROGDIR/Hexen+Heretic/hexen_hd-tex.pk3
Path=$PROGDIR/Hexen+Heretic/HexenMusic-Ogg.pk3
Path=$PROGDIR/Mods/+Walpurgis-Dev-GQ-0.99.pk3
For Heretic:
Code: Select all
[heretic.Autoload]
xxxxxx
Path=$PROGDIR/Hexen+Heretic/heretic_hdtex.pk3
Path=$PROGDIR/Mods/+Walpurgis-Dev-GQ-0.99.pk3
Path=$PROGDIR/Hexen+Heretic/Heretic-Music.pk3
Path=$PROGDIR/Hexen+Heretic/heremidi.wad
For Wadsmoosh of Doom:
Code: Select all
[doom.id.wadsmoosh.Autoload]
Path=$PROGDIR/Mods/AllZeMUSIC.wad
xxxxxx
Path=$PROGDIR/HiRezTextureEdited.pk3
Path=$PROGDIR/Mods/+Walpurgis-Dev-GQ-0.99.pk3
Path=$PROGDIR/BrightMapsHI.pk3
Path=$PROGDIR/SBrightmaps.pk3
Path=$PROGDIR/fluids256-v2.pk3
Since Notepad++ has tabs, I basically always a few text files open, some with directories of wads I might play