Heretic: Quest for the Crystal Skulls - RELEASED

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neoworm
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Re: Heretic: Quest for the Crystal Skulls - Beta Release

Post by neoworm »

I went in later and killed him in single try. I just had to take it easy, not try to tank him, but instead sniping him with whatever I could reliably hit him with. And mercilessly burning through my stash of Urns. I need to bind my artifacts to some keys next time. Or better get the GlovePie working again and map the artifacts to voice commands, that worked marvelously when I was playing Carnage galore for the first time some years ago.
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Jimmy
 
 
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Re: Heretic: Quest for the Crystal Skulls - Beta Release

Post by Jimmy »

How do you access the secret level? I've been looking all over the maps, got all the secrets in-game, and even looked in the editor. Baffled.
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Caleb13
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Re: Heretic: Quest for the Crystal Skulls - Beta Release

Post by Caleb13 »

Accessing the secret level:
Spoiler:
Come prepared though, the secret level is actually challenging, 500+ monsters.
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Jimmy
 
 
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Re: Heretic: Quest for the Crystal Skulls - Beta Release

Post by Jimmy »

Oh good lord how did looking in the hub level completely evade me. Thanks.
CaptainToenail
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Re: Heretic: Quest for the Crystal Skulls - Beta Release

Post by CaptainToenail »

it is possible to turn the new uber-wizards into chickens and thus save lots of ammo. Is that intentional?
Sure, why not? :) I have reduced their health slightly and made them more prevalent in the next beta however.
I expected some kind of worthwhile reward
Yeah I could spawn in a prize in the level hub after completing the secret level, that would be a good idea, though the real reward was getting to play a silly slaughter map :wink:
the first 6 maps or so are very easy, even on UV. I was practically drowning in ammo and armor most of the time and didn't even bother to use items. It got a bit harder in the later maps, but they were still rather easy.
How was everyone elses thoughts on the difficulty and amount of ammo? tbh I have only designed this to be played on 'smite-meister' so far.
Gez
 
 
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Re: Heretic: Quest for the Crystal Skulls - Beta Release

Post by Gez »

Turning tough non-boss enemies into chickens is exactly what the morph ovum is for. What's the point of using it on gargoyles and golems?

It's kind of how in Duke Nukem 3D you keep the shrinkers for mini-battlelords and assault commanders, not for the basic troopers.
CaptainToenail
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Re: Heretic: Quest for the Crystal Skulls - Beta Release

Post by CaptainToenail »

Beta 2 is here!

Main Changes;
  • - The Firemace is now a grenade launcher (hope this isn't too cheeseable!)
    - Bossfight has been nerfed slightly and now has a health bar
    - Pod platforming sections are now more obvious with visual clues
    - New props and decal magic added to all maps to increase atmosphere (pretty flowers, furniture etc.)
    - Tweaked the DarkMaster (the red wizard). Less health but now more of them
    - Added new enemy - the HexPrism
    - New consistent texture for lifts
    - Added decals and gldefs for new projectiles and props. Load the lights wad after the default GZDoom one.
    - Fixed various texturing mistakes
    - Fixed enemy stuck in wall
    - Converted all graphics to PNG format to save some space and organised them better
    - Added deathmatch starts (don't really recommend this)
    - Removed jumping and crouching restrictions from MAPINFO (jumping and crouching is still cheating however! :wink: )
    - Updated credits in readme
Screenshots:
Spoiler:
Last edited by CaptainToenail on Sun Apr 19, 2020 9:44 am, edited 1 time in total.
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Caleb13
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Re: Heretic: Quest for the Crystal Skulls - Beta Release

Post by Caleb13 »

neoworm wrote: I need to bind my artifacts to some keys next time.
Does GZdoom natively support this? I checked the Customize controls page, but there seems to be no way to do it via GUI. There is a mini-mod that adds it via KEYCONF lump, though: viewtopic.php?f=43&t=61095

Anyway, I gave Beta 2 try and there is a bug in ISLAND05: sectors 97 and 440 shoudn't be secret.
Gez
 
 
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Re: Heretic: Quest for the Crystal Skulls - Beta Release

Post by Gez »

Caleb13 wrote:Does GZdoom natively support this?
Yes of course. You need to use the console, though.

Code: Select all

bind <key> "use <artifactname>"
CaptainToenail
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Re: Heretic: Quest for the Crystal Skulls - Beta Release 2

Post by CaptainToenail »

Beta 3 is here:

Changes
  • Long lift texture for tower on Azure Canals
    Fixed some texture alignment issues
    Stopped Dark Master and Wizard infighting
    Pushable furniture is now wider and less HP
    Wood debris sprites smaller to fit visual style of existing sprites
    Added deathmatch check to skip level 1 cutscene
    Fixed a missing scrolling sector in Undercrypt
    Added a teleport line in the level hub to prevent rocket jumping past the first area
    Added special effects to the Firemace's new grenade
    Fireplaces now have a proper flame
    Added wave sound effects to Dark Coast
    Added background textures to upper stain glass window texture
    Difficulty settings implemented (however ideally you should play on Smeitmeister for the full experience)
    Added some more random painting decals, and pruned a lot of them from the levels walls
    Added some extra ammo before final fight
    Completing secret level now spawns some extra items in the level hub as a reward
    Added new Chaos Serpent minibosses throughout episode
To do before final release:
  • Fix serpent gibs not clipping in water and void sectors correctly
    Add toggle for weather effects
    Fix new macebomb not clipping through ghost enemies
Unless there are any major issues, I will be considering this the final release in a week or two. Your feedback is appreciated.
Last edited by CaptainToenail on Sun Apr 19, 2020 9:44 am, edited 1 time in total.
CaptainToenail
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Joined: Fri Jul 06, 2007 9:16 am

Re: Heretic: Quest for the Crystal Skulls - Beta Release 2

Post by CaptainToenail »

Here's a quick fix to resolve some issues picked up at Doomworld forums.
  • Chaos Serpent now taller
    Added more ammo and items to secret level
    Several ammo backpacks now spawn in level hub after completing secret level
This replaces the main wad from the previous beta.
Last edited by CaptainToenail on Sun Apr 19, 2020 9:44 am, edited 1 time in total.
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ShadesMaster
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Re: Heretic: Quest for the Crystal Skulls - Beta Release 2

Post by ShadesMaster »

Began a playthrough of BETA 3:

https://www.youtube.com/watch?v=h_6oH0cVRqg
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Emmanuelexe
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Re: Heretic: Quest for the Crystal Skulls - Beta Release 2

Post by Emmanuelexe »

It looks really great, i will play at v1 release! Thanks :D
CaptainToenail
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Re: Heretic: Quest for the Crystal Skulls - Beta Release 2

Post by CaptainToenail »

I've been doing my own final playthrough and noticed a massive mistake in the latest beta - the Chaos Serpents minibosses on Dark Coast and Dreadhold are completely missing. Somehow I managed to untag them for Single player in the editor...

I have also noticed it's possible to rocket jump to the final boss and skip half the episode. Don't worry I will be removing this shortcut for the final release :P

Speaking of final releases... the plan was to upload the final build to idgames this weekend however I'll need to fix the above amongst other things. I've been busy with the whole Covid19 situation hence the delays. Hopefully should have this packaged and shipped by next weekend. :wink:
Began a playthrough of BETA 3:
Very cool I will be sure to check this out soon, thanks Shades.
CaptainToenail
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Re: Heretic: Quest for the Crystal Skulls - RELEASED

Post by CaptainToenail »

Firstly, Happy Easter Weekend Everyone!

Secondly, Heretic: Quest for the Crystal Skulls has now been released!

Also a special thank you to everyone who playtested the betas and provided valuable feedback. I couldn't have done this without you! :)

Get it here:

https://www.moddb.com/mods/heretic-ques ... al-skulls1
https://www.doomworld.com/idgames/level ... s/her_qfcs

Have fun :D

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