Heretic: Quest for the Crystal Skulls - RELEASED

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Lagi
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Location: Thou shalt alter thy beliefs with new evidence

Re: Heretic: Quest for the Crystal Skulls - RELEASED

Post by Lagi »

excellent maps. You have really good sense of what make a good architecture for game. Nice puzzles. excellent details (ships, boat, furnitures). Im having loads of fun.
neoworm wrote:...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.
:O, that must be like new level of gaming
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hakrosinteractive
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Graphics Processor: nVidia (Modern GZDoom)

Re: Heretic: Quest for the Crystal Skulls - RELEASED

Post by hakrosinteractive »

Very nice episode.
Finding wads for heretic is appreciated because they are quite scarce
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Lagi
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Re: Heretic: Quest for the Crystal Skulls - RELEASED

Post by Lagi »

Could you add +INVENTORY.UNDROPPABLE flag to Crystal skulls?
https://zdoom.org/wiki/Actor_flags

Currently this excellent mappack cannot be played with pistolstart (if something clear inventory it take away the blue skulls as well).
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Jimmy
 
 
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Re: Heretic: Quest for the Crystal Skulls - RELEASED

Post by Jimmy »

Call me an old timer but I think you probably just... shouldn't play hubs with a pistol start mod. Defeats their purpose.

Can't stop you adding the flag yourself, though, which I figure is the only option at this point given the set is final and on /idgames.
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Daniel
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Re: Heretic: Quest for the Crystal Skulls - RELEASED

Post by Daniel »

Very good!! We miss a lot mods for Heretic. Thanks!!!
CaptainToenail
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Re: Heretic: Quest for the Crystal Skulls - RELEASED

Post by CaptainToenail »

Lagi wrote:Could you add +INVENTORY.UNDROPPABLE flag to Crystal skulls?
Hi Lagi. No problem here's a little patch you can load after the main wad. In theory all the levels should be playable from wand start. (you might want to give yourself some extra weapons for the final boss level though!)
http://www.mediafire.com/file/88fqscmsj ... l.wad/file
hakrosinteractive wrote:Very nice episode.
Finding wads for heretic is appreciated because they are quite scarce
Daniel wrote:Very good!! We miss a lot mods for Heretic. Thanks!!!
Thanks guys glad you had fun! Neodoom was a big inspiration for me back when I first started ZDoom modding Daniel, had a lot of fun with that - cheers :)


Edit: I have learnt recently that this mod will break when played in coop mode for the following reason - the crystal skull item can only be picked up once in multiplayer mode. This is because it appears to behave like a key in multiplayer - once picked up in one level, it can no longer be picked up again in subsequent levels (due to the hub setup) I am still puzzling over how to fix this and plan to release a patch.

In the meantime as a workaround, you use the give command i.e. "give crystalskull 1" to give yourself a crystal skull.
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ActionAlligator
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Re: Heretic: Quest for the Crystal Skulls - RELEASED

Post by ActionAlligator »

Hey, great mod & maps Toenail! Really enjoyed playing, and that's saying a lot since I've always found Heretic to be frankly kind of boring and one of the weaker doom engine games (Hexen was such a huge improvement imo).

The only map where I ran into some issues was Undercrypt; lots of crafty traps, but also kind of frustrating tbh, which I'm sure was intended. Thanks again for the contribution!
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Tresto
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Re: Heretic: Quest for the Crystal Skulls - RELEASED

Post by Tresto »

Hello Toenail. I have to say that playing throught this wad was a bliss. I do not have a lot of experience in Heretic wads however you do not need to be a pro to admire the well tought design and very nice visuals. I have done a playtrough without and with Heretical Doom mod. Both were great however I noticed that some of Nitorgolem's projectiles targeted hit me trough the walls in Dreadhold map during HereticalDoom playtrough (I do not know if those were caused by the mod).
Thanks for this WAD.

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