Angelic Aviary v1.3 (Eviternity II edition, new angels) Updated 12/29/23)

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CherubCorps
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Re: Angelic Aviary v0.93.1 (11/09/21, Minor update)

Post by CherubCorps »

barosans wrote:hello CherubCorps
i play your mod with the spaghetti weapons viewtopic.php?style=12&f=43&t=69407
and i get this bug
https://imgur.com/a/OHXgnif
this happend when you get three images of ice with the slotgun to freeze the enemies
The tick speed of ice is decreased in Angelic aviary which might be causing the problem. Even after changing the tick speed and fixing that bug, they are other bugs in Spaghettis weapons which cause crashes as well. Might be related to the order in GZdoom, the edition of GZdoom or conflicting code. If I can fix the problems, I'll fix them, but making AA 100% compatible with an experimental mod is low on the priority of things to do and fix.
barosans
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Re: Angelic Aviary v0.93.1 (11/09/21, Minor update)

Post by barosans »

ah well
I liked to use the weapons mod against the angels, especially with the RPG controller against them
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Shatter-Thought[V-4]
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Re: Angelic Aviary v0.93.1 (11/09/21, Minor update)

Post by Shatter-Thought[V-4] »

I've been enjoying this latest iteration of this mod quite a bit, but I do have a few points:

The Virtue Virgin is pretty cool in it's concept, getting stronger as she gets damaged, but I honestly think her overall max strength and speed should be reigned in just a few hairs, as a number of maps put in multiple "Hell Barons" in certain trap rooms, and that many VV's can be deeply aggravating with their spread shot, especially as you anger them, turning those fights into a little too much RNG I feel.

The super version of the cacodemon replacement that turns to stone after being killed is a very neat idea, but it can quickly turn to be way more annoying if killed in the wrong place. I would recommend that they can only come back from a stone state with damage once or twice, anymore then that can be a nightmare to deal with in more cramped passages or clustered fights where you need maneuvering room desperately.

The arachnotron replacement, the Ophanim, are pretty cool for the most part, but when they go full nuts with their projectiles, they turn almost any area into a difficult to avoid killzone that's insanely hard to avoid, especially in a hallway. I can just as easily run into a Ophanim placed a good distance on a sniper hill, or some distance away down a hallway, backed by other enemies to delay me, and be annihilated with zero chance to escape or defend myself.

I would suggest that they can only perform these "million eyes open" moments for a few seconds at a time, also they can be annoying when they start this attack but do not stop even if the player is completely hidden by cover, leaving them to wait for several seconds before the attack stops which can be annoying to wait out.

I suggest that the Ophanim should stop this super attack if they are not in line of sight of the player for 3-4 seconds, just to keep a player on their toes, but not keep them waiting in uncertainty. This is also a good idea so the pain elemental replacement in some situations can't just keep resurrecting angels in an area that's un-safe with one or more Ophanim bathing it in hitscan AND projectile bullets.

Anyways, it's still a very cool mod overall, and I look forward to playing further refinements!
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CherubCorps
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Re: Angelic Aviary v0.93.1 (11/09/21, Minor update)

Post by CherubCorps »

The Virtue Virgin is pretty cool in it's concept, getting stronger as she gets damaged, but I honestly think her overall max strength and speed should be reigned in just a few hairs, as a number of maps put in multiple "Hell Barons" in certain trap rooms, and that many VV's can be deeply aggravating with their spread shot, especially as you anger them, turning those fights into a little too much RNG I feel.
I am going to slow her down slightly in the next update. In addition, the more damage she takes, the more susceptible she will be to stuns and falters.
The super version of the cacodemon replacement that turns to stone after being killed is a very neat idea, but it can quickly turn to be way more annoying if killed in the wrong place. I would recommend that they can only come back from a stone state with damage once or twice, anymore then that can be a nightmare to deal with in more cramped passages or clustered fights where you need maneuvering room desperately.
I don't want to change these enemies, however, I am going to add an option to turn off rare birds as they can break certain maps. Much like the Seraph, part of the strategy when fighting them is to kill them in the right spot so they don't become a nuisance later on.
The arachnotron replacement, the Ophanim, are pretty cool for the most part, but when they go full nuts with their projectiles, they turn almost any area into a difficult to avoid killzone that's insanely hard to avoid, especially in a hallway. I can just as easily run into a Ophanim placed a good distance on a sniper hill, or some distance away down a hallway, backed by other enemies to delay me, and be annihilated with zero chance to escape or defend myself.
I am going to decrease the time it takes for them to stop firing when leaving their line of site in the next update. Part of what makes this enemy dangerous is that when fully charged, she locks down parts of the map, making it harder to avoid oncoming bullets, especially kiss arrows and Iris butterflies.

Gonna release another update in a few days. The next version will have more rare birds, alot of tweaks and be Heretic compatable.
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KynikossDragonn
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Re: Angelic Aviary v0.93.1 (11/09/21, Minor update)

Post by KynikossDragonn »

So I'm planning on using your mod for Christmas to do my usual, stream H2H-Xmas (and whatever else Christmas related I can find that wont break within 5 seconds)

I couldn't help but notice this situation:


If the ceiling is low enough, their range attack just spawns in the ceiling and promptly explodes uselessly.

I also have a question, Taxing+ says "welcome to bullet heaven". Just how relentless are the enemies supposed to be on this mode because I was kinda expecting a literal bullet hell situation right at the start of MAP01 in this.
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CherubCorps
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Re: Angelic Aviary v0.94 (12/07/21, Heretic edition)

Post by CherubCorps »

Major update: Angelic aviary v.0.94 is out (Heretic edition)

Download: https://www.mediafire.com/file/4md8bd46 ... 1.wad/file

Major features
***Heretic compatible: Little elf boy Corvus can now take on the forces of heaven in Heretic and most Heretic compatible map packs. Enemies have been completely rebalanced to fit in with Heretic's weapons with a heavy emphasis on using timebombs of the ancients and tomes of power dropped by many angels on death. All enemies (Including D'spail) have been replaced. Gameplay is very different from Doom angels and some people may actually enjoy it more than doom angels.
***Two new rare birds: (The Forgotten maiden and the Puckish Prankster)
***Added super rare Easter egg. Happy hunting.

Animation
-Added custom fall animation to Cherubs when killed high in the air (Combined with Nashgore to make it look even more impressive).
-Added full rotation sprites to petrified Aphrodite Kisses.
-Improved Aspect of Iris's walk cycle and arm movement.
-Added custom keys and key textures for both Doom and Heretic
-Added bonus art by Substance20

Balance/bugs
-Altered Chreub's voice to be slightly less shrill.
-Ophanim: Have a much higher chance to fall back asleep when the player leaves their line of sight.
-Virtue Virgin: Slightly decreased movement speed after taking damage.
-Dollmaykr: Summons dolls 25% faster.
-Joy elemental: Resurrect enemies slightly faster and summon putto slightly slower.
-Jay: Slightly bigger and slightly quicker.
-Shotgun Duo: Knife doll spawns immediately following the 1st doll's death.
-Forgotten maiden statues are less common and take more damage to break open. Forgotten maidens freed from these statues are much more difficult than vanilla Aphrodite's Kisses and drop extra health when re-petrified.
If the ceiling is low enough, their range attack just spawns in the ceiling and promptly explodes uselessly.
I know. Unlike the revenant, the Aspect of Iris summons the butterfly above her head. This makes it so she can attack the player when behind other enemies, but renders her butterfly attack useless when in places with low ceilings. The only way to change this would be to redraw the sprite which is just too much work.
I also have a question, Taxing+ says "welcome to bullet heaven". Just how relentless are the enemies supposed to be on this mode because I was kinda expecting a literal bullet hell situation right at the start of MAP01 in this.
Currently, Taxing+ only adds fast monsters and removes infighting into the game. While this greatly increases the amount of bullets, don't expect something like Touhou Doom. In the future I'm going to flesh out the difficulty to be a bit more unique. Nevertheless, both Taxing and Taxing+ are extremely difficult.
Last edited by CherubCorps on Tue Dec 07, 2021 2:20 pm, edited 2 times in total.
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fakemai
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Re: Angelic Aviary v0.94 (12/07/21, Heretic edition)

Post by fakemai »

This definitely feels more appropriate in Heretic and I'd add Heretical Doom as a good weapon mod to pair with it since the vanilla ones are pretty dry. It is fairly OP though so best played on Taxing+. So far the only issue I'm having is dead cherubs occasionally blocking the player, it only seems to happen if they're overlapping sectors particularly on a step.
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KynikossDragonn
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Re: Angelic Aviary v0.94 (12/07/21, Heretic edition)

Post by KynikossDragonn »

CherubCorps wrote:The only way to change this would be to redraw the sprite which is just too much work.
This might sound like a lame hack, but couldn't you just detect if the ceiling is too low and then and only then spawn the attack from the origin of the actor itself?

I've done checks like these in Unreal mods before, not sure how they'd perform in GZDoom ZScript though.
CherubCorps wrote:Currently, Taxing+ only adds fast monsters and removes infighting into the game.
Is it possible to not only remove the infighting but also permit all the attacks to pass through the whole cast of enemies? Kinda like how enemy hitscans in Wolfenstein 3-D only check for hitting the player.

Such a change like that would drastically alter my line of thinking while playing this.

Another idea to ramp up the difficulty is make all the projectile attacks leaded to player movement like in Unreal, or even like Chthon from Quake 1. (Yes Chthon's lava balls are the only attack in base Quake that's leaded to player movement)
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CherubCorps
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Re: Angelic Aviary v0.94.1 (12/07/21, Heretic edition))

Post by CherubCorps »

Quick update: Just fixed a minor animation bug where the Cherub was reverting to a normal state after being gibbed. Updated link

https://www.mediafire.com/file/4md8bd46 ... 1.wad/file
This might sound like a lame hack, but couldn't you just detect if the ceiling is too low and then and only then spawn the attack from the origin of the actor itself?
I'll have to look into that.

I might give enemies new attacks on the hardest difficulties.
This definitely feels more appropriate in Heretic and I'd add Heretical Doom as a good weapon mod to pair with it since the vanilla ones are pretty dry. It is fairly OP though so best played on Taxing+. So far the only issue I'm having is dead cherubs occasionally blocking the player, it only seems to happen if they're overlapping sectors particularly on a step.
It will be OP, especially as Heretic angels have less HP than Doom angels. I'm glad you're enjoying it though.
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PokeParty445
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Re: Angelic Aviary v0.94.1 (12/07/21, Heretic edition)

Post by PokeParty445 »

Something I noticed, the Hurt Me Plenty variant (which is what I usually play on, yes I know I'm weird) uses the "easy" enemy and item placements (like the ones for I'm Too Young to Die and Hey, Not Too Rough) for the map, instead of the "medium" placements like vanilla Hurt Me Plenty should? I don't know if that's intended or just an oversight (since I know most people here play on UV and all), so I figured I'd say something about it.
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CherubCorps
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Re: Angelic Aviary v0.94.1 (12/22/21, Update)

Post by CherubCorps »

Version 0.95 is out! Finally got the flying cardinal to work (Still in beta).

https://www.mediafire.com/file/7th4wr0b ... 5.wad/file

Gameplay changes
***Cardinals and Jays have the ability to enter a flight mode (Beta)
-Added rainbow dust trail to Iris butterflies.
-Cardinals and Jays move slightly slower on the ground due to their new ability to fly.

Gameplay
-Green Iris butterflies are more accurate, but have a decreased spawn rate.
-Ophanim projectiles (Not bullets) do slightly more damage.
-Decreased drop rate of wand crystals by Cherubs in Heretic.

Bugs
-Fixed a glitch in which Cherubs, Puckish Pranksters, and Dollmaykrs would block the player on death.
-Fixed a glitch with the menus that prevented custom mod options (From other modes) from appearing.
-Normal difficulty now spawns the correct number of enemies.
-Fixed multiple idle animations.
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KynikossDragonn
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Re: Angelic Aviary v0.95 (12/22/21, Updated)

Post by KynikossDragonn »

So you might have saw this at my stream:

Code: Select all

ACS/DECORATE: 'Speed 16' is not a flag in 'Virtue_Virgin'
ACS/DECORATE: 'Painchance 164' is not a flag in 'Virtue_Virgin'
ACS/DECORATE: 'Speed 16' is not a flag in 'Virtue_Virgin'
ACS/DECORATE: 'Painchance 164' is not a flag in 'Virtue_Virgin'
ACS/DECORATE: 'Speed 16' is not a flag in 'Virtue_Virgin'
ACS/DECORATE: 'Painchance 164' is not a flag in 'Virtue_Virgin'
It gets pretty spammy when you start damaging that enemy!
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CherubCorps
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Re: Angelic Aviary v0.95 (12/22/21, Updated)

Post by CherubCorps »

KynikossDragonn wrote:So you might have saw this at my stream:

Code: Select all

ACS/DECORATE: 'Speed 16' is not a flag in 'Virtue_Virgin'
ACS/DECORATE: 'Painchance 164' is not a flag in 'Virtue_Virgin'
ACS/DECORATE: 'Speed 16' is not a flag in 'Virtue_Virgin'
ACS/DECORATE: 'Painchance 164' is not a flag in 'Virtue_Virgin'
ACS/DECORATE: 'Speed 16' is not a flag in 'Virtue_Virgin'
ACS/DECORATE: 'Painchance 164' is not a flag in 'Virtue_Virgin'
It gets pretty spammy when you start damaging that enemy!
Hmm... I don't know what could have caused that. I haven't been able to reproduce the results.
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KynikossDragonn
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Re: Angelic Aviary v0.95 (12/22/21, Updated)

Post by KynikossDragonn »

Okay, for some reason developer was set to 2 and I don't remember ever setting that.

The messages are gone but, I guess GZDoom still isn't happy about whatever's going on there regardless.
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Re: Angelic Aviary v0.95 (12/22/21, Updated)

Post by bimshwel »


It may be worth making folded-winged idle sprites for some of the narrower fiends since the extended wings can pass through walls and give away hiding spots. I wouldn't mind seeing a more damage-resistant version of the cowboy angel since it has an amusingly distinct appearance relative to most of the other monsters but goes down very quickly. Although I didn't realize I was running it in a level (oracle.wad) that was very short on basic zombie foes and annoying enough in its expectations that I didn't want to play anything else once I was done with it.
I also have to agree that the baron seems a bit over-powered, considering how a majority of levels place them with the expectation that they will be substantially less aggressive and difficult to hit. A mancubus can usually beat a baron provided distance is maintained but that definitely isn't so here. Or maybe that means the mancubus needs to be more powerful. ehhhit was nice to be legitimately afraid of running into certain monsters for a change, but without the experience being totally miserable and unplayable. Oddly enough I felt like the revenants were less dangerous than usual.

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