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Heretic Heroes HExpanded (for heretic and Hexen)[GZD/LZD

Posted: Tue Jun 29, 2021 6:36 pm
by kalensar
TITLE.png


Here's the string of Screen shots: https://imgur.com/gallery/rb4Ygav

Download is here : https://www.moddb.com/mods/heretic-hero ... -hexpanded

ALSO Here is a version Heretic Heroes More Brutal Version which is Heretic Only. It utilizes Lagi's Mellow Heretic Monsters to good effect.
https://drive.google.com/file/d/1g-4Wit ... sp=sharing



Demo video here: New one on the way


Unzip and load the the Pk3 with any vanilla Heretic or Doom map wad. Also works with Blasphemer.wad and FreeDoom. This is a gameplay mod that Transforms Heretic and Doom( Heretic is better adaptation) into more Fantasy Adventure game where Weapons and Items are completely randomized. The kicker is you get Limit Removing characters from NES Titles who have matching Physics and play styles to their original games. THis is meant to be a fun and challenge mod at the same time. I hope you enjoy this off the wall idea.---- No relation or even inspiration from Combined Arms. This mod is home grown inspired creation.

Changelog---
June 10/23- big changes, no random monsters, works on Hexen and Heretic now. Fixed major bug that crippled hexen person on the form malfunctioning moving platforms.

---$5/1/22--- Changed out monsters for Mellow Heretic Monsters by LAGI. Gives a much nicer game style.
Changed small details for better fits.


6/30/21--- Official Release





MAIN INFO SECTION

Advanced engine needed : GZDOOM
Primary purpose : Single player addon
===========================================================================

Title : Heretic Heroes: NES Heroes and Hexes

Author : Kalensar
Other Files By Author : Castlevania 3 for Simon's Destiny; LTTD:Link to the Doom and LTTD for Heretic; Doom Thoth ; Perfect Dark Brutal Doom, SMEXUNMON, Doom ReBUVRO

Misc. Author Info : Rabid Editor

Description : Weapons pack and player pack for Heretic & Hexen

Heretic Heroes: NES Heroes and Hexes
===========================================================================
Heretic Heroes is a gameplay mod meant to recapture the difficulty and fun of adventure and movement from old NES fantasy adventure games. Heretic Heroes is a heavily randomized event full of adventure from some destructable scenery to the randomness of RNG being cruel on weapons and items drops, or even super fruitful. There are 11 heroes from various games and each was designed to roughly match their physics of those games if they were from a Platformer, or some of the humorous growth if from a RPG. Some Characters start off way better than others in order to capture the essence of the games they came from.

Without further adieu, here is the cast.
In order from menu:

1. Kuros: from Wizards and Warriors
2. Arthur of Ghosts and Goblins
3. Ava Tar from the Ultima Series
4. Conan the Barbarian
5. Erdrick from Dragon Quest
6. Hydlide
7. Zelda... yeah its Link but this is for humor too.
8. Sylpha the Elven heretic, genderbend Corvus
9, Imm Ortal- The nameless wizrd from THe Immortal
10. Dova Keen - Yes, its the Lizard Hunter
11. Simon - the Questor.. The Simon's Quest version



AUTHOR NOTE: --- My Advice: This mod has a custom difficulty settings.
It is HARD from Myth of Hilda on up even to me as it's creator.
If you want the most balanced experience then start as anyone other than Imm Ortal because he starts with no Mana, a spell book and weak Fists..
Enable Jumping and Crouching. Break every Candle , Barrel and Chest odd you come across because they are the source of weapons.
All Starter Weapon except Conan and Imm Ortal have Subweapons bound to Reload
THis game uses a Custom made HUD that has been tailored to Heretic Heroes.
Set a Chasecam Button: I've tried my best to make this fun as a Third Person game as well!!! Yes really! Everybody has minor transparency so you can see where you shoot or hit.

/////////////////////////////////////////////////
MAIN GAMEPLAY INFO
///////////////////////////////////////////////
STARTER INFO:

--Every Character has a SKILL bound to the Altfire or Reload reload key!!! I bind reload key to Shift. Every character has mostly unique abilities on the Castlevania styled Subweapons. Subweapons and Skills can only be used on the Starter Weapon of each character or some special Ultimate Weapons.

--Not every character can use every weapon, BUT they can get the ammo from them.

--All Weapons only use two types of Ammo and only give White Mana when picked up. Red Mana is generally the stronger attack on the weapon. The Trident is Unique in that it uses Health as its ammo, but also does Life Leech with its main fire.

--Subweapons all run off of Hearts at one per cost. Each Character generally has a unique version of each Subweapon type and only One subweapon can be held at a time.

-- This game uses HEXEN classes on the Characters, and comes complete with the Armor items for them. This game also uses Heretic/Doom styled armor too. The Blue gauge on the right side of the HUD displays all of the Armor info listed from top to bottom: Armor Amount, Armor Class, Armor Absorb value. You can frquently hit over 100% absorb and then all damage goes to Armor Amount.

-- This game uses Heretic Inventory so many items are available and unique. No tomes of power as those are replaced by a super item: Ethereal Armor. Set your controls accordingly.


CHARACTERS!
Kuros-- Fighter class: He has one of, if not the Highest Jump stat. His movement is slippery, but manageable like his NES version. He moves pretty fast. Features a unlimited ammo throwing axe as his Altfire on his starting Iron Sword, the Axe of Igor. He's strong, solid and has good equipment options.
Player.WeaponSlot 1, Axe
Player.WeaponSlot 2, Ironsword, Mastersword
Player.WeaponSlot 3, Crossbow
Player.WeaponSlot 4, Hammer
Player.WeaponSlot 5, wand

Arthur- Fighter Class: This guy.... has the lowest health starting at 25, maxes at 50 BUT can go to higher with Item use. Excellent damage output, high jump, but squat all for equipment outside of Subweapons. I was nice enough to make his Main Fire auto-fire so your finger doesn't die.
Player.WeaponSlot 2, hammer2, Axe : The Axe is a superweapon.

Ava Tar: Cleric Class: This guy is pretty ridiculous at start. Reflecting shield( all shields do this from the front), awesome altfire, strong melee, non finicky movement. Great one if you want to start with someone easier than say Arthur.
Player.WeaponSlot 2, HexMace,Axe
Player.WeaponSlot 3, WensternShotgun
Player.WeaponSlot 4, ImpalerXBow
Player.WeaponSlot 5, Hammer

Conan- Fighter class: Conan gets the most weapon choices, but has the worst start with only a weak fist attack. Good Speed, good jump.
Player.WeaponSlot 1, Trident,Ax
Player.WeaponSlot 2, konk,Legend
Player.WeaponSlot 3, Crossbow
Player.WeaponSlot 4, ImpalerXBow
Player.WeaponSlot 5, Hammer
Player.WeaponSlot 6, wand
Player.WeaponSlot 7, GauntletX

Erdrick- Mage Class: To be fair, he not much of a Mage, and has that to represent his start in DQ1. He starts with a mean fist attack. Average movement and balanced weapons.

Player.WeaponSlot 1, Mastersword
Player.WeaponSlot 2, HexFist
Player.WeaponSlot 3, Crossbow
Player.WeaponSlot 4, Hammer
Player.WeaponSlot 5, wand

Hydlide- Cleric Class: This guy starts out super strong with a Super Weapon sword. Decent movement, but low equipment option and is Melee based to mirror the goofy combat of that ancient RPG.
Player.WeaponSlot 1, Trident
Player.WeaponSlot 2, Legend, MasterSword
Player.WeaponSlot 3, CrossbowM


Link: Mage Class: His movement is like Adventure of Link and his weapons are like Zelda1. Low armor class at start, but he is one of the fastest and highest jumping dudes. His Bow is unlimited, but low Rail style damage on his Main fire, altfire is his sword. He also starts with Bombs which use Red Mana. His shield will deflect projectiles.
Player.WeaponSlot 1, Mastersword
Player.WeaponSlot 2, Bow
Player.WeaponSlot 3, Wand
Player.WeaponSlot 4, FragGrenade

Corvina- Mage Class : The genderbend Corvus that uses roughly eqivalent weaponry. Vanilla style movement, and higher jump than vanilla. Starting Wand is unlimited ammo, and same for the altfire.
Player.WeaponSlot 1, GauntletX
Player.WeaponSlot 2, FireWand
Player.WeaponSlot 3, Crossbow
Player.WeaponSlot 4, wand
Player.WeaponSlot 5, Hammer

The Wizard -THe ImmOrtal: Mage Class: This guy does start with a really good weapon, the Spell Book, BUT zero Mana. So he uses his Fist, aka Konk. He has the worst jump and the 2nd lowest speed. BUT he does have normal Health unlike Arthur.
Player.WeaponSlot 1, konk
Player.WeaponSlot 2, Tome
Player.WeaponSlot 3, CrossbowM
Player.WeaponSlot 4, wand
Player.WeaponSlot 5, GauntletX

Dova Keen: Fighter Class: This guy is HUGE in size so he will look down at most enemies. His start sword swings in a wide arc, and the altfire is a Flame Breath that will push enemies back. Very fast on his feet, but jump is average.
Player.WeaponSlot 1, Ax
Player.WeaponSlot 2, sword1
Player.WeaponSlot 3, Trident
Player.WeaponSlot 4, ImpalerXBow
Player.WeaponSlot 5, FragGrenade

Simon- Fighter Class: This is Simon's Quest Simon Whip will BLOCK or Reflect most projectiles. Timed for the end of the swing. Bad News: LOWEST SPEED, but decent jump. I tried really hard to get his movement accurate, including gravity. Good news, very strong. Altfire is Subweapon use. Bad news: Low equipment options.
Player.WeaponSlot 1,Trident
Player.WeaponSlot 2, VampireKiller
Player.WeaponSlot 3, WensternShotgun
///////////////////////////////////////////////////////
WEAPONS
//////////////////////////////////////////////////////
Weapons to be found: All of these weapons can be found via Large Chests, CANDLES and torches
Two Categories: Normal Weapons and Super Weapons.IF weapons give ammo then they only give White Mana. Not all weapons use ammo. Main fire is always White Mana if used at all. Alt Fire is Red mana. usually. Elemental damage is aesthetic only.

Normal Weapons.

CrossBow: a black crossbow with Green arrows. Main fire shoots 3 arrows with White mana. Altfire is an Elemental blast that explodes and freezes with Red Mana.

Shotgun: Uses ammo: Main fire is weaker at 7 pellets of electricity. Altfire is 20 pellets of fire damage(same as doom SSG)

Luciferian Crossbow/Impaler- Uses ammo: Main fire is a strong but normal xbow bolt with a fast firing rate. altfire is a stream of elemental energy bolts.

Hammer: Uses ammo. Mainfire is a flame thrower, but can still be used as a melee weapon if out of White Mana. Altfire is an explosive fireball.

Wand: Uses Ammo: the Elven Gold Wand retooled. Mainfire is HitScan electricity for good damage and fire rate. Altfire is 3 Piercing Lightning Bolts.

Trident: NO MANA USE: Mainfire is a rapid hit Life Leech prod that refills health very fast. Altfire is a Flame Thrower which burns your Health as ammo at 5 points per shot. Very strong.
----------------------------------------------------------------------------------
Super Weapons

Axe: Beater and Biter. NO MANA USE. ALLOWS SUBWEAPONS on Reload key: Main fire is a fast melee attack. Altfire throws 3 boomeranging red holy axes.

Master Sword: NO MANA USE. ALLOWS SUBWEAPONS on Reload Key. Gives a Deflectiing Shield, a fast firing main fire melee, no autofire. Altfire is a Holy Red Boomerang like the Axe version.

LEGEND "The Dragon Slayer": NO MANA USE, ALLOWS SUBWEAPONS ON RELOAD KEY. Main fire is a fast swinging melee with a small arc. Altfire is a Wild Swing that hits many points and hits really dang hard.
Hydlide starts with this weapon.

GauntletX "Gauntlets of Mondaine"-- Named after Ultima 1 villain. Allows Subweapons on Reload Key. Main fire is no mana Life Leech melee.
Altfire is a machine gun hitscan electricity attack that uses White Mana.
============================================================

MONSTER Cast: Mellow Heretic and some others. Heretic Monsters are upgraded versions.
Hexen monsters are still vanilla.




===========================================================================

Special Thanks : Medieval Doom @ zdoom forum AND Mellow Heretic!!!
Post by Lagi

Realm667 repository for: Vampire Monster, Crimson Disciple, Cheogh, Converterted Legionnaire, Thor, Magic Bow, Frag Grenades,
Crash monster soundfiles, Heaven Guard, Trash Monsters, Hornet, Azazel, Dune Warrior, DaggerfallSkeleton,
Impaler CrossBow, Succubus, Western Shotgun. Firewand

Conan The Barbarian: Warrior of Doom(Beta 8)
Postby xenoxols at Zdoom forum For Shield sprite and Skull Sword sprites and Greatsword.

CastleVania Simons Destiny by Batandy
for Making this amazing game. Used heavily in this mod from Special Effects to Enviromental stuff like Candles.

Hexen, and other Raven Software creations.

===========================================================================

* What is included *

New levels : No
Sounds : Yes
Music : No
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other files required : Heretic and soon to be Doom and Hexen.

* Play Information *

Game : Heretic Heroes; NES Heroes and Hexes
Single Player : Designed for

Other game styles : only Heretic and other Vanilla Heretic mapsets.
Difficulty Settings : YES!
Tested : GZDoom

* Construction *

Base : Modified from Link to the Doom
Build Time : Lots of time.
Editor(s) used : GZDoom, GIMP, Notepad, Slade
Known Bugs : Due to The Master Sword unique Shield type some Elevators may become temporarily stuck. Simply switch weapons off The Master Sword and the Elevator will work normally.



* Copyright / Permissions *

This is a labor of love that I built at home for extra challenge. It's only right that I share it and allow it to be shared.
This work may be used as a base of reference for learning purposes. Due to this mod's extremely intertwined nature it is not
advisable to use this mod as a base for any new projects, but it is permitted for referential use and resource purposes
for other projects.

Re: Heretic Heroes: NES Heroes & Hexes

Posted: Wed Jun 30, 2021 2:00 am
by kalensar
Download is now available

Re: Heretic Heroes: NES Heroes & Hexes

Posted: Wed Jun 30, 2021 1:02 pm
by kalensar
UPdated download link because the Doom version is now available too.

Re: Heretic Heroes: NES Heroes & Hexes (also for Doom1 and 2

Posted: Fri Aug 27, 2021 7:54 am
by Ashat Maself
Can you add some screenshots?

Re: Heretic Heroes: NES Heroes & Hexes (also for Doom1 and 2

Posted: Sat Aug 28, 2021 1:43 pm
by kalensar
Ashat Maself wrote:Can you add some screenshots?
Sorry that this link isn't more obvious in the description, but here is the link to the imgur hosted screenshots.

https://imgur.com/gallery/rb4Ygav

And here's an outdated short demo video too.


Re: Heretic Heroes: NES Heroes & Hexes (also for Doom1 and 2

Posted: Fri Sep 03, 2021 4:04 am
by Crudux Cruo
This mod is very hacky and convoluted with placeholder graphics, poorly offset frames, poorly ripped sprites, and just chaos overall, not really digging it.

I would suggest you go back to square one, coherently start finishing characters one by one, and make sure the weapons on one character work. IF you must have multiple drops, make them universal drops like samsara or class specific drops, which are possible in hexen and im sure can be implemented for heretic as well.

Re: Heretic Heroes: NES Heroes & Hexes (also for Doom1 and 2

Posted: Fri Sep 03, 2021 10:28 am
by kalensar
Crudux Cruo wrote:This mod is very hacky and convoluted with placeholder graphics, poorly offset frames, poorly ripped sprites, and just chaos overall, not really digging it.

I would suggest you go back to square one, coherently start finishing characters one by one, and make sure the weapons on one character work. IF you must have multiple drops, make them universal drops like samsara or class specific drops, which are possible in hexen and im sure can be implemented for heretic as well.
Aww shucks. The only part I'm confused about is what you mean by place holder graphics. My guess is the Doom 2 version of the wand replacing the Gloves of Mondaine or some of the Weapon equip icons. Thats about all I can think of offhand.

Poorly ripped sprites and offsets? Like what? Genuinely interested because nobodies eyes are the same and I'd love to hear about what you seen you didn't like. I did do a bunch of duct taping on offsets to get the look I was going for so I would genuinely like an example.

The random drops are entirely intentional, including the drops that don't work for the character class because that's a direct recreation of the NES game play that this seeks to emulate. Garbage random treasure? Yup happens a lot in adventure games and RPGs of which every character comes from. The drop frustration was entirely intentional, but you at least get ammo out of the garbage provided the garbage uses ammo.

So yeah, you basically encountered a game feature of the Hex variety from everything I can tell because the randomization of the drops is ubiquitous and one of the main features. Treasure chests will spit out more treasure chests and barrels and all sorts of crap. Most monsters drop treasure and the First difficulty mode called Wizards and Warriors is a mode to fight the vanilla monsters predominantly as there is a boss monster randomization intact there.

This is a serious mod, but it also generated it's own form of joke mod goodness due to the randomization mechanic that is quite erractic and definitely not always in the players favor. You basically came into this mod expecting Samsara and got the equivalent of playing The Rocketeer. Welcome to my NES childhood. :lol: :lol:

If you want something less erratic and more centric to Doom or Heretic formulas then I highly suggest LTTD Link to the Doom. It is the grand daddy fork to this highly experimental monstrosity called Heretic heroes. LTTD contains zero random item drops, and only does randomized monsters; nor does it have the Castlevania style subweapon system. Its way more simple in mechanics and more geared toward the Doom/Heretic style of gameplay and combat.

Re: Heretic Heroes: NES Heroes & Hexes (also for Doom1 and 2

Posted: Sat Sep 04, 2021 11:35 pm
by silentw
Crudux Cruo, you were being very charitable in your assessment.

I played a single level with the first character. I'll list all the issues I saw just in 15 minutes:
- Are the title screen and main menu header intended to be final assets?
- Default weapon jiggles madly when moving, you broke the bob setting something fierce.
- Default weapon and item? (secondary fire) both render translucent.
- Offsets are broken on default sword swing animation.
- It appears random what actions have sounds attached and which ones don't.
- Decoration replacements are misaligned (candles on the floor, etc.)
- Most items and powerups clip into the ground when floating.
- The HUD has no labels.
- The health and mana meters are missing chunks of their left and right sides.
- The HUD seems quite misaligned when using default settings.
- Non-heretic/hexen powerups use the wrong palette (or are so bizarrely colored that it's indistinguishable).
- Enemies randomly have/ don't have various sounds (hitreacts, for one)
- The character description text is inconsistent.
- The Hammer weapon has no SFX
- The Hammer weapon's primary fire VFX play out of order
- The Trident weapon seems to be missing frames and a hit sound on its primary attack.

That's all objective - here's some subjective issues:
- The professionally done Simon's Quest monsters clash horribly with the other monsters.
- The lack of sprite consistency is distracting, at best.
- The lack of sounds for what seems like 50% of the actions in the mod is questionable, at best.
- The VFX for most weapons are out of order, out of palette, or bizarrely sized.

This mod reads and plays like a blendering of 10 unrelated mods that was barely tested.

If you actually want to go this route and deliver the idea you have planned, I STRONGLY suggest you take Crudux Cruo's advice to heart. Pare it back to the absolute barest of essentials - 1 character, 1 set of weapons and equipment, vanilla monsters. Take the time to polish it and hone the gameplay, get it looking good, and then start the next character once you have a solid base.


Also - did you get permission from the authors of all the other mods whose assets and code you're using? I don't see that in the credits, so...

Re: Heretic Heroes: NES Heroes & Hexes (also for Doom1 and 2

Posted: Sun Sep 05, 2021 2:16 am
by kalensar
silentw wrote:Crudux Cruo, you were being very charitable in your assessment.

I played a single level with the first character. I'll list all the issues I saw just in 15 minutes:
- Are the title screen and main menu header intended to be final assets?
- Default weapon jiggles madly when moving, you broke the bob setting something fierce.
- Default weapon and item? (secondary fire) both render translucent.
- Offsets are broken on default sword swing animation.
- It appears random what actions have sounds attached and which ones don't.
- Decoration replacements are misaligned (candles on the floor, etc.)
- Most items and powerups clip into the ground when floating.
- The HUD has no labels.
- The health and mana meters are missing chunks of their left and right sides.
- The HUD seems quite misaligned when using default settings.
- Non-heretic/hexen powerups use the wrong palette (or are so bizarrely colored that it's indistinguishable).
- Enemies randomly have/ don't have various sounds (hitreacts, for one)
- The character description text is inconsistent.
- The Hammer weapon has no SFX
- The Hammer weapon's primary fire VFX play out of order
- The Trident weapon seems to be missing frames and a hit sound on its primary attack.

That's all objective - here's some subjective issues:
- The professionally done Simon's Quest monsters clash horribly with the other monsters.
- The lack of sprite consistency is distracting, at best.
- The lack of sounds for what seems like 50% of the actions in the mod is questionable, at best.
- The VFX for most weapons are out of order, out of palette, or bizarrely sized.

This mod reads and plays like a blendering of 10 unrelated mods that was barely tested.

If you actually want to go this route and deliver the idea you have planned, I STRONGLY suggest you take Crudux Cruo's advice to heart. Pare it back to the absolute barest of essentials - 1 character, 1 set of weapons and equipment, vanilla monsters. Take the time to polish it and hone the gameplay, get it looking good, and then start the next character once you have a solid base.


Also - did you get permission from the authors of all the other mods whose assets and code you're using? I don't see that in the credits, so...
Credits are right here and right in the main post:
"Special Thanks : Medieval Doom @ zdoom forum
Post by Lagi

Realm667 repository for: Vampire Monster, Crimson Disciple, Cheogh, Converterted Legionnaire, Thor, Magic Bow, Frag Grenades,
Crash monster soundfiles, Heaven Guard, Trash Monsters, Hornet, Azazel, Dune Warrior, DaggerfallSkeleton,
Impaler CrossBow, Succubus, Western Shotgun. Firewand

Conan The Barbarian: Warrior of Doom(Beta 8)
Postby xenoxols at Zdoom forum For Shield sprite and Skull Sword sprites and Greatsword.

CastleVania Simons Destiny by Batandy
for Making this amazing game. Used heavily in this mod from Monsters to Enviromental stuff like Candles.

Hexen, and other Raven Software creations."

Okay, now onto the main complaints -knuckle crack-

"I played a single level with the first character. I'll list all the issues I saw just in 15 minutes:" -- Sweet
- Are the title screen and main menu header intended to be final assets? Yes. This a for fun mod.
- Default weapon jiggles madly when moving, you broke the bob setting something fierce. // Then Adjust your own bob settings. They work fine on my side.
- Default weapon and item? (secondary fire) both render translucent.// Yup!!!! That is explained in the Main Post and Readme file as a For Play aspect for 3rd Person use. Aka read the main post.

- Offsets are broken on default sword swing animation.--- Intentional Gameplay instituted to mirror the NES character of Kuros from his Game. Obviously you are unaware of how goofy he looks.

- It appears random what actions have sounds attached and which ones don't.---- All Weapon sounds are appropriate and set as they were intended.

- Decoration replacements are misaligned (candles on the floor, etc.)--- Yup Thats a rendering issue that has nothing to do with mapping the random generator. Bethesda Feature. This mod has no maps.

- Most items and powerups clip into the ground when floating.--- Looks perfect in Software rendering. Thats an OPen GL issue. Try it in Software mode.

- The HUD has no labels.-- Nor does the Vanilla doom status bar, heretic or hexen. Whats your point?

- The health and mana meters are missing chunks of their left and right sides.--- Astute Assessment. Its a custom bar. Go look at its grandaddy the Diablo HUD bar.

- The HUD seems quite misaligned when using default settings.--- Default Features? You can adjust the screen to whatever ratio you desire.

- Non-heretic/hexen powerups use the wrong palette (or are so bizarrely colored that it's indistinguishable).--- Yup. I gave them a custom rendering job so you can see the special stuff, and same for the ammo. Literally all personal Aesthetics.

- Enemies randomly have/ don't have various sounds (hitreacts, for one).--- Nor were they intended to if they don't have one. I don't expect the Ghastsoul to have a pain react as an example.

- The character description text is inconsistent.---- If you never played the games that the Heroes come from or are modeled on then I don't expect you to get the reference.

- The Hammer weapon has no SFX--- It does when you hit a monster with it. Its more of a flamethrower and zapper than a whacky stick.

- The Hammer weapon's primary fire VFX play out of order--- No, They play out of order for what you want, not what I intended.

- The Trident weapon seems to be missing frames and a hit sound on its primary attack.--- The Hit sound fires when it hits a monster, not thin air. And yes it really hits that fast for it's melee. Its a very special weapon that not all heroes can use.

That's all objective - here's some subjective issues:
- The professionally done Simon's Quest monsters clash horribly with the other monsters. ---- The Simon's destiny monsters are all of the same caliber as the rest of the Realm 667 monsters, In fact they are less powerful than the other bosses I have in there. They are fun stuff. I'm guessing you didn't even fight a Fallen Hero which is something I made with those sprite resources.

- The lack of sprite consistency is distracting, at best.--- You literally never touched a NES game in your life have you? You have no idea what distracting really is.

- The lack of sounds for what seems like 50% of the actions in the mod is questionable, at best.--- Every thing is quite intentional. The only thing that was unintentional was the Treasure Chests spitting out more treasure chests, but I liked that Bethesda Feature so I kept it.

- The VFX for most weapons are out of order, out of palette, or bizarrely sized.--- On this I can agree. I used what I worked with and did the best I could for a purely for fun project. If you want Eye candy then play a PS5.

This mod reads and plays like a blendering of 10 unrelated mods that was barely tested.----- Thats about the only thing you got close to correct in this entire spiel.

Now that we got the direct responses out of the way I'll address the subjective issues. Basically you are looking for a Brutal Doom or Combined Arms and found this. This is a Mechanics style mod, this is not a VFX Mod even though I played around with that side quite a lot for the funsys and to be 65% presentable BUT the worse it looks in this case the Closer it looks to its intended target of 8-Bit gaming.

Most of the disappointment addressed here is of your own expectations falling short of shiny package you got. Welcome to how it felt in the 90s for paying for a garbage game. Except in this case, this one is actually fun.

--- Edit---- About everything addressed here is covered in the main post and which is a direct copy of the Readme. Read the game info because It's practically all right there. If you don't like the aesthetic then big whoop. Go play the other mods listed that were pieces into the building of this and you'll see exactly how much of this is custom coding----- Most of it is edited by my in one piece or another and quite drastically in many cases.

My version of the Vampire Monster is all my coding. In both the Boss form and his normal Monster version. He fights nothing like the Realm 667 version.
Ghastsoul was made by me.
The Golem death spawning the Ghastsoul was my idea.
Fallen Hero was ,my coding
Every Weapon redo is my coding.
Every Boss that is has been edited from it's original form from Realm 667 is my own coding
Every monster that has been edited from it's original form is my coding like the 3 different versions of the Trash Monster.
The Adaptation of the Succubus as the Fairy item = my coding
Most of the Boss monsters EXCEPT Thor are direct rebuilds. Thor was too cool to screw with, and Azazel got recolored and actually weaker than his original code.

You will not find a single exact copy out there of these monster tactics or coding except in my own mods.

Re: Heretic Heroes: NES Heroes & Hexes (also for Doom1 and 2

Posted: Sun Sep 05, 2021 6:13 pm
by kalensar
New demo video added to the main post.

Re: Heretic Heroes: NES Heroes & Hexes (also for Doom1 and 2

Posted: Mon Oct 04, 2021 12:33 am
by kalensar
Did a minor update to both versions.

10/04/21-- Changed Simon's setup so he can actually throw the daggers. He can now deflect projectiles with his whip instead of using a shield.

Re: Heretic Heroes: NES Heroes & Hexes (also for Doom1 and 2

Posted: Fri Nov 05, 2021 8:42 pm
by kalensar
Performance Update to both versions.

Re: Heretic Heroes: For Doom&Heretic in one pk3[GZD/LZD

Posted: Sun May 01, 2022 3:01 pm
by kalensar
Update to a better version on 2 fronts. Heretic Heroes for both Doom and Heretic in one Pk3-- Heretic Heroes Redux

And Heretic Heroes More Brutal Version for Heretic Only---- More streamlined Heretic style experience,

Re: Heretic Heroes HExpanded (for heretic and Hexen)[GZD/LZD

Posted: Sat Jun 10, 2023 11:38 pm
by kalensar
Changelog---
June 10/23- big changes, no random monsters, works on Hexen and Heretic now. Fixed major bug that crippled hexen progression in the form of malfunctioning moving platforms