Hearts of Demons - ARACHNOTRON 0.0.2 Alpha [7/23/24]

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Brohnesorge
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by Brohnesorge »

That...actually sounds like fun. I wasn't gonna make a HOD Imp but when you put it like that I might just do it.

Also I really wish people would quit asking for Zombieman or Zombie or whatever. Im not gonna make a mod where you suck. I don't know if its a funni maymay or what but Im sick of seeing it
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openroadracer
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by openroadracer »

Brohnesorge wrote: Wed Aug 24, 2022 5:20 pmThat...actually sounds like fun. I wasn't gonna make a HOD Imp but when you put it like that I might just do it.
So far, all of your mods have made the player significantly stronger than vanilla, BARON especially so. Hearts of Demons: IMP has the potential to become crazy powerful, especially if you master the elemental arts; but you'll start at basically vanilla levels, with a weak fireball and a basic pistol, and less starting health than vanilla.

However, if you stick with it and master the elemental magics at your disposal, you'll feel like a GOD among mortal fodder, with the ability to turn various elemental powers into monstrous combination attacks. Experimentation will be the name of the game here; the more you use the powers, the stronger they become, and the more combinations you'll discover.

And if your Mana does run dry, you'll have the technological weapons of the Humans to fall back on. Pistols, Shotguns, Machine Guns, Rocket Launchers, those are the common stuff. There are experimental plasma weapons, if you can find them, that have even more power...

But you're at your peak when you master the ability to combine your Guns with your Spells. Make a Shotgun blast out a spew of Acid, turn a Machine Gun into a Lightning Gun, spread Poison gas through your Rockets, and other even weirder options. Imbue your Spells into your Guns to find the true limits of your power.
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Brohnesorge
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by Brohnesorge »

Im going to draw up a design doc for it. Until then let's get back on topic of ARACHNOTRON
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openroadracer
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by openroadracer »

Brohnesorge wrote: Wed Aug 24, 2022 7:08 pmIm going to draw up a design doc for it. Until then let's get back on topic of ARACHNOTRON
Yes, sorry, let that get away from me.

So, anyway, have to ask. Have you considered about my idea of making the player only start with the "Force" and "Renew" powers in HoD: ARACHNOTRON? I think it'd work. After all, the Baron only starts with Flare.
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Brohnesorge
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by Brohnesorge »

Honestly, not a fan. Part of what starting with all the powers is supposed to convey is Qol's training and mastery of Psionics

For Baron, The Baron was sealed away and all his power drained, which is why he only starts with Flare
Rodman909
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by Rodman909 »

shaodoomkahn wrote: Wed Aug 24, 2022 4:29 pm ok, now i wanna see Hearts of demons - Zombies
If you really want "just like vanilla Doomguy but you die faster", just load up Ultimate Custom Doom and crank up the "Damage taken" value. :|
PatCatz2004
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by PatCatz2004 »

Hey sooo, Brohnesorge...I actually tried this mod on LZDOOM and surprisingly, it actually works

Just to let you know tho. Im not bragging or anything, I just tried this mod on LZDOOM to see if it works
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Shatter-Thought[V-4]
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by Shatter-Thought[V-4] »

I absolutely love this series, and an Arachnotron seems like a fantastic next step after a Revenant and Baron.

I am so downloading this! <3
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Irrevenant
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by Irrevenant »

Playing an Arachnotron is pretty neat. I like the footstep sounds. Though, it'd be a lot more comfortable if your selected psionic ability and subweapon stayed the same across weapons. Force and Mind Blast don't seem to work entirely like they're described, either. They don't really push things around. Mind Blast sometimes moves enemies, but mostly I notice them being pulled towards me, and if they're above or below, things can get weird. Like on the first map of Mayhem 17, I had one imp left on the ledges, and using Mind Blast pulled him across the map directly to the other ledge across from him. Also, I feel that something like Renew could use its own dedicated button.

The Birdeater, Widow and Vinegaroon are pretty satisfying, but the Recluse firing sound could use a bit more oomph. The Goliath could also maybe be a bit louder. Angrier. Minigun go BRRRRRT. Also, a bug, the whirring of the Goliath spinning still plays when you run out of ammo firing it.

Looking forward to updates to this. Particularly in the way of the twin gun sprites.
Netheritor
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by Netheritor »

Hmm... It's almost like what I envisioned of arachnotron when I commenting your revenant mod. Though, I still need the alien wall climb, or just wall climb. Then my suggestion;

- wall climb or just jump jet.
- Power jump similar to predator jump.
- Automatic turret upgrade, it has it's own ammo. Infinite ammo or rechargeable.
- You can detach from your legs. Though I don't know how to acquire other legs and maybe it's for legs upgrade. My idea is there are 3 legs upgrade, jump jet leg, climbing leg, and jetpack leg. Also, in the state of no leg, you can fly but you don't have shield and the only attack is your mind power.
- Custom hud. maybe in the style of predator games.

Honestly, my inspiration of the idea for the rest of HoD is from clusterfuck.

HoD zombies; Hmm.... scrapped.
HoD imps; Maybe marine gameplay just with magic? I don't believe they need guns too. Melee weapon is preferred to me.
HoD pinky; I think I'll scrapped this idea and just advise you to make a powerup pinky for HoD imps. In other word, the imp rides the pinky.
HoD mancubus; A heavy duty mancubus with heavy full armored mech that it will make a walking tank.
HoD archvile; Like I said before in revenant, Summoning centric gameplay
HoD cacodemon; I dunno, my idea is to combine caco, pain elemental, and lost soul summon into one. So, there will be no HoD pain elem and lost soul.
HoD cyber; I don't have any idea. My mind tells me just use a maulotaur instead. A cyber maulotaur. Lore wise, this maulotaur is the one who make the cyber enhancement for the demons. So you can just skip cyberdemon and mastermind.
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openroadracer
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by openroadracer »

Netheritor wrote: Mon Aug 29, 2022 5:07 amHoD imps; Maybe marine gameplay just with magic? I don't believe they need guns too. Melee weapon is preferred to me.
I know I said that I'd keep my ideas for HoD: IMP out of this thread, but I feel like I need to answer this:

The reason why I say that HoD: IMP should have guns is, well, without the guns, what separates the Imp from just being a weaker Archvile? The combo spells, maybe?

Personally, I think it would be better to have the Imp in a hypothetical HoD: IMP have access to firearms sized for regular human use. The Imp would have a combination of spells and technology, taking some of the concepts that used to be part of HoD: BARON(I think it used to be that different spells could have different effects when you combined them with your guns, though that's probably from a very old build) and expanding on them. This would let the Imp have its own identity, instead of being a smaller, weaker Archvile.
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Ferretmanjcdenton
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by Ferretmanjcdenton »

The mod is amazing but crashes for me with some kind of HUD error ..

CalledfromarachnoHud.drawfullscreenstuff ..... Skript hud.zs line81

And the same but with line 30
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by Ferretmanjcdenton »

It's when I use IDKFA and switch through weapons .. can it be a missing weapon ? Cause demo ?
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Brohnesorge
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by Brohnesorge »

Cheating gives you a vanilla pistol, which causes the HUD to crash. Use kinsie's test map if you want to see everything. I forgot to dummy out the pistol.

E: Im at work, otherwise I would respond to everyone

E2: Okay now I'm home and I'll give everyone a proper response.

ugh why did they get rid of seeing the thread while writing a message it made this part so much easier
Irreevenant wrote: stuff
So making the choice of power/Subweapon persist across switches is planned, and will likely be part of 0.0.2 when I get around to working on Arachnotron again. I also plan on increasing the oomph of Mind Blast and Force so that it's more noticeable. The reverse pushing is...strange. I'll look into it.
Netheritor wrote:
HOD stuff
If you have such strong ideas of what the mods should be, why not learn and make them yourself? I'm going to make the mods how I feel like. Also not sure why you think Qol should have so many Predator traits. Wall climbing isn't planned, as this is more based off of the Doom 2 and Doom 64 Arachnotrons, but a wall cling is planned. The only other HODs I plan on making are Archvile (which is almost to a beta phase believe it or not) and Imp (which is still in the design phase). The other monsters do not appeal to me and unless I hear some grand idea, which this isn't the place for, I won't be making any more.
openroadracer wrote: impse
Imp will have guns and will have different enchantments based on what spell you have selected. That's all I'm gonna say for now, cause it might be a ways off before its playable in any form and this is still the Arachnotron thread.
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Re: Hearts of Demons - ARACHNOTRON 0.0.1 Alpha

Post by Shatter-Thought[V-4] »

This is turning out pretty cool so far, and I like the hud and weapons, along with the psychic powers which are a very cool and thematically appropriate addition.

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