TheHambourgeois Posted October 19, 2022 Strife community project when? 0 Share this post Link to post
The Almighty Egg Posted October 19, 2022 59 minutes ago, TheHambourgeois said: Strife community project when? I was making a thing on my own that was basically Sprite Fixing Project but Strife, I just fixed some obvious sprite offsets issues before I realized I have no idea how to determine what's a bug or not because Strife enemies move a lot and The firing frames were just a mess in the human enemies 0 Share this post Link to post
TheHambourgeois Posted October 21, 2022 (edited) On 10/19/2022 at 12:17 PM, TheHambourgeois said: One of the problems with Heretic, that I have been thinking of since I have been mapping for it, is the lack of a bullet pattern diversity in non-boss monsters. ... Whenever I get more free time I may whip up some variants of stock monsters just to try to address this a bit, if there's any interest. Had some time to think about this on account of doing manual labor and being stuck in my head all day. If I had the time to do my own balance/gameplay mod I would probably make the following just to round out the roster: Golden Weredragon: As Weredragon, palette swapped into the gold ramp, shoot a spread of 5 projectiles instead of normal attack. Ophidian Lord: Similar to above, as a normal Ophidian but I'd probably recolor the armor to something fancier. Similar feel to the Mancubus pattern, shooting a spread of 3, then 2, then 3, all of the stronger orange ball the regular Ophidians shoot at the end of their stream. Cryogolem: Palette swap the nitrogolem to blue, and basically give it the Hexen Wendigo attack using the iron lich ice balls. Also a ghost version. Spectral Lich: Translucent, possibly black colored Iron Lich. God willing, I'd fuck with the attacks to give it a spread of ice shards a la the mage's second weapon in Hexen and more or less a projectile version of the volcano fireball. Instead of the stupid whirlwind it raises the dead like an archvile. In that light, give everything a Raise state. Undead Warpriest: Blatantly steal Hexen's Reiver sprites, perhaps mixing the head with the undead warrior if it feels too scary for Heretic's tone. Big, charge up beam attack like Quake 1 Shambler. Variant that revives dead like an Archvile. This would still leave the Nitrogolem as the sole champion of the revenant/vore homing missile archetype. Anyway, whenever I finish Condemned I'll probably be learning some zscript. I don't feel particularly possessive of these ideas if anyone is inspired to take a whack at them before I get to it. 2 Share this post Link to post
Egregor Posted October 21, 2022 8 hours ago, TheHambourgeois said: Had some time to think about this on account of doing manual labor and being stuck in my head all day. If I had the time to do my own balance/gameplay mod I would probably make the following just to round out the roster: Golden Weredragon: As Weredragon, palette swapped into the gold ramp, shoot a spread of 5 projectiles instead of normal attack. Ophidian Lord: Similar to above, as a normal Ophidian but I'd probably recolor the armor to something fancier. Similar feel to the Mancubus pattern, shooting a spread of 3, then 2, then 3, all of the stronger orange ball the regular Ophidians shoot at the end of their stream. Cryogolem: Palette swap the nitrogolem to blue, and basically give it the Hexen Wendigo attack using the iron lich ice balls. Also a ghost version. Spectral Lich: Translucent, possibly black colored Iron Lich. God willing, I'd fuck with the attacks to give it a spread of ice shards a la the mage's second weapon in Hexen and more or less a projectile version of the volcano fireball. Instead of the stupid whirlwind it raises the dead like an archvile. In that light, give everything a Raise state. Undead Warpriest: Blatantly steal Hexen's Reiver sprites, perhaps mixing the head with the undead warrior if it feels too scary for Heretic's tone. Big, charge up beam attack like Quake 1 Shambler. Variant that revives dead like an Archvile. This would still leave the Nitrogolem as the sole champion of the revenant/vore homing missile archetype. Anyway, whenever I finish Condemned I'll probably be learning some zscript. I don't feel particularly possessive of these ideas if anyone is inspired to take a whack at them before I get to it. I love these ideas, especially the Ophidian varient and the necro-lich, but these all have potential! If you did make a Heretic game-play mod I'd also suggest making improvements to all of the original beastiary as well. "Black plague..." makes all enemies and their projectiles *about* twice as fast. IMO this was done to make them nearly un-dodgeable. It'd be great if all original enemies and projectiles were instead 25% faster to make Heretic feel more modern and competitive (like doom). I'd also shave 20% of the health off of the entire beastiary, and 50% off the Maulotaur to remove his grind and make him part of the usual crowd. I'd set ammo drops to be less random/more dependable (though I think it's fun that Disciples and Liches occasionally drop Tomes). Specifically all golems always drop 5 crystals, all undead always drop 3 arrows, weredrdragons always drop 5 arrows, etc. Finally, make both gargoyles deal 3x more attack damage so they are threatening instead of pesky. 2 Share this post Link to post
smeghammer Posted October 21, 2022 I played around making a Heretic map a year or so ago - I really enjoyed it actually. Simpler in that there are less textures etc., but quite challenging to make it 'Heretic-y' rather than Doom-y. Must admit, I did play Heretic a lot more than Hexen - Never really got into it as much, despite being technically better. I've got Strife somewhere - should probably revisit that given how may comments about how good it is I have seen. 0 Share this post Link to post
TheHambourgeois Posted October 21, 2022 13 minutes ago, smeghammer said: I played around making a Heretic map a year or so ago - I really enjoyed it actually. Simpler in that there are less textures etc., but quite challenging to make it 'Heretic-y' rather than Doom-y. Must admit, I did play Heretic a lot more than Hexen - Never really got into it as much, despite being technically better. I've got Strife somewhere - should probably revisit that given how may comments about how good it is I have seen. I mentioned it in the first post that I think Hexen has some kind of very specific game design flaws that kind of get in its way. I think if you were careful about it you could make a good mapset for it. I think the biggest problem in terms of people making wads for it is the fact that the slow progression is basically just baked into the game. I think you could implement the hubs better than multi-level switch hunts as well. 0 Share this post Link to post
HeatedChocolate Posted October 21, 2022 On the topic of Heretic enemies, if I had the time and motivation, I think maybe I'd do some kind of "Serpent Rider Remnants" enemy reskins, stuff like Iron Liches being notably rusty, sabreclaws being made of metal patchwork, undead warriors lacking some limbs (Kinda like they've been resurrected on and on after falling in battle), stuff like that to make it seem like what's left of D'Sparil's army is just barely holding on. 0 Share this post Link to post
Rykzeon Posted October 21, 2022 (edited) On 9/29/2022 at 7:14 AM, LadyMistDragon said: Better question is, why isn't anyone making STRIFE level sets? Is story really that hated? I could always write the dialogue if someone wants to do a project or whatever. IIRC Strife NPCs behaved differently according to which maps they're encountered. Those hard-coded things makes the modding quite harder, I think. Maybe, you can turn a Strife PWAD from story-plot PWAD into a Hit-and-Run PWAD with maps that has shopkeeper is for Supply replenisher maps. Maybe, turn it as a thing where you collect gold from place you visited and spend it on shopkeepers to buy supplies. Maybe the (excuse) plot for a Strife PWAD is: Player is a poor guy. They wanted to change his life. So they decided to raid abandoned ancient sacred places. But then, the player awakened the mighty evil so player decided to destroy the mighty evil. After some journey robbing ancient sacred places, he successfully destroyed the mighty evil. Player started off in a quite isolated village or town, then either deal with Harris (fastest way to rich scam) or Rowan (maybe pop him out after clearing few dungeons). Maybe another plot is just "inspired" from Elder Scroll: Daggerfall lol Edited October 21, 2022 by Rykz 2 Share this post Link to post
Shanoa Posted October 22, 2022 On 10/21/2022 at 8:47 AM, smeghammer said: I played around making a Heretic map a year or so ago - I really enjoyed it actually. Simpler in that there are less textures etc., but quite challenging to make it 'Heretic-y' rather than Doom-y. Must admit, I did play Heretic a lot more than Hexen - Never really got into it as much, despite being technically better. I've got Strife somewhere - should probably revisit that given how may comments about how good it is I have seen. I think the key to create an "Heretic-y" level is in how you use the artifacts provided. Whether it's having players go through a maze where the chaos device is provided at the end (to save backtracking), or maybe giving a shadowsphere as a warning for what's coming (could be in the next room or later in your level), same with wings of wrath, etc. 1 Share this post Link to post
LadyMistDragon Posted October 28, 2022 On 10/21/2022 at 6:37 AM, Rykz said: IIRC Strife NPCs behaved differently according to which maps they're encountered. Those hard-coded things makes the modding quite harder, I think. Maybe, you can turn a Strife PWAD from story-plot PWAD into a Hit-and-Run PWAD with maps that has shopkeeper is for Supply replenisher maps. Maybe, turn it as a thing where you collect gold from place you visited and spend it on shopkeepers to buy supplies. Maybe another plot is just "inspired" from Elder Scroll: Daggerfall lol I'm not certain you'd have to place much effort into the plot beyond "acolyte cells plotting evil things over here" and then end it with a boss. Although it depends on ambition, such as if you're making something like the still-unreleased Mothership or something that takes just over half an hour in your first playthrough. 0 Share this post Link to post
TheHambourgeois Posted December 17, 2022 Basically ended up making one of my proposed monster variants for Condemned, so here's some DECORATE: Spoiler ACTOR SpectralLich : Ironlich //your ednum here { //$Title "Spectral Lich" //$Category Monsters +SHADOW +GHOST Renderstyle translucent Alpha 0.4 Obituary "%o was devasted by a spectral lich." HitObituary "%o was devasted by a spectral lich." States { Spawn: LICH A 10 A_Look Loop See: LICH A 4 A_Chase Loop Melee: //IDK if this is good or not, whatever LICH A 5 A_FaceTarget LICH B 20 A_CustomMeleeAttack (Random(1, 8)*6, "ironlich/attack") Goto See Missile: LICH A 5 A_FaceTarget LICH A 0 A_JumpIfCloser (512, "MissileCloseDecide") LICH A 0 A_Jump (102, "MissileShards", "MissileGhost") Goto MissileFireball MissileCloseDecide: LICH A 0 A_Jump (205, "MissileShards", "MissileGhost" ) Goto MissileFireball MissileShards: // A_SpawnProjectile ("IceShardGen2", 40) // A_SpawnProjectile ("IceShardGen2", 32, 0, 5) // A_SpawnProjectile ("IceShardGen2", 28) // A_SpawnProjectile ("IceShardGen2", 32, 0, -5) LICH B 2 //1st Wave { A_SpawnProjectile("IceShardGen1"); A_StartSound ("ironlich/attack2"); } LICH B 2 //2nd Wave { A_SpawnProjectile ("IceShardGen2", 40, 0, 0, CMF_AIMOFFSET); A_SpawnProjectile ("IceShardGen2", 32, 0, 5); A_SpawnProjectile ("IceShardGen2", 28, 0, 0, CMF_AIMOFFSET); A_SpawnProjectile ("IceShardGen2", 32, 0, -5); } LICH B 2 //3rd Wave { A_SpawnProjectile ("IceShardGen3", 48, 0, 0, CMF_AIMOFFSET); A_SpawnProjectile ("IceShardGen3", 32, 0, 10); A_SpawnProjectile ("IceShardGen3", 24, 0, 0, CMF_AIMOFFSET); A_SpawnProjectile ("IceShardGen3", 32, 0, -10); } LICH B 2 //4th Wave { A_SpawnProjectile ("IceShardGen4", 56, 0, 0, CMF_AIMOFFSET); //Top Cluster A_SpawnProjectile ("IceShardGen4", 48, 0, 5, CMF_AIMOFFSET); A_SpawnProjectile ("IceShardGen4", 48, 0, -5, CMF_AIMOFFSET); A_SpawnProjectile ("IceShardGen4", 32, 0, 15); //Lateral ends A_SpawnProjectile ("IceShardGen4", 32, 0, -15); A_SpawnProjectile ("IceShardGen4", 20, 0, 0, CMF_AIMOFFSET); //Bottom Cluster A_SpawnProjectile ("IceShardGen4", 24, 0, 5, CMF_AIMOFFSET); A_SpawnProjectile ("IceShardGen4", 24, 0, -5, CMF_AIMOFFSET); } LICH B 12 Goto See MissileFireball: LICH B 20 { A_SpawnProjectile ("KingBall"); A_StartSound ("ironlich/attack1"); } Goto See MissileGhost: LICH B 20 { A_SpawnProjectile ("KingGhost"); A_StartSound ("ironlich/attack2"); } Goto See } } ACTOR KingBall { Radius 12 Height 6 Speed 13 FastSpeed 20 Damage 1 DamageType Fire Deathsound "misc/Timebomb" Projectile -ACTIVATEIMPACT -ACTIVATEPCROSS +THRUGHOST RenderStyle Add States { Spawn: VFBL AB 4 BRIGHT Loop Death: XPL1 A 4 BRIGHT { A_Explode; A_SpawnProjectile ("KingSpread", 0, 0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER, 0); A_SpawnProjectile ("KingSpread", 0, 0, 45, CMF_AIMDIRECTION | CMF_TRACKOWNER, 0); A_SpawnProjectile ("KingSpread", 0, 0, 135, CMF_AIMDIRECTION | CMF_TRACKOWNER, 0); A_SpawnProjectile ("KingSpread", 0, 0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER, 0); A_SpawnProjectile ("KingSpread", 0, 0, 225, CMF_AIMDIRECTION | CMF_TRACKOWNER, 0); A_SpawnProjectile ("KingSpread", 0, 0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER, 0); A_SpawnProjectile ("KingSpread", 0, 0, 315, CMF_AIMDIRECTION | CMF_TRACKOWNER, 0); } XPL1 BCDEF 4 BRIGHT Stop } } ACTOR KingSpread { Radius 12 Height 6 Speed 8 Damage 3 DamageType Fire Projectile -ACTIVATEIMPACT -ACTIVATEPCROSS RenderStyle Add States { Spawn: FX12 AB 6 Bright Loop Death: FX12 CDEFGH 5 Bright Stop } } ACTOR IceShardGen1 { Radius 12 Height 6 Speed 18 Damage 2 Projectile -ACTIVATEIMPACT -ACTIVATEPCROSS RenderStyle Add States { Spawn: FX05 HIJ 6 Bright Loop Death: FX05 DEFG 5 Bright Stop } } ACTOR IceShardGen2 : IceShardGen1 { Speed 17 } ACTOR IceShardGen3 : IceShardGen1 { Speed 16 } ACTOR IceShardGen4 : IceShardGen1 { Speed 15 } ACTOR KingGhost { Speed 12 Radius 10 Height 6 Damage 2 Ripsound null ReactionTime 30 Projectile -ACTIVATEPCROSS -ACTIVATEIMPACT +RIPPER +SEEKERMISSILE RenderStyle Subtract Alpha 0.4 States { Spawn: FX15 A 4 nodelay A_StartSound("mummy/head") Goto Fly+1 Fly: FX15 A 4 A_Jump (24, "Shriek") FX15 B 4 A_SeekerMissile(20, 40) FX15 C 4 FX15 B 4 { A_SeekerMissile(20, 40); A_Countdown; } Loop Shriek: FX15 A 0 A_StartSound("mummy/head") Goto Fly+1 Death: FX15 DEFG 5 Bright Stop } } It doesn't raise the dead, and no graphics variation, but it does all the other things and has a ripping seeker missile 0 Share this post Link to post
TheHambourgeois Posted January 11, 2023 So seemed like the general consensus was that the mage is generally underpowered in Hexen. I am thinking of making a vanilla hexen hub as my big project when I finally finish the secret level of Condemned, and I am wondering if anyone has any ideas for balancing for the mage. My impulse is to give extra artifacts and ammo, as the big issue seems to be the frost shard and the bloodscourge are weaker than the equivalents for the warrior and especially the cleric. I think giving the higher tier weapons quicker could also alleviate the issue in the mid-late progression, even though the problem would return at the very end. Thoughts? 0 Share this post Link to post