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Amuscaria

Hell-Forged Resources (Updated to v1.10)

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EDIT: 2-Year Necromancy!

 

Updated the Creative Commons package to HFv1.10's resources. I didn't bother making a non-CC package this time around. Anything that's not in the CC wad but in the official Hell-Forged 1.10 wad is still open to use. But they're not my original work, so I can't CC them. I've added the Director and Behemoth this time around, since they are technically my original models and sprites, even if their design is heavily derivative. I'll leave them in until Bethesda decides to scream at me. :P

 

You're free to use w/e you want with a few exceptions. The only thing I would exclude are stuff specific to Hell-Forged, such as the Title and Info pics, the Title image, and some difficulty graphics, since those I'm still using them. If you need to use them for some reason, just PM me (on ZDoom forums or Discord, preferably, since I frequent those places)

 

Samples:

 

Qd5pBK0.png2H0FwOI.png

Y3kFUWo.png

 

Cheers and Happy modding. :)

 

HF-CC.zip

Edited by Amuscaria

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I checked out resources in slade and seems big portion of stuff is plagued by white pixel artefacts. Maybe you could provide png versions of resources? For example, those skies are destroyed by doom pal:

HFSKY4.png

HFSKY3.png

Edited by Misty

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Oops, I forgot to mention that you need the Hell-Forged Palette for these images. Just rip it out of the mod itself. I've attached it. Unzip it and put it into your Slade.pk3's palette folder

HF pal.zip

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That is awesome. There‘s some incredibly gorgeous pixelart in this wad. 

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I really appreciate you releasing your work, and you are awesome for releasing it with these licenses!

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First to Amuscaria: more thanks and praise for releasing this wad especially with the permissions. To anyone who hasn't played it, Hell Forged is AWESOME! Big thematic beautiful maps, new textures, monsters and an all new well balanced arsenal that's good looking and fun to use. Play it.

Back to Amuscaria, I've played the first 4 levels with the 64 bit version of GZDoom 4.2.1. It works great until I get to the Assembly Line where the game fails to load and I get the message "Unable to open map 'HF1M5'". Do you know what might be happening? I'd love to play the other five maps, though the first 4 are well worth it on their own. Thanks.

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I've not had that issue with GZDoom 4.1, but ill go back and test it with 4.2+ when i get home today. Is it just that one map or are all the maps after also unaccessible? Try using the warp command in console and goto Hf1M6-8.

 

Thank you for repeating this. Will be fixed asap if its on my end and not the port.

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2 hours ago, Amuscaria said:

I've not had that issue with GZDoom 4.1, but ill go back and test it with 4.2+ when i get home today. Is it just that one map or are all the maps after also unaccessible? Try using the warp command in console and goto Hf1M6-8.

 

Thank you for repeating this. Will be fixed asap if its on my end and not the port.

 

I've tried a few things. Eventually I re downloaded the wad and discovered I had been playing HF-v06b.WAD. The New download is HF-v100a.WAD. Ive noticed that there is now new menu art, a new logo, a choice between Templar guy and Templar gal (bravo, doom girl is long over due), a map where you jump around in between levels like the original doom and heretic games (which I've noticed coordinates with the sky textures, nice touch) and some differences to the levels.

In this newer version the magic sword drop in the first level is much different and involves fighting a baron. I still cant warp between levels with the IDCLEV cheat as this always leads to classic Doom II levels. I haven't gotten back to map 4 yet but I did find the secret level. It was great. About half way through I just cranked gamma correction up because I couldn't find any more night vision. Good stuff, love it. I'm interested to see what you make of it but no rush.

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That would explain the crash. I did something in the versions below v.1.00 that makes it crashes on older versions of GZDoom, but works fine from 4.1+. No idea why, though. You can't use the IDCLEV cheat because the map names are formated as HF1Mx. Use the "Changemap" followed by HF1M1-9, or "NextMap" console commands. :)

 

Also, there is a Hell-Forged project thread here: 


I check that much more frequently than the thread here. Please report bugs there regarding the game there whenever possible. Thanks. :) 

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On 10/24/2019 at 6:50 PM, Amuscaria said:

You can't use the IDCLEV cheat because the map names are formated as HF1Mx.

If you define a LevelNum for each map in MAPINFO, I *think* that will make IDCLEV work.  It's worth a try, especially if you already have a MAPINFO.

 

About LevelNum, from the Wiki:

Quote

This is the map's identification number that is used to identify it to the Teleport_NewMap special. If the map's name is of the form MAPxx, then it will automatically have a LevelNum of xx unless you specify differently. (e.g. MAP23's LevelNum will be 23 unless you set it to something else.) For ExMy maps, it will default to (x-1)*10+y.

 

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On 10/31/2019 at 8:47 PM, Empyre said:

If you define a LevelNum for each map in MAPINFO, I *think* that will make IDCLEV work.  It's worth a try, especially if you already have a MAPINFO.

 

About LevelNum, from the Wiki:

 

 

Will add that to the next version.

 

Already have it in actually. Might just rename the maps to Map01-09 in the next major patch.

Edited by Amuscaria

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