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Fryuko

Heretic episode: Sold Soul RC1.2 Released

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Sold Soul is a full-on Heretic episode with 9 levels and challenging gameplay.
The story is that you play as a merchant with some unnatural powers and skills who have been betrayed and seeking revenge. "Best plot"
All of the levels were designed with wand start in mind on smite-meister difficulty. But for first playthroughs, I recommend playing on bringest them oneth since the gameplay can be challenging for some.
Still, all levels are beatable without saves and secrets but knowledge about layout and encounters is likely required.
Medium lowers the enemy count and on easy, you won't meet the most dangerous enemies.

 

mZ3edTA.png

 

Features:
- Difficulty settings
- A few new enemies
- Replacement weapon for the fire mace
- Some non-linear levels
- Most levels are 20-30 minutes in playtime
- Variety between levels
- 3D floors but mostly for decoration
- Challenging gameplay with a few slaughter sections and limited resources

 

Download:

It requires gzdoom.
May run with other source ports as well, but I built and tested it with this one.

Download

 

Screenshots:

Spoiler

3Ray5Wn.png

lGEBd50.png

t8tJV89.png

2Pr3WHk.png

lqVeRPr.png

 

Teaser:

 

 

Changelog:
1.2 - I'm pretty satisfied with this version and no other bug came up so far
-Saberclaws shouldn't get stuck on the castle wall anymore on E1M6
-Monsters knocked out of the map (where players would normally die) on E1M5, E1M6, E1M9 will die too.
1.1

-fixed some skippable enemies on E1M3
-fixed the "boss" teleport and many others on E1M9
-nerfed the Death Knight for real this time.  Almost halved the damage of his homing attack and also made it slower.


 

Credits:
-Lagi for helping me out in many ways, fixing many errors, and testing things
-Raven Software
-Simon Judd for Slade 3
-Pascal vd Heiden for Doom Builder
-Realm667 for most of the stock assets in the wad
-Not Jabba's Wayfarer for the chaos serpent and the Lightbringer tweaks and for some new textures on E1M7, also without his wad I wouldn't get into Heretic
-Jagex for the music and a certain easter egg
-Couldn't find the author of the other easter egg, but I'd like to give credit for it

-Textures:
-BAKER'S LEGACY TEXTURE PACK
-ETTiNGRiNDER
-Ozymandias81 and Arkane Studios for ARX FATALIS TEXTURES
-Not Jabba

-Monsters:
-Cultist - Tormentor667, Lagi, Realms Of Cronos
-Chaos Wyvern - ETTiNGRiNDER
-Chaos Serpent - Not Jabba
-Death Knight - Tormentor667
-Inferno Demon - Maelstrom

 

Edited by Fryuko

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Played few maps and yes, its freakin` great! Another very good Heretic wad, congrats mate!

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12 minutes ago, Zaratul said:

Played few maps and yes, its freakin` great! Another very good Heretic wad, congrats mate!

Thank you, I'm glad you liked it! This is the first time I worked with Heretic so it really means a lot.

Saw that you had some compatibility issues with The Wayfarer's Tome. I tried to look into it but the bag of holding worked fine for me so I'm a bit clueless now.
 

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Wierd stuff, im using GZDoom 4.5.0 WF Tome is with wand start on. Btw im using WF Tome load after Your wad, this is a good thing right?

Edit: 33Bk942.png

 

Lots of errors in the console.

Edited by Zaratul

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1 hour ago, Zaratul said:

Wierd stuff, im using GZDoom 4.5.0 WF Tome is with wand start on. Btw im using WF Tome load after Your wad, this is a good thing right?

Edit: 33Bk942.png

 

Lots of errors in the console.

That's weird. I'm using the same load order.


Anyway, most of those errors shouldn't exist anymore because all of them got fixed today. I must have messed up the versions while uploading (nothing major changed other than the fixes). I will correct this as soon as I have the time.

Everything related to "sun" probably exists because both sold soul and WF Tome have the same lightbringer weapon.

Edit:
Just checked the uploaded file and it is the correct version, I only get errors when the two wads are launched together.

Edited by Fryuko

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I redownloaded Your wad and i have no bag of holding bug. I must had older version of Your wad.

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Very nice work indeed, although I wish it was without the custom monsters. The super-knight in particular is overpowered, or rather, those two homing fireballs. They are fast, but have have very tight turning radius and can kill the player in one hit. And I noticed some other issues while playing on UV in Gzdoom 4.5.0:

 

E1M3: wizards 233 and 234 didn't teleport to playable areas because I didn't need the shield (tag 12), maybe this could be changed to standard linedef tag.

 

E1M9: I have no idea why, but the final maulotaur or super-knight sometimes spawn outside the room. This happened while I was fooling around and reloaded the game several times before pressing the switch, but I don't know if that's the cause. Also, it's hard to get 100% kills in this map when the monsters fall to the sea below. Probably the easiest fix would be to make the sea insta-kills monsters, too. This also includes small "sea" areas like in the center arena. And this problem affects some later maps, too.

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Thank you for you feedback. 😁

 

Changing the shield pickups to standard linedefs is good idea. The same way you missed those disciples you can skip an iron lich too on that level so I'll fix that. 

 

I haven't got any feedback about E1M9 before. I didn't know that you can insta-kill monsters too, have to check that out. I know how frustrating is knocking them down.

I'll look into everything you just mentioned and maybe it's really time to nerf the death knight's attack. 

 

Let me ask you. Did you manage to find the secret exit or just warped to E1M9? 

 

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If you lower DeathKnight mass from 700 to 100. In the snow village you could push him of the cliff into the sea - which would be cool, out of the box approach.

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6 hours ago, Fryuko said:

Let me ask you. Did you manage to find the secret exit or just warped to E1M9? 

 

 Well, that one was tricky, maybe too tricky. I did find

Spoiler

all the tombstone-marked secret switches in E1M4, but I killed the super-knight before I realized I needed to use his shield to turn myself into chicken in order to squeeze though the small rocky passage. In the end, I had to use "morphme" console cheat to do that.

 

Edited by Caleb13

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I'm glad to hear that. The cryptic nature of it is intentional, but I tried to suggest what to do

Spoiler

with many morph ovums in that arena.

I released an update with many things you suggested. Sadly I couldn't figure out how to kill monsters in instant death pits. That one still needs to be fixed in the future.
But the death knight nerfs really made this update important. Almost halved the damage of his homing attack and made it slower.

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Yeah, to kill the monsters in the pits would be possible only via scripting, I'm afraid. Here is one possible way:

 

https://zdoom.org/wiki/SectorDamage

 

Then again, your mod already requires GZdoom, so the only obstacle is that you need to painstakingly specify which sectors will trigger it.

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Thank you for the suggestion. 
 

This is the same solution I managed to find, just couldn't make it work. Somehow I never used scripts before.

I tried to use the example from this wiki page and changing the tags to the sectors I wanted to use, but I either get an "invalid identifier line 0" error or an "aprop_health : Identifier has not been declared line 7 error"

 

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Always a pleasure to see a Heretic WAD. Lovely stuff in there. Pretty sure I'm going to enjoy this and probably make a review at some point :D

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2 hours ago, Endless said:

Always a pleasure to see a Heretic WAD. Lovely stuff in there. Pretty sure I'm going to enjoy this and probably make a review at some point :D

Thanks, I'm glad to hear that. I'll be looking forward to it :)

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3 hours ago, Fryuko said:

I tried to use the example from this wiki page and changing the tags to the sectors I wanted to use, but I either get an "invalid identifier line 0" error or an "aprop_health : Identifier has not been declared line 7 error"

 

I'm no expert, but I think you need to tag the sectors (as you would for normal teleporters etc.) and then provide the tag number, not the sector serial number. (Hmm, that's actually easier and more flexible than I originally thought.) And every such sector must have one special thing (map spot) Actor Enters Sector (type 9998). It seems you need to set the matching tag for the map spots, too.

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16 hours ago, Caleb13 said:

I'm no expert, but I think you need to tag the sectors (as you would for normal teleporters etc.) and then provide the tag number, not the sector serial number. (Hmm, that's actually easier and more flexible than I originally thought.) And every such sector must have one special thing (map spot) Actor Enters Sector (type 9998). It seems you need to set the matching tag for the map spots, too.

I can't believe how simple it was and yet I managed to spend so much time figuring it out.

I forgot to include "#include "zcommon.acs" at the beginning of the script. This was the sole reason for my invalid identifier problems. Although my solution is more simple than the example it works.
Thank you again :)

Now monsters knocked out of the map on E1M5, E1M6, E1M9 will die. Getting 100% kills is easier now.

I'll upload the new version pretty soon.

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