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rf`

Hocusdoom (new version 04-08-2018)

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Looking classy and colorful. Each place definitely looks like it's own world, it helps that you have so many different textures that really stand out so you're not borrowing texture combinations from previous settings

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TheCupboard said:

Looking classy and colorful. Each place definitely looks like it's own world, it helps that you have so many different textures that really stand out so you're not borrowing texture combinations from previous settings

Pretty much! The original game's levels had very few shared tiles. The only issue there was that some themes were reused in later episodes. I hope to do something different with each one. The second Night Castle levels ended up being covered in slime and more goopy.

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Scuba Steve said:

Ugly. You should abandon this project.

If anything I'll remake Hocusdoom into Ghostbusters Doom 3

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Current playable demo for 09-08-2015
https://dl.dropboxusercontent.com/u/18675596/Doomstuff/hocusdoom-09-08-2015.pk3
Mp3 versions of music
https://dl.dropboxusercontent.com/u/18675596/Doomstuff/hocus_mp3.pk3

changelog for - 09-08-2015

  • updated switch textures (they were badly scaled placeholders from an older era)
  • added map12
  • added snow effects on maps map05 and map06
  • added options menu to disable or reduce excess weather particles
  • more reorganization of decorate scripts
  • added fog for some maps
  • removed +SOLID flag for icy rocks. God they were annoying.
  • added options to disable enemy health bars (or show numbers instead)
  • added map13
  • added map14
  • added laser shot powerup (uses fastprojectile; railgun attack isn't ideal)
  • made all player shots slightly faster (feels better)
  • added a bunch of little decorative flowers/grass to fill out levels a bit.
  • added secret weapon for a secret level
  • added GAMEINFO lump to change startup colors and title
  • added map15
  • updated mapinfo and language to add formatting to level names
  • stable teleports are now a thing! these rifts don't dissapear like teleport potions
  • increased the damage radius of fireballs to make them more effective.

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Hi.
I ripped all music from original game - midi + imf. Midi converted on my SoundFont (Corak2013), .imf converted with adplug:
Converted to mp3:
http://rover.info/94094248
MIDI + OPL originals:
http://files.leraux.ru/Corak/Music/Mid/Games/2dAct/Hocus_pocus.7z
I think you could use them as mp3 addons for game.
Alternatively - here I made a .pk3 pack with midi versions on my soundfont, you can listen and say if it's better for game:
http://files.leraux.ru/Corak/Music/Games/Hocus_Pocus/hocus_mp3_corak2013.pk3

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So apparently people do play this! RichterBelmont12 is doing a letsplay of it. So that's awesome!


Corak said:

Hi.
I ripped all music from original game - midi + imf. Midi converted on my SoundFont (Corak2013), .imf converted with adplug:
Converted to mp3:
http://rover.info/94094248
MIDI + OPL originals:
http://files.leraux.ru/Corak/Music/Mid/Games/2dAct/Hocus_pocus.7z
I think you could use them as mp3 addons for game.
Alternatively - here I made a .pk3 pack with midi versions on my soundfont, you can listen and say if it's better for game:
http://files.leraux.ru/Corak/Music/Games/Hocus_Pocus/hocus_mp3_corak2013.pk3

So I gave these a listen, and the IMFs sound awful in gzdoom. When played in OPL emulation they're not bad, but any other method absolutely chews them up. The midis aren't much better either. the midis you converted to mp3 are not too bad, but hocus pocus's midi instrument arrangement is different from doom and even genmidi, so that's why I ripped it from adlib.

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rf` said:

So apparently people do play this!

Of course! I'm looking forward to the final version.

The layouts are great and I have no problem with the platform segments. Besides, I played Hocus Pocus as a child and this is extremely nostalgic. I can't even imagine the amount of love you put into this project.

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rf` said:

So I gave these a listen, and the IMFs sound awful in gzdoom. When played in OPL emulation they're not bad, but any other method absolutely chews them up.

I'm confused because there's no way to read IMF other than OPL emulation. It's an OPL format.

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This keeps looking better and better, looking forward to the end result. :)

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I really like this project a lot. I loved playing Hocus Pocus back in the day and love seeing a classic Apogee platformer game becoming a FPS. Can't wait for episodes 3 and 4!

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Really enjoyed episode one and episode two.
Is this still an ongoing project? I'd love to see more of this.

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Jeans477 said:

Really enjoyed episode one and episode two.
Is this still an ongoing project? I'd love to see more of this.

Definitely! Its just been slow going lately.


I'm gonna go ahead and blame Fallout 4 on the current delay. :V

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Long overdue update! Sorry I haven't been updating as much as I should be. I'll try to remedy this.
Current playable demo for 03-07-2016
https://dl.dropboxusercontent.com/u/18675596/Doomstuff/hocusdoom-03-07-2016.pk3
Mp3 versions of music
https://dl.dropboxusercontent.com/u/18675596/Doomstuff/hocus_mp3.pk3

changelog for - 03-07-2016

  • nerfed monster trap on map11. forgot to when I nerfed the rapid fire powerup.
  • implemented some actual difficulty levels. Monsters on HARD don't have as much health, but will still do more damage, and will be more of them. EASY won't be quite as pushovery either. ULTRA will still fuck you. Sorry, not sorry.
  • rapid powerup no longer uses powered shots, thus encouraging you to fire freely without wasting ammo
  • updated music entries so intermission music resets on new level (it wouldn't reset if it had the same music as map)
  • added map16
  • started map17
  • started map18
  • started map19
  • added collapsing bridge actors
  • new sounds for lava terrain and fire-related actors
  • added option to disable the intro help screen
  • removed the vertical sprites from player shots as they weren't working properly.
  • fixed some minor lighting issues in previously finished maps
  • cleaned up some old textures
  • added +NOGRAVITY to upwards fire jet
  • completely remade map10 with new enemies
Some shots of the new map10 (e1 secret)




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May as well bump my own thread with progress.







Progress near the end of Episode 2

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MusicallyInspired said:

Haven't been here in a while, and I know the last update is a bit old now, but it's good to see this still being worked on!

You have a point. It has been a while. So while you're waiting for the next update, have some current progress!





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Quickly jumping in here to say that Hocus Doom is just the raddest thing. I love it.

It always makes me happy to see full-on (G)ZDoom TCs, rather than just gameplay mods like 90% of ZDoom projects. And HD is one of the best arguments for that.

I recently revisited the original platforming game (played it a bunch when I was a wee lad) and I must say... nostalgia aside, I think Hocus Doom might be more fun.

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It really looks like with each update you keep raising the quality bar higher and higher. These shots look spectacular! I get that oldschool childlike excitement to explore and discover that I used to get when I was younger with games like Space Quest, Commander Keen, Zelda, and even Hocus Pocus!

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Hi,

I'm trying to get this game on a full 100%* to get a nice highscore.
(*= 100% kills, 100% treasures/secrets and within the par-time).

Currently I'm at the secret level (Episode 1). I found the secret warp in the castle, but I'm still missing 15 treasures.

Anyone any hints?

Bart.

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