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Springy

Blasphemer discussion

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Posted (edited)

I thought E1M1 was kinda short and had simple fights. As a map it looks great, I really like the style of detail. It will be by default be the most memorable map as it is first. MrFlibble is talking about the overall gameplay, not specifically the skill balancing. Skill balancing will be easy for me, but lengthy and time consuming. It is the layout and general gameplay that might need work. What route does player take, anything special needed to be done along the way. Any visible secrets that become a puzzle for the determined?

 

While I was thinking of shareware target, I thought more epic sized maps would be beneficial and combining E1M1 and E1M2. That can be ignored for now, unless we fill all the map slots. 

 

Moving on to E1M6. For the first few times I played this, it was dark. Very dark. I quickly realized it was pretty awesome in the dark, needed to adjust play style for visibility. Then I found the torch, turning the darkest areas into a good but basic map. I thought hard about this placement. Other parts of map are also very dark, player could immediately use it but then is stuck playing even harder areas in the dark. I am still not sure what I even think should be done. Leave torch right there is fine, maybe put into one of those rooms near start would be better. Just as easy to grab early. Maybe swap that nearby big wand crystal with torch. One room is packed with crystals, cannot even take them all. Maybe hide the torch a bit better. Let player wander in the dark for a bit.

 

E1M7: I thought I found big in dsda-doom's recent heretic support, was even 100% reproducible. But when played from start with crispy, it happened again. The linedef type 88 that lowers a lift with a walkover line seems to be the culprit. Maybe its monster on lift, maybe monster has head stuck in ceiling. In the room right after finding the crossbow, up the stairs a bit. 

Spoiler

HTIC08_E1M7_linedef88.png

 

Edited by Catoptromancy

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Posted (edited)

Here is a list of everything submitted so far that can be considered placeholders.

http://www.geocities.ws/catodemos/blasphemer/placeholders_001.txt

 

Working on tomed projectile graphics. There is quite a lot to reuse as decent placeholders. Maybe dip into freedoom's attic again.

 

Edit: Got tired of figuring out what is what. Going lmp by lmp through entire wad, see what I can match up with graphics already in use. 

Spoiler

HTIC09.png

FX08I0
FX08J0
FX08K0

These sprites are not in heretic.wad

 

 

So ya, just went through wad and repurposed a bunch of stuff, lots of smile face placeholders are gone.

List of "new" resources:

http://www.geocities.ws/catodemos/blasphemer/placeholders_002.txt

Raw resources for dropping into the repo.

http://www.geocities.ws/catodemos/blasphemer/placeholders_002.zip

Updated test wad for anyone to quickly play stuff, includes everything I have posted to this thread. The texture1 was removed so it could be used with heretic.wad, so skies are broken again. E6M3 and E3M8 have test maps.

http://www.geocities.ws/catodemos/blasphemer/new_stuff_005.wad

 

A lot of this round of placeholders look really good or very decent. 

Edited by Catoptromancy

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Posted (edited)

Latest experimental build:

http://www.geocities.ws/catodemos/blasphemer/builds/blasphem-repo-001.zip

 

New build has everything I posted in this thread and a bunch of new maps. Check out new placeholder graphics on E6M3.

 

Added various maps:
e3m1: Suporma.
e3m2, e3m3: Craneo.
e3m4-7: EttinGrinder.

chkn* : Jute
fx14* : Sodaholic, from Freedoom attic
mntr* : Lokito, from Freedoom attic
sdth* : Linguica, from Freedoom attic
snfx* : Sodaholic, from Freedoom attic
sor2* : Linguica, from Freedoom attic
srcr* : Linguica, from Freedoom attic

Everything below was filled in using assets from Blasphemer:

fx00*,fx02*,fx03*,fx05*,fx06*,fx07*,fx08*,fx09*,fx12*,fx13*,
fx16*,fx18*,fx20*,fx21*,fx22*,fx23*,xpl1*
Fx14 added as placeholder.

 

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On 8/18/2021 at 2:24 AM, Shino1 said:

This can work as a placeholder, but I am currently working on a full Maulotaur replacement that is hopefully more interesting and fitting the fantasy theme.

 

I stopped animating it manually and I'm making a 3D model that I can rig, and easily capture each frame from 8 static cameras. Much more managable than painting like 50 separate frames.

 

I just need to find time to work on it, I'm swamped with commissions (that I kinda need because I'm broke).

Looks amazing.

 

I wonder if all the models that are being made for capturing frames would also be released as models such that one could do a 3d monster pack as well for blasphemer using the original blasphemer monsters?

 

I wouldn't mind doing that 3d pack if all the monster models were made available to me... I have accumilated alot of experience with using MD3 Quake 3 models as 3D monsters in GZDoom

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title-0.1.7.png.cd6f7b8f845bfa41f198fc17d4f97476.png

 

Blasphemer 0.1.7 is finally here.

Grab the latest release HERE:

https://github.com/Blasphemer/blasphemer/releases/tag/v0.1.7

 

Below you'll find a short version of the changes. For the full version please read the release note.

 

What's new?

 

1) A whole lot of new levels, for a total of 9 SP maps for episode 3 and a test map on e6m3.

  • Added e1m9 : "Courtyard of elements" by @fraggle.
  • Added e3m1 : "CottonMouth den" by Suporma.
  • Added e3m2 : "Shipwreck" by Craneo.
  • Added e3m3 : "Fortress" by Craneo.
  • Added e3m4 : "Tyrant tomb" by @ETTiNGRiNDER
  • Added e3m5 : "Coven" by EttinGrinder.
  • Added e3m6 : "Mountain King's Domain" by EttinGrinder.
  • Added e3m7 : "Valley of Saints" by EttinGrinder.
  • Added e3m8 : "The End?" by Catoptromancy.
  • Added e6m3 : "Test map" by Catoptromancy.

2) No more ":)" ! Most Sprites and menu graphics are now filled in with placeholders, again please see the release notes for the full list.

 

3) General improvements were made to the build system, makefile now can Clean, Install, Uninstall. Additionally, the deathmatch iwad is always build alongside the main wad.

 

4) New demos included!

 

5) Bugfixes!

 

I would like to thanks @Catoptromancy for his incredible efforts, without him we would not have this release.

 

 

 

 

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excellent news!
i was expecting this to happend, and now after playing it, this is what i always wanted Heretic to be.
Blasphemer gonna be great.

We can ask Ryath if he want to lend us his Unbeliever episode for Heretic to be part of Blasphemer.

Edited by P41R47

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Yet another update!

Chocolate Heretic Blasphemer Version 0.4

https://www.geocities.ws/catodemos/blasphemer/binaries/chocolate-heretic-plus-sbv4.patch

Mouse control from the menu is back!....and functional. Will not crash either. Once slider reaches its maximum it can still go much further, though does not visually move anymore.

Binary should not crash while using blasphemer as iwad and no pwads.

Please report crashes, or oddities with exact message or description. 

For pointing me in the right direction, Source and credits go to: https://github.com/JNechaevsky/russian-doom/commit/d380b40d142173d00797bb8fd5f2af43351826c3

 

sbv-4.png

 

All my patches also work with chocolate-doom source archives. Just rename the directory to "chocolate-doom" or "chocolate-heretic-plus" for patch to work. 

https://www.chocolate-doom.org/downloads/3.0.1/chocolate-doom-3.0.1.tar.gz

 

Other patches:

Spoiler

Basic Chocolate-Heretic-Plus

http://www.geocities.ws/catodemos/blasphemer/binaries/chocolate-heretic-plus.patch

 

Chocolate-Heretic-Plus with mouse control removed from menu. Avoids Crashes.

https://www.geocities.ws/catodemos/blasphemer/binaries/chocolate-heretic-plus-sbv3.patch

Linux binaries of the sbv3 patch. Downloading chocolate-doom from your distro's repo will bring in all the dependencies for running these binaries.

https://www.geocities.ws/catodemos/blasphemer/binaries/hplus-sbv3.zip

 

Map Tester and Editor Version:

I could not figure out any way to make a .hhe patch to make cheats 1 key presses for map testing, so:

A patch for map testers. It is the .sbv version but cheats are 1 key presses now. Scroll to bottom of patch to see what was changed. Can modify which keys you want before patching as well.

http://www.geocities.ws/catodemos/blasphemer/binaries/chocolate-heretic-plus-btv.patch

 

Collection of all old patches and various binaries:

https://www.geocities.ws/catodemos/blasphemer/binaries/

 

 

Edited by Catoptromancy

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E1M1: http://www.geocities.ws/catodemos/blasphemer/maps/e1m1_e7.wad

Spoiler

E1M1: I have skill balanced, playtested in all skills to max stats, and added DM items and spawns to E1M1. I think this is a perfect first map. While not much in height variation while fighting, it does have some. Three monsters are introduced in this map. I added a golem to the second room right under the stairs. I thought the earlier introduction was nice, instead of in the same room as 4 warriors at once...also their introduction. There is another reason I thought it was a good idea to add a second monster in the vanilla part of the map. Vanilla will crash halfway up the stairs, now someone who happens to load up blasphemer in a vanilla port can see two monsters...maybe influence them to upgrade their port. Skills 2 and 3 normally balanced, and I hope the DM placements are ok. Everything can be adjusted after some online playtesting.

 

This post and the one above I will keep updating as I balance/fix more maps or make changes to the patches. 

Edited by Catoptromancy

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image.png.0cad806e1205fb049ee8c1eb7db3f0b8.png

IDK if it was made this way on purpose, but the firemace replacement doesn't seem to be aligned to the center like most other weapons. I've seen it happen in pretty much all ports (I tested it in Dsda-doom, sprinkled-heretic, GZDoom and ZDoom)

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I wasnt sure about that one. It has a big chain to the side so autoalignment lines up the chain making main part offset. It does line up while shooting.

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16 hours ago, Lol 6 said:

IDK if it was made this way on purpose, but the firemace replacement doesn't seem to be aligned to the center like most other weapons. I've seen it happen in pretty much all ports (I tested it in Dsda-doom, sprinkled-heretic, GZDoom and ZDoom)

What version of DSDA are you using?

I cant play in the last version.

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1 minute ago, AntonLiniares said:

What version of DSDA are you using?

I cant play in the last version.

The latest release, I renamed the wad to heretic.wad to play it since I don't think it identifies Blasphem.wad as Iwad

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Just wondering, would this work has a replacement for the Iron Lich ?

I've been working on it for a few days, and I don't know if its a good fit for Blasphemer.

I'm kinda worried it looks too colorful.

 

Suggestion.png.3ccd9ef8197595587f2a687350faf668.png

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It might be too colourful indeed, as it reminded me of KENBUILD textures instead. But I kind of like the design. Bring it on!

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I'll agree with MrFlibble. Are you using the Blasphemer palette as a base by any chance?

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7 hours ago, Oplexitie said:

Just wondering, would this work has a replacement for the Iron Lich ?

I've been working on it for a few days, and I don't know if its a good fit for Blasphemer.

I'm kinda worried it looks too colorful.

 

Suggestion.png.3ccd9ef8197595587f2a687350faf668.png

i like it!
Strange looking, but looks cool.

Just re-palette it with Blasphemer's palette with slade and it will be totally cool.

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On 11/12/2021 at 7:45 PM, Cacowad said:

Are you using the Blasphemer palette as a base by any chance?

 

Sorry, I don't really understand what you're asking me.

I used Slade to convert my images to the Blasphemer color palette (I hope that answers the question ^^').

 

Capture.PNG.e94f046940ff39e364744a90f5b8219f.PNG

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