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Everything posted by Ichor

  1. Ichor

    Your advices for mappers

    If you're going to release this for others to play, then build your map with others in mind. For instance, you might know which switch opens which doors, but the first time player may not. They might overlook a hidden, but essential switch that you know is there because you put it there, yet they wouldn't know it's there because they haven't played the map before. They could spend a long time searching for it and become frustrated.
  2. Doom has Chex Quest, so why not this?
  3. Ichor

    Mapping in Doom before Doom Builder

    I used DCK back before Doom Builder (only switching because I upgraded my computer to the point where DCK would no longer run at all). When I made a room, I had to use my imagination as to how it looks, and actually test the map when I want to see it. For larger maps, I had to move the player start so I would start in the room or general area. And then there was the texture alignment. In those days, you had to align each texture maually, which can be a chore at best. Nowadays, you just need to hit 'A' or 'Shift-A'.
  4. When you're having too much fun playtesting a boss instead of working on the last part of the map...

  5. Ichor

    Post Your Doom Picture (Part 2)

    Three relics? Nobody said anything about three relics.
  6. Ichor

    Random Image Thread

    Necrosis.wad in real life.
  7. Ichor

    Hexen Community WADs

    I just remembered another Hexen wad that might be fun to try. F***ing Hexen Also, this mod for Heretic, but it is absolutely nothing like the Heretic that you know and love. It's more like something out of Diablo 2. Diablo 3D
  8. For many months since finishing the latest version of AEoD, I have been working on converting Carnage Galore 3 from JHexen to ZDoom. In addition to finally being able to use slopes in the maps, I've also added quite a few new things: Monsters: All old monsters will be returning. In the past, I didn't know how to add new monsters, so I had to replace them with anything new. Eventually, I did figure that out, and new monsters were added. However, this caused the code to get real messy, and old original frames had to be re-added as something new for certain monsters (i.e. chaos mutant). Now, not only is everything cleaned up, but it's organized a lot better. Oh yeah, there's new monsters too... Some of the monster sprites have been changed as well. I did away with the model rip types (gargoyles, skull wizard, etc.) and made them into sprites that look more fitting. A few of the old monsters have been changed slightly. Some you'll probably never notice, but others will be more obvious. Weapons: Each class will have two new weapons, plus one weapon used by all three classes. Each slot, except for slot 1, will have two weapons each. All weapons, old and new, will have an alt-fire, and when combined with the tome of power, will give each weapon a total of four firing modes. Also, the slot 4 weapons will use a new mana type instead of both blue and green mana. Items: Most original Hexen items are included. Notable exceptions include the Chaos Device because while it can be a lifesaver, it creates a lot of headaches concerning scripting, the Banishment Device, which doesn't actually "banish" anything, but just sends monsters to another part of the map, where you'll probably have to deal with them again later anyway, and the Disc of Repulsion. These have been replaced with the Ring of Wizardry, which cuts mana usage by 1/2, the Hold Spell, which temporarily freezes any enemy in its path, and the Malison Scroll, which is an AoE curse spell. All original CG3 items are also included (i.e. Potion of Fire Resistance, Charm Spell, etc.), and a few brand new items were thrown in as well, including the unused golden egg graphic. The Charm Spell will now always charm a monster that can be charmed, instead of only having a chance to work. To compensate, it has been made less common. Some of the old items were changed a bit as well. The Mystic Urn now increases your health to 300. The torch now lights up a large area around you instead of the entire map. I've been wanting to do this for a long time now, but until now I couldn't (one of the many limitations of JHexen). It's similar to the one in Serpent Resurrection, but I tried creating it myself instead of borrowing the code from there. Then there's the flechettes. They have been replaced by the Potion of Freezing, which detonates and can freeze whatever gets too close (including you). Maps: I still need to change the fake slopes (i.e. those arches) into real ones, and change those fake 3D bridges into real ones. All of this is done now. After I finish this and maybe go back to a couple of hub 1 maps and improve them a little, I'll begin working on new maps (I'm on hub 3 now). List of Weapons: Fighter Fists primary fire is the same as before alt-fire is a quick two punches powered up primary is the life draining gauntlets powered up alt-fire will drain mana instead Vorpal Blade primary fire is a melee swing attack. Hitting an enemy that bleeds will increase it's charge. alt-fire will use up any charge you have. The more charge you have stored, the longer and more powerful the effect. Not affected by the Tome of Power. Timon's Battle Axe primary fire is the same as before alt-fire throws an axe projectile powered up primary is a more powerful melee attack powered up alt-fire throws an auto-seeking red axe Mindblower primary fire is a somewhat rapid fire projectile alt-fire fires a bunch of rail shots in a slight horizontal spread pattern powered up primary is much like the Mindblower alt-fire from AEoD, except there's no explosive burst upon impact powered up alt-fire is a burst of projectiles that are similar to what the primary fire uses, but smaller Hammer of Retribution primary fire is the same as before alt-fire throws a homing on bounce hammer at a slightly faster rate powered up primary throws an orange-glowing and much more explosive hammer instead powered up alt-fire is the same as the primary, but also homing on bounces Dragon Claw primary fire is the same as in Heretic alt-fire fires a shotgun-like pattern instead of a single hitscan shot powered up primary fire is the same as in Heretic powered up alt-fire fires a projectile that shoots out several rail attacks on impact Quietus primary fire is a melee attack alt-fire is the normal Hexen attack powered up primary is a more powerful melee attack powered up alt-fire shoots out several powerful projectiles that travel along the ground Cleric Mace of Contrition primary fire is the same as before alt-fire is a slower, but more powerful melee attack powered up primary will drain life powered up alt-fire will drain mana instead Redeemer's Hand primary fire is a rapid fire, medium range hitscan attack. Killing an enemy with it will add to the number of souls you have collected. if you aim at a corpse when you use alt-fire, it will detonate that corpse and use up a soul, causing immense damage to any nearby enemies. The more health the enemy had while it was alive, the greater the damage its corpse will do. Using alt-fire where there's no corpse will not use up a soul. not affected by the Tome of Power Serpent Staff (the Hellstaff that replaced this was removed) primary fire is the same as before, but there's a nifty trail effect to the shots. However, at melee range, it will not drain life. alt-fire is a short ranged burst of poisonous (not really) gas powered up primary shoots two auto-seeking barbs of acid powered up alt-fire shoots a single homing projectile that weaves in a somewhat unpredictable manner and explodes on impact Crossbow of Consecration primary fire shoots out three magic arrows (not like Heretic) alt-fire fires a single arrow that will cause acid rain to fall on the impact point (more similar to Heretic 2 than the first one) powered up primary shoots out five explosive arrows powered up alt-fire will cause a meteor to fall on the impact point Firestorm primary fire is a rapid fire attak alt-fire is the normal Hexen attack powered up primary is a more powerful and slightly slower rapid fire powered up alt-fire fires a projectile that will rain down fireballs on whatever hostile monster it hits (similar to the Firestorm in the Hexen 2 expansion) Astreon's Iron Ward primary fire shoots out a volley of three bouncing spiked balls (unlike Heretic, they will bounce normally in water and hit ghosts) alt-fire fires a single bouncing ripper ball powered up primary shoots out spikes balls that shatter on impact powered up alt-fire shoots out a large red ball that acts much like the big Firemace sphere in Heretic (except this bouces in water), except instead of instantly killing the targets, it will rip through them Wraithverge primary fire fires a series of four ghosts that rotate around each other (like AEoD's version) alt-fire is the normal Hexen attack powered up primary fires a massive ball of holy energy powered up alt-fire causes an explosion to occur at the player's location, damaging anything within range Mage Sickle (the Sapphire Wand was moved to slot 2 to allow the mage to start with a melee weapon like the other classes) primary fire is a melee attack alt-fire is a slower, more powerful melee attack powered up primary will drain life powered up alt-fire will drain mana instead Totem Staff primary fire is a medium speed shotgun-like attack. Killing an enemy with it will drain it of its health and mojo. using the alt-fire with enough mojo will create a frightful aura for a short time. The more mojo you have collected, the longer it will last and the more powerful the effect. not affected by the Tome of Power Frost Shards primary fire is the same as it was before alt-fire shoots out an icy blast that will seek out any target that you were aiming at when you fired powered up primary fires a burst of icy spikes powered up alt-fire fires an ice dragon Sapphire Wand (now uses blue mana) primary fire is the same as it was before, except the attacks no longer pierce enemies. To compensate for this and the fact that it uses mana now, the attacks are a lot more powerful and there's less delay between shots alt-fire shoots a quick three shots powered up primary fires a much slower, but more powerful projectile powered up alt-fire shoots a quick three shots (a little quicker than the normal alt-fire) Arc of Death primary fire is the same as it was before alt-fire fires a ball of lightning that explodes on impact and expands to a large sphere of damage electricity before it fades powered up primary is similar to the Sigil (one piece) from Strife powered up alt-fire fires a large ball of lightning that shoots out rail attacks at anything near its path Heart of King Loric primary fire continually fires out shards of bone (much like in Hexen 2) alt-fire fires a skull that sends shards flying in all directions upon impact powered up primary is a rapid fire rail attack powered up alt-fire shoots an auto-seeking flaming skull with a massive spray of bone shards on impact Bloodscourge primary fire is a medium range flamethrower alt-fire is the normal Hexen attack powered up primary is a rotating fire shield that will incinerate anything that gets too close powered up alt-fire fires a single projectile that shoots out fireballs in a rather spectacular fashion All Classes Staff of D'Sparil primary fire is like it was before alt-fire summons a disciple for a short time powered up primary is a powerful, rapid fire lightning attack powered up alt-fire summons a skull wizard for a short time, but only one can be active at a time List of New Items: Hold Spell - The Mystic Ambit Incant is typically a multiplayer only item, but I couldn't let that pickup sprite go unused, so I created a red scroll for this. Anyway, it fires a stream of red energy similar to the Banishment Device. However, instead of teleporting them away, they will be held in place (even if they're in mid-air). Also like the Banishment Device, it can affect multiple enemies. Tome of Power - Seems fairly obvious what this does by now... Potion of Fire Resistance - Cuts all fire damage by 1/2. It took a long time and a lot of coding to get this to work in JHexen, but in ZDoom?...I just needed a simple decorate entry. Time Stop - Umm...stops time Potion of Regeneration - Replenishes your health over time. However, it works a little differently than the typical regeneration powerup. It gives you health as fast as you would lose it from poison. In JHexen, I was able to make it so the HP number never moved if you had this active and you got poisoned. In ZDoom however, I can't quite do that, so this same situation might make the HP number quickly jump back and forth between...say, 23 and 24 HP. It won't regenerate past 100 HP though, so unless you're preparing for a rough battle, it wouldn't be a good idea to use it after using a Mystic Urn. Ring of Wizardry - Cuts all mana usage by 1/2, with odd numbers rounded up. For instance, if something normally used 5 green mana, this would reduce it to 3 used. In cases where something costs 1 mana, it would use up 1 mana every other shot. Charm Spell - Converts a monster to your side, and from then on until it dies, it will attack other enemies. Unlike previous versions, it will always charm a monster if it can be charmed. Fire Wave - Shoots out a circle of flames that travel along the floor and burn anything in their path. Glyph - Once you use this, it will spawn in a spot in front of you and sit there until an unlucky enemy wanders by. It will then home in on the target and explode. If the target dies or moves out of range before this happens, it will stop and wait for the next target. Morph Shield - Prevents you from being turned into a pig for a short time, or turns you back from a pig. Force Cube - Works like in AEoD, but with some new effects. Malison Scroll - Will curse anything within range for a short duration. Whatever is affected will take double damage and deal half damage. Works on bosses too. Potion of Freezing - Set one of these down and it will start to fume to show that it's active. If any enemy wanders by, it will explode, damaging anything nearby, including you. Friendly monsters will not trigger it, but they can be damaged by it just the same. Foetid Flask - Spawns a pod for you to blow up or jump on. Full Armor - This will instantly give you all 4 armor types and the extra boost from the dragonskin bracers. No screenshots now, but here's a video (updated): --- Beta released (update 3) --- https://www.dropbox.com/s/4kj72d0yosmwrv3/cg3_ch2.pk3?dl=0 Best if used with GZDoom g2.4.0.
  9. Ichor

    Carnage Galore 3, now for GZDoom

    It couldn't hurt to report it. In the meantime, I will lower the offset so that won't be an issue. Funny thing is, comparing the frost shard hands and the King Loric's heart hands, the frost shard hands were a lot higher.
  10. Ichor

    Carnage Galore 3, now for GZDoom

    I looked at the cause for that offset bug, and I discovered that it was something leftover from the original Hexen. If you play it as a mage with those scaling options and resolution (What was your resolution anyway?), it will be glitchy as well. I didn't see it until now because I never played with the status bar so small like that. It's also only those frost shards. All other weapons for all other classes are fine.
  11. Ichor

    Carnage Galore 3, now for GZDoom

    Hmm, interesting. It's not actually missing anything. The offset is just a bit too high, though this is the first time I saw that, and I do play with the normal status bar.
  12. Ichor

    Diagonal linedefs are longer. Is this normal?

    If you're looking to have perfect texture alignment with a hexagon, that hexagon Grain of Salt posted will work. However, you will need to split those diagonal lines into 2 segments of 64 each (technically 64.5, but it's rounded down). Now, if you want to make an octagon, that second picture will do. But you will need to split the diagonal lines into 8 segments of 8 units long. I made a post about this a while ago.
  13. Ichor

    Carnage Galore 3, now for GZDoom

    I'm not sure why it crashes, but I think I know where it's coming from. With every crash (and it has happened to me on rare occasions), it all references something in FHammerPuff and HammerCheck. That was something I put in to simulate the hammer not throwing the hammer if it hit something. Now that the hammer was moved to ZScript to improve the hit detection, that was no longer needed. Actually, I forgot it was even there. Anyway, I removed that whole bit of code and modified the ZScript for the hammer attacks and the hammer functions like before, but without needing HammerCheck. Hopefully, this should stop the crashes. As for dynamic lights and the torch, I made some changes on that and it should now work if dynamic lights are on or off. What will happen is that if it's on, it will show the old torch effect, and if it's off, it will show the new effect. If you switch it on or off after you use it, it should change effects. I'll have an update ready in a short time, and it shouldn't affect any of the savegames (I just tested it on one of mine). Ok update uploaded.
  14. Ichor

    Carnage Galore 3, now for GZDoom

    The wand alt-fire is a good way to deal with centaurs, since that quick burst of three shots is quicker than they can react and put up the shields. It's also a good sniping weapon. Anyway, I tried to make them as close to the original Hexen weapons, while giving the alt-fires and new weapons certain roles that the originals lacked, such as rapid fire, burst damage, hitscan or near-hitscan sniping, centaur squishing, etc. and making them look cool and fun to use. Also, things get more interesting in hub 2. And as for those crashes, I'm not sure what the cause of that is. It kind of looks like a GZDoom issue, something to do with ZScript I imagine, though I'll look into it. Now, this mod does use ZScript, but not very much (still not good at it like with decorate). Oh yeah, have you tried it with dynamic lighting (hardware) on? Right now, the torches use dynamic lighting, so it won't work when the setting is off. It's something that I need to fix soon (so it works like the old torch if the dynamic lighting is off).
  15. Ichor

    Carnage Galore 3, now for GZDoom

    Time for an update. This one isn't to large as far as number of changes, but it is kind of an important one for gameplay. I wasn't going to make an update for a while, but someone told me that the melee weapons weren't hitting things quite like the fists. So after a fair bit of tinkering, I managed to get them all to work like the fists (as in, aim in a wider cone than what A_CustomPunch does). Improved the hit detection for all melee attacks. This includes the frost shards melee attack. Included the capital letter font (along with some minor improvements) that was made back in April. https://www.dropbox.com/s/4kj72d0yosmwrv3/cg3_ch2.pk3?dl=0
  16. Ichor

    Hexen Community WADs

    Not that I know of. Most of those are for Doom. Though a lot of the newer maps are for GZDoom and aren't even limited by the palette. Also, I noticed from when you were playing Scourge of Viscerus that you don't have anything bound to secondary fire. Some of the mods I mentioned have alt-fire for some or all of the weapons.
  17. Ichor

    Stream soon.

    Battlemode sounds like Versus mode from L4D.
  18. Ichor

    Exploits You Love/Hate?

    I like shooting zombies and imps on ledges in such a way that they fly off those ledges when they die. The zombie types might even drop their ammo or weapons in a spot where you can reach them. Also shooting rockets at a spot directly behind them for a similar effect. Using arch-viles to constatly raise zombies and immediately kill them for more ammo. In Heretic, I like using the iron lich tornadoes to get out of the water and over to the exit of E3M1. I also like running over that "bridge" in E4M8 without shooting any of the back walls to raise the sections...yeah I know, it makes no sense. But if you're fast enough and maybe use straferunning, it shouldn't be too much of a problem. In Hexen, getting yourself turned into a pig (reflected shots off a centaur or certain traps) and then changing back with full health. That one spot in Castle of Grief was patched though, so I can't do that anymore. But back in version 1.0, you could get turned into a pig and then skip past most of hub 4. In the expansion, at the start of the second hub, you could stay on the ledges and go through the back way. That doesn't really count as an exploit since the map was designed with that in mind. However, if you use the boots of speed as a fighter, you might be able to make the jump over to the ledge with the Heart of D'Sparil and skip through the entire second hub. Also in the second hub is Locus Requiescat. There's one place where you have to guess which of 4 switches is the right one. Guess wrong and you have a reiver party. Guess right and you get free mana. Ther fun part is, those switches will continue to work even after you pick the right one. Mash the right switch for infinite mana. Or a wrong one if you're into that sort of thing.
  19. Ichor

    Hexen Community WADs

    Whenever you do get to XUMP, you'll eventually come to Stagnum Ignis, which is a massive map where you will be doing a lot of running back and forth between the two almost identical sides looking for switches and trying to figure out what switches need to be hit in which order. It can be real frustrating at times.