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Ichor

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Everything posted by Ichor

  1. Ichor

    Carnage Galore 3, now for GZDoom

    Update time. This is a small one. Someone requested this, and it was probably needed anyway: There is now an option to scale the enemy health bars, which is located at the bottom of the main Options menu. However, since the ACS in the .pk3 was changed, it will clobber your saved games.
  2. (Link to Hub 3 at the bottom of the post) --- Now with 90% more DamNums --- 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): And now the third hub is done. I'm confident that there shouldn't be any bugs, game breaking or otherwise. Now then, on to hub 4. - Latest update - Mega Dropbox
  3. Map 30 after a few minutes.
  4. Ichor

    Icon of Win

  5. Ichor

    Icon of Win

    Icon of Fin
  6. Ichor

    Carnage Galore 3, now for GZDoom

    A minor update this time, but I've been meaning to do this for a long time now, but I kept putting it off for more important things or forgetting it entirely. Rearranged a couple of rooms in the black market and opened that blocked passage, allowing quick access from the surface instead of going through a lot of the sewers to get there again.
  7. Ichor

    Carnage Galore 3, now for GZDoom

    Another update which fixes a couple of minor bugs: Reversed most of the changes in the previous update. Fixed a problem with the Redeemer and a few monsters. Changed the initial floor in the cistern to solid ice instead of thin ice to cut down on lag somewhat if you used a torch before using the switch there. Fixed a bit of text in the normal sized hud.
  8. Ichor

    Random Image Thread

  9. Ichor

    Carnage Galore 3, now for GZDoom

    Here comes a new update with quite a few changes: Added 12 new maps. Most of them were old '90s Doom maps converted to Hexen. All enemies now have three times their normal health and do three times the damage. All weapons have now been combined into a single slot, which has been moved to the - key on the numpad. Player can now only hold 5 of a certain item of a time. It is now required for you to log into your bethesda.net account for this game to function. All gargoyles have been replaced by other enemies, all from Tenebrum. The red ones are now the trixtress, the blue ones are the shadow succubus, and the green ones are the gray widow. Replaced the devil with the hell wasp Added lootboxes All maps now have a thick fog that alternates between neon pink, lime, orange, and turquoise every few seconds. Player's maximum health has been reduced to 30 and maximum mana for all types has been reduced to 50 Removed Herobrine Carrying more than one total item will now slow down the player by 5% for each item that you have. Removed all naturally occurring or dropped coins. The only way to get coins now is to purchase them online. All music has been replaced by a random Japanese pop song.
  10. Ichor

    Pepsi or Coke?

  11. Ichor

    The "stupid mod idea" thread

    As long as Brian Blessed is the lost soul.
  12. Ichor

    Carnage Galore 3, now for GZDoom

    A new update, this one focusing mostly on the Forge: Fixed the switch in the "power up" room (for lack of a better term) so that it can't be used more than once. Nothing broke if you did, but now you won't be hearing the switch sound again if you tried to use it more than once. The bars in that same room will now reopen a little later on rather than by that switch. The main Forge mechanism will now light up once it's activated so you can actually see what's going on. Fixed a texture glitch in that area that I only noticed once I could see it Adjusted the bloodscourge (powered up) to cut down on the lag
  13. Ichor

    Monty Python

  14. Ichor

    The "stupid mod idea" thread

    You're outside a massive, complex castle that probably has 200,000 sidedefs and enough 3D floors and portals to make a Cray weep, but you spend the entire map outside in some boring caves that look like they were made in 1995 with fleeting glimpses of the castle, and you finish the map without ever going inside.
  15. How about snowballs?
  16. Ichor

    Your Thoughts On Doomworld Roleplays?

    I chose all three.
  17. Ichor

    Carnage Galore 3, now for GZDoom

    It's been a few days since I had to update: The DamNum color caused by ice damage was darkened some because it seemed to look too much like the default damage color of gray or white. The Forge cannon targets should be a bit easier to see. A couple of new monsters needed a bit of minor fixing, though I doubt anyone noticed any problems with them. Added a section to a certain room, which should contain something nifty. Fixed a couple of text typos. The entrances to the Library and Citadel maps will now open automatically when you get close to them rather than by walking up and using them. Updated link on first post.
  18. Oh yeah, skill levels. I'd recommend playing CG3 on skill 3 or 4. Anything higher for first timers might be a bit frustrating.
  19. Ichor

    Carnage Galore 3, now for GZDoom

    Yeah, hub 3 turned out to be a lot more fun to make than I thought. I especially enjoyed making the Forge and Dungeons. By the way, that powered up sword made short work of Korax, maybe just a bit too much.
  20. Ichor

    Carnage Galore 3, now for GZDoom

    Alright, so after playtesting through it all again a few times, which took quite a while, I think I got rid of the bugs. There were still a couple of them (one of which went unnoticed for many years), but this update is more about getting the balance right. So anyway... Fixed a line not being marked impassable which should have been. Reduced the enemy fighter's damage. Fixed a minor timing issue with the final battle. Adjusted the balance of a few maps in regards to a couple of enemies (removed some, moved others around, etc.). Adjusted the damage of the quietus alt-fire (unpowered) and bloodscourge alt-fire (both powered and unpowered). Removed most of the dynamic lights from the powered bloodscourge alt-fire to cut down on lag.
  21. Ichor

    Carnage Galore 3, now for GZDoom

    I've been playing through it to find any other issues, and I finally got around to looking at the fighter. It does seem to be a bit strong (and even this was already toned down because if he had the same strength as the player's weapon, you would probably be dead in about 2-3 shots), so in the next update, I'll reduce the damage a bit more.
  22. Ichor

    Carnage Galore 3, now for GZDoom

    It should be able to scale up and down. Ok, after testing on that resolution (I use 1600x900 myself), I've seen how it wraps around. You must have the scaling set to 4, while I use 2. Setting it to 3 should work just fine.
  23. Ichor

    Carnage Galore 3, now for GZDoom

    What happens there is that the text extends past the edge of your screen, so it wraps around before the next line. What's your resolution anyway?
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