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eharper256

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About eharper256

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    Author of Walpurgis

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  1. Can you pop in a direct link to googledrive? Why in the world is there a redirect in there? It gets flagged as malicious by like every security extension in my browser. 0_0
  2. eharper256

    what are you working on? I wanna see your wads.

    So, here we have the (still in progress) Primary Fire and Tertiary Fire for the Dryad. Primary fire is on-the-fly transforming Illitheya's fists into Treant fists, which are pretty slow, but cause dangerous shockwaves. Tertiary Fire is creating strange mushrooms which explode in spores if enemies tread on them~ currently there is only a damaging red one, but I'm working on more sprites and shroom types for this so a patch of shrooms will cause all sorts of weird effects to monsters (shrinking and hallucinating ones are planned).
  3. So, here we have the (still in progress) Primary Fire and Tertiary Fire for the Dryad. Primary fire is on-the-fly transforming Illitheya's fists into Treant fists, which are pretty slow, but cause dangerous shockwaves. Tertiary Fire is creating strange mushrooms which explode in spores if enemies tread on them~ currently there is only a damaging red one, but I'm working on more sprites and shroom types for this so a patch of shrooms will cause all sorts of weird effects to monsters (shrinking and hallucinating ones are planned). If you were following the news you may recall I originally stated I wanted to use Locust Swarms and Crushing Vines; but both have had some unforseen issues. Swarms; in order to look good, require 50 odd individual entities, which can cause massive lag spikes. Vines are fine but the sprites didn't turn out as good as I thought. Quite likely, these things will end up being used for mutations, though. Let me know what you think!
  4. Just for fun, I decided to see what the A.I. could do with the Walpurgis Portraits. I manually did a few edits afterwards, and there are clearly a couple of things that went odd along the way, but the result isn't too bad, eh? :)
  5. eharper256

    3d doom fantasy monster pack

    Well, certainly more complete. I try to make things cool and strong but balanced. :D
  6. eharper256

    Post your Heretic/Hexen textures and decorations!

    I need to stop randomly downloading textures from this thread purely for this nebulous idea of remaking Seven Portals for Walpurgis I have in the far future. :D
  7. eharper256

    3d doom fantasy monster pack

    Well, you do have some Hexen II monsters in there (Gorgon, and I see the Scorpions in the background), and I do have a couple of Hexen II weapons in Walpurgis, although I don't use the 3d Model versions.
  8. Yes, quite possibly. You reminded me I need to give Iron Lich some Damage Resistance in general. Please let me know any thoughts on Monster adjustment for Walp, esp. Heretic monsters, as I don't play Heretic quite as much. And yep, I've done the changes needed for Spidey, it was overdue anyways: Interestingly, this actually means the Agnus Abyssus secondary does very little now, as it's a ground hugging flame blast (the legs are now invulnerable). I suppose there is a small risk that some custom Doom levels might rely on Spidey being his default size, so I guess I should include a compatibility option as well.
  9. Spidey has a bit of an issue with any kind of penetrative weapon: since it's hitbox is so large it takes a disproportionate amount of damage from some things in Walp (Algor and Agnus Abyssus especially). I was going to add a change where the legs and brain have seperate hitboxes before the 1.0 version. EDIT: As you can see here; default hitbox is way bigger than it's actual sprite! (and actually, Walp reduces it to 110, it's 128 in base Doom) Like I say, I am going to nerf Fulgur's Mutated-Tertiary. Completely redesigning it will take a fair bit of coding, so that may not happen, though I will keep it in mind.
  10. It doesn't have a duration, it lasts for X amount of shots. And yes, it orbits you. I might increase it's mana cost and reduce stacking them, though.
  11. I can't go arbitrarily adding a third ammo type, that would not be keeping with the original Hexen, and one of the big design goals of Walpurgis was to keep everything requiring just the basic two mana types so it remains easy to understand and fast paced (heck, that's one of the things you said you liked lol). Kraters of Might are going to be nerfed again before we reach the 1.0 version, with their drop-rate reduced, so yes, that is coming. Making sure that they provide appropriate amounts of mana across all three games is tough (Doom usually has more ammo around than Hexen or Heretic - heck if you look at that Hexen video above I'm always running low there!). As for the Dryad form, I ended up designing all three of the options in the end, and I'm going through various test phases at the moment. Right now, I do personally like the vines, but we shall see. A bit more coding and spriting is still to be done, but I might get to show off another test version SOON (TM).
  12. Yes, there you go, the weakness of all of the Ultimates is that they chow down on Mana / Ammo at a very high rate (except maybe Myrmidon's Greatsword, but Myrm is all about ammo efficiency in exchange for being reliant on melee). Whilst the Hellfire Cone is indeed super awesome, you only get AT MOST 16 shots of it to go from full mana to zero mana. So when levels have a high monster count, combined with the fact that it loses effectiveness at longer ranges, combined with the fact that you share the same ammo pool with all weapons, means it's more balanced than you might first think. Of course, the original game's levels are also really easy by modern standards, since they were made for a time when we used the arrow keys instead of WASD, and didn't have mouselook. And had strict level size and BSP limits, so, yes, absolutely, I can't really fully balance around that.
  13. I can't take credit for these; they are the fantastic work of @oliacym. All I did was remove Doomguy from my version and integrate them so that they can also work with Wadsmoosh, and Walpurgis in general. :D You can get them separately to work for other mods here:
  14. The wand is ONLY specifically for switches that activate by shooting them (like the Eyes in Romero's Sigil, the Door in the Computer Maze to the Chainsaw in Doom 1 E1M2, the door to the Red Key Door in MAP28 of Doom2, etc.). It doesn't toggle standard doors or switches. It's just there because sometimes, mappers like adding switches that are hard to get to and require precise accuracy (usually for secrets). Which is fine if you have a chaingun, but not so fine trying to get your throwing axe or lightning bolt in there. :D
  15. Thankyou VERY much for the glowing praise. Glad you like the monster tweaks and the classes! A quick Elementalism patch is here. It's a bit quirky, since they're both heavy mods, but they at least behave together. The Test Map does have 9 upgrade items (enough for 3 weapons to fully upgrade), but I guess I could just pop a dispenser in at some point lol. You can adjust the difficulty in the Walpurgis options and make everything have more HP and damage output if you like. Co-Op has some mild support, I heard someone got it working in GZ, though it has not really been tested extensively. The hitscan wand defo does appear in the Inventory for me in Doom 2 wad, and I just doubled checked in MAP28's shootable door, seemed to work? What map are you trying? Is the wand set to spawn in the menu?
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