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eharper256

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About eharper256

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    Author of Walpurgis

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  1. eharper256

    Hexen: Veil of Darkness (UDMF Mapset, GZDoom)

    There shouldn't be any reason why you can't pick up Mystic Urns in Walp, unless VoD replaces ArtiSuperHealth. A special spawner replaces that in Walp, since it has a different use in the Doomed Souls challenge mode. Here's the three Walp actors in question in case Captain Toenail wants to double check: But unless something whack is going on, loading VoD > Walp > WalpPatch should work fine as usual.
  2. Well that's a blast from the past lol. You ended up five years late for the 25th as the original intent, but you made the 30th, lol. :D I tested the original version way back, I can attest this is a solid set. There is a video of me playing one of my fave maps from it a couple years ago with my mod Walpurgis, that you can see here: Not sure if anything big changed in this new version, but good luck man! Note that if you have a Wadsmoosh already, you don't need any further input or mess around using D1 and D2 together.
  3. I just wanted to post to say Happy 30th Birthday to Doom! I guess we have to wait two more years for Hexen's 30th, though no-one usually celebrates that lol. Additionally, most of the Dryad stuff is done now, though I'm looking at how close Xmas is and cringing as to whether I'll get 0.99 out by the end of the year as I first thought, since I still need to finalise all the weapon upgrades code. Might be a January release now, since I always lose about 6 days seeing my folks. Sorry about that everyone. On the other hand, that probably does set us up nicely to hit the 1.0 release to come out on Walpurgisnacht 2024, which will be really cool. :D EDIT: Also note that despite the websites claims to the contrary about mods; there are no issues with Evilternity II and Walpurgis working happily together that I can see from looking at the DeHacked. :-) The only slightly goofy thing is that launchpads will still cause footstep sounds.
  4. 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
  5. 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).
  6. 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!
  7. 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? :)
  8. eharper256

    3d doom fantasy monster pack

    Well, certainly more complete. I try to make things cool and strong but balanced. :D
  9. 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
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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).
  15. 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.
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