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Everything posted by rf`

  1. rf`

    Post Your Doom Picture (Part 2)

    Control sectors are often used to impart special circumstances for their parent sectors, whether to connect two separated sectors with sound, control where a platform will lower (as it will lower to its lowest adjacent sector, this includes if its attached to a control sector). A sector doesn't have to be a single closed segment, but multiple closed segments that have the same id. In modern ports like zdoom, you can use a control sector to define the height and textures of a 3d floor, and many other uses. The possibilities are not even remotely moderate. :D
  2. Does anybody remember the classic game Hocus Pocus? It was an old sidescrolling platform game made by Apogee in 1994. What would happen if Hocus Pocus was a fps like Doom, rather than a sidescroller? Inquiring minds wanted to know! Hocusdoom is a Total Conversion for Doom 2 that attempts to bring Hocus into the third dimension in a dazzling new adventure! Link to Zdoom Forums page [===== Download: =====] Requires the latest stable version of GzDoom and Doom 2. Be careful using unstable devbuilds, as obviously they may not always work. Current playable version for 01-13-19 https://www.dropbox.com/s/l7gw4xznbok0um5/hocusdoom-01-13-19.pk3?dl=1 Ogg versions of music (updated) https://www.dropbox.com/s/h4wlfocvkewtmrj/hocusogg.pk3?dl=1 [===== Changelog: =====] [===== Screenshots: =====] Full gallery: http://imgur.com/a/SolQd [===== Features: =====] Hocusdoom will have relatively the same features as the original Hocus Pocus. You complete maps by collecting all available crystals. However, you can also find red crystals that let you warp to secret maps at the end of the level. You are awarded points for finding treasure, killing enemies, and completing each map within a time limit. At the end of every episode your highest score will be recorded. Powerups: Rapid Fire - Fire a long continuous stream of shots lightning-fast. Lasts for 30 seconds and doesn't use extra shot ammo. Flamethrower - Fire a short-range stream of fire that leaves smoldering ground. Incredibly powerful and rare! Lasts for 30 seconds and doesn't use extra shot ammo. Extra Lightning Bolt - Lets you fire lightning bolts faster. Your shots slowly recharge, but charge faster if you hit enemies. Twin Shot - Shoot two bolts at one time. Gives 40 shots per bottle. Splitter Shot - Shoot three bolts in a spread pattern. Gives 30 shots per bottle. Laser Shot - Shoots a beam of lightning that pierces through enemies. Gives 20 shots per bottle. Power Shot - Shoots a single large ball of energy that splits into smaller shots. Devestating against single enemies and tight groups. Gives 20 shots per bottle. Fireball - Gives 3 shots that will obliterate and pass through any baddie. Bosses are a bit tougher but will still go through them! Power Wand - Special secondary weapon that is incredibly powerful, but ammo is limited! Make short work of those monsters! This weapon destroys itself when you run out of ammo. Jump Potion - Lets you jump super high. Only useable once. Teleport Bottle - Warps you to another area of the map. Only useable once. Treasure: Along the way to find those crystals you'll grab treasure to get the top score! Ruby - 100 points Diamond - 250 points Goblet - 500 points Opal - 750 points Emerald - 750 points Crown - 1000 points Ankh - 1500 points Other types of secret treasure await, worth much more. Happy hunting! [===== Help Needed: =====] While I don't mind doing most everything by myself, there is one thing I could use help with--enemy sprites. I can use the original sprites for side views, but I need front and back views for them. If anyone would like to help, I'll provide a spritesheet that you can use as a base, to keep everything consistent. Edit: As of 2017 I have 3/5 of the sprites done, however many still remain. If you still wish to help, please let me know! [===== Credits =====] Credits: Apogee Software/Moonlight Software - Hocus Pocus iD Software - Doom Raven Software - Shadowcaster Osjclatchford - sprites Captain Q - sprites Kate Stone - scripting Gez - scripting Hisymak - GENMIDI, hocus pocus editor If I have forgotten anyone, please let me know so I can add you to this list!
  3. Soon! I just need some help with a few things.
  4. Quick bump, just found out that my mod was featured on RPS today! https://www.rockpapershotgun.com/2019/01/14/hocus-pocus-doom-turns-apogees-90s-platformer-into-a-fps/
  5. Sorry for the delay. Moved to Arkansas a few months ago. Things are still a little crazy. I still need someone good with zscript that would like to take a shot at the highscores table sometime. That's the last major hurdle before a release (other than further bugtesting!) Current playable version for 01-13-19 https://www.dropbox.com/s/l7gw4xznbok0um5/hocusdoom-01-13-19.pk3?dl=1 Ogg versions of music (updated) https://www.dropbox.com/s/h4wlfocvkewtmrj/hocusogg.pk3?dl=1 changelog for - 01-13-19 fixed volume for music in map40 added a Death.Massacre state for base enemies. No more deafening explosions or slowdowns when using Massacre cheat fixed an error with map40 pointing to map30. now points to the correct next map. fixed some texture alignments on map02 fixed a softlock issue on map19 forced the outer door in map39 requiring the power wand, mostly so you can't miss it. The fight practically requires it anyway. lightning upgrades now let you shoot extra shots occasionally, not randomly. more upgrades shoots them more often. ring on the finger will glow when next shot will double. needs testing as it may throw all balancing off? fixed background transparency for menu. added brightmaps for models, sprites, and textures cheaty method of getting read of bloodsplatters permanently. replaced the graphics themselves. added AUTOMAP.TXT fixed trigger for a lowering floor in map07. Now only triggers once. fixed a graphical glitch in map04 with some weird passable walls showing up on a sloped floor. fixed several texture alignments raised one of the crystals higher in map27 so you can just run into it. was confusing when it was lower? fixed several sections of ledges in map38 to be either obvious you can't progress on them, or you can get back in-bounds made progression behind the gold door in map38 more obvious added message on death to hit the use key to continue. Damagefactors for Electro robots changed to 1.0. No more issues with certain shots not doing damage. Not sure why I did that in the first place. new sprites for greater health potions and super health potions to differentiate them from small potions wizard chat no longer pauses music. Thank you Kinsie! wizard chat also no longer has a delay before stopping time. made pharoah shots less aggressive
  6. rf`

    It's Coming

    The word you're looking for is homoerotic.
  7. rf`

    On the subject of a very infamous texture.

    I use fireblu as a structural texture because I am a monster.
  8. rf`

    Why I hate the term "mapper".

    I'm a mapper. Who cares.
  9. rf`

    The worst part of editing in Vanilla

    DCK was not quite that robust. :P
  10. A friend got me darksouls 3, so that's nice!
  11. rf`

    The Egg of Human Endeavors [RC4]

    I read that as The Egg of Human Elevators and if that's not a bullshit map name I don't know what is.
  12. Tyrian, Cavestory, Descent games, and now Overload. :D of course, there's many others I could list, especially from the DOS era, but then I'd be here all day listing them off.
  13. As usual, I can't make it as I work every weekend. I don't know why I even try to get my hopes up
  14. rf`

    Best free games under 10MB?

    Moraff's Dungeons of the Unforgiven is 1.4mb. However I never said it was good.
  15. Heretic: Curse of Darkness This zdoom mod aims to be a prequel to the original Heretic, explaining where and how the Serpent Riders came to the world of Parthoris. You are a young Sidhe elf looking for a way to prove yourself as a great adventurer. You heard a bard tell of a rumor of a castle to the west that was decimated by an army led by a fearsom monster wielding powerful magic. Knowing no fear, you take a boat and set off across the sea to confront this adversary, not knowing the dangers that lie ahead... Curse of Darkness consists of three hubs that take you deeper into a world slowly being corrupted by a strange evil. Features:Full RPG-style levelling and progression 30+ new enemies 3 Hubs hexen-style 16 new weapons(you can keep six at a time) 16 new spells you can use alongside your weapons new artifacts Elemental damage types that hinder enemies--ice slows them down, fire causes them to take damage over time, poison affects their accuracy, thunder stuns them in place 3d floors and portals! zOmg! extensive ACS scripting! The rest of the album Page on zdoom forums.
  16. OH, the smartbombs. Yeah they don't seem very smart. As there's four arenas, this would make the level very long vertically, which I suppose doesn't really matter. I can try that later. That could work.
  17. Fixed Fixed. You can actually just run out into it without needing to jump, but I raised the orb a little higher to make it less ambiguous. This is a weird GZDoom rendering issue that's only recently started cropping up. This happened in map04 as well, but I finangled that one away. Not sure how to fix this one. I might make a new sprite for larger health potions? (incidentally also for super healths) The alt hud is only barely supported (as in nothing is really broken with it), as such I haven't done a whole lot with it. Many things are scripted in sbarinfo/acs so don't work well with that hud. If anyone has suggestions maybe we can try something, but for now you might want to use the regular fullscreen hud. As far as hand sprites showing the active powerup, if you have any suggestions for that I'll think about that too. Well, they are meant to be semi-secret and quite powerful. Every level is beatable without them. I'm not sure what you mean by them getting stuck. They also flash brightly to stand out a bit too. Maybe an occasional warning sign of some sort, and make the one secret you can jump to more obvious? Fixed. Hopefully fixed. Now spawns a text message, and there's a light higher up once its lowered to show that there's a place to go. That's an issue with how monsters track through portals--aka they don't. He's technically still aiming right at you, but you're in a different location that's shown. Outside of moving the entire arena so that he still shoots in that general direction, not sure what else to do. While that is a viable option, I don't want to use too many wizards to hold the player's hands, but I understand how that can be a problem. If it helps, when you first start the game the opening window should point to looking at the help file, as that info is there, just like the original game. Granted, most people don't look at those screens. :P Ok, maybe this would warrant a wizard, as the electric barriers wouldn't thematically fit at the beginning of the level. Fixed. Thank you for the feedback and I'm glad you're enjoying it!
  18. I want to see more space flesh.
  19. rf`

    Funny Jump Scares In Doom

    Probably the best thing to ever come out of Maximum Doom.
  20. I have no idea what's going on with the first screenshot. the background is completely translucent. I fixed the alignment in the second one, thank you for that. And no, its not coop compatible. Singleplayer only. Edit: Fixed. That color was defined for some dumb reason I forget, but translucency had an incorrect value.
  21. Just poking in to see if anyone's got any feedback for me lately. I haven't heard much from anyone in the last month so I figured I'd check.
  22. I'm not sure what the problem is but have you tried running without using ZDL?
  23. Welp, the 20th lands on a saturday, so I'm sadly out. I work that day.