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hervoheebo

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Everything posted by hervoheebo

  1. hervoheebo

    Serpent's Wake for Heretic (v1.1 uploaded to archive)

    I had to take care of some business first but the 1.1 release has finally been submitted to the archive and should become available there shortly. I also took the time to wait a bit to incorporate more feed back but couldn't find any. Here are the final update notes from the text file: General -Incorrect music credit corrected in SWAKEMAP.txt (Human 4 changed to Human 3) -Textures ROCKTOPG, ROCKVINE and ROKVINEB changed so the underlying rock texture is based on the new BRWNRCKS E3M1 The Portal -Changed a few lines to use the changed ROCKTOPG texture E3M3 The Crypt -Exit changed: switch opens a door which lets a doll scroll to an exit line, another doll dies on quest B to make this a death exit so that the player's inventory is cleared for the next map (Death exit's side effects can be circumvented by becoming invulnerable beforehand!) E3M4 Wilderness -Greater Runes in the key palace changed to C only, from A or B or C -Duplicate player 2 starts changed to players 3 and 4 starts -Secret exit room's teleporter access delayed a bit -Secret exit island's floor raised 8 units so that you can't walk back up after stepping out E3M6 Menhir Lands -Music changed: 3 iterations each loop with differences for each one -Some texture/flat changes -A: 2 tomes of power removed, 1 wand crystal added, more monsters added to yellow key trap, with the Gargoyles changed to Fire Gargoyles since their area can't be entered or left anymore (see below) -Red-blue fork room: thin slice of roof corrected. Missing texture added. Torch corrected (C) -Decorative stalactites near the end that were mistakenly flagged for C only have been enabled for all quests -Ledge near the five standing stones (sector 21) changes to impassable lines so the player can't be flung to the inescapable decorative area E3M7 Fortress of Arrogance -Music changed: 3 iterations each loop with differences for each one -A couple of non-slippery pieces of ice in the upper area made slippery E3M8 Zodiac Hold -Quest B: door cycle changed: unchanged: A: close South open North, close East open South, close West open East, close North open West old: B: close North open South, close West open East, close East open West, close South open North new: B: close East open South, close West open East, close North open West, close South open North unchanged: C: close West open East, close North open West, close South open North, close East open South Copy of the original 1.0 release if want that more: https://www.mediafire.com/file/i7266fqf35u4nb3/swake.zip/file The next wad will likely be ready in a few years.
  2. Screens in spoiler (I don't know how to make small thumbnails anymore....) Well, I wouldn't usually make threads about my own wad but it was uploaded to the archive last December and still hasn't got votes or reviews, so maybe it was missed... Ok, so SW is a brand new episode for Heretic, replacing the third one. But here's the catch: each of the "pure" skill levels (Yellowbellies, Bringest, Smite-Meister) represents a different variation of each map so you could say there are 27 levels to play in total. I haven't paid attention to anything in the last 10 years or so, so I don't know if this has been tried before or not. Things can be skill-flagged, so naturally this means different monsters and items at different places, and keys too, but voodoo doll conveyor belts allow for some interesting scripts that can effectively change geometry too and other tricks besides. Starting spot of the first map on each quest to demonstrate: https://i.imgur.com/w7n52da.gif Some maps are short, others medium-length and others very long. Brotip: you don't need to explore everywhere on the first try! Serpent's Wake facts: -Game: Heretic -Maps: 9 (E3M1-E3M9) -New graphics: lots -New music: Midis from the internet, some finetuned a bit -Skill level support: Hell yes! -New sounds, demos, monsters: No! -Port Compatibility: Effectively, it looks like ZDoom/GZDoom is the only real choice. No ZDoom-specific features are used, but support for Heretic with dolls movable by conveyor belts is a must, and this decimated basically every other port out, from my testing... Zdoomisms? ZDoom 2.8.1 works fine for me. Make sure scrollers are set at Raven speeds. Game rules: No jumping, no crouching. Freelook if you want. Feel feel to fly if you find the Wings of Wrath. Of course, rules are made to be broken, but these are the intended limitations. Other stuff should be covered by the readme file. Archive link: https://www.doomworld.com/idgames/levels/heretic/Ports/swake Version 1.1: An updated release has been submitted to the archive and should be available shortly. Here are the notes: General -Incorrect music credit corrected in SWAKEMAP.txt (Human 4 changed to Human 3) -Textures ROCKTOPG, ROCKVINE and ROKVINEB changed so the underlying rock texture is based on the new BRWNRCKS E3M1 The Portal -Changed a few lines to use the changed ROCKTOPG texture E3M3 The Crypt -Exit changed: switch opens a door which lets a doll scroll to an exit line, another doll dies on quest B to make this a death exit so that the player's inventory is cleared for the next map (Death exit's side effects can be circumvented by becoming invulnerable beforehand!) E3M4 Wilderness -Greater Runes in the key palace changed to C only, from A or B or C -Duplicate player 2 starts changed to players 3 and 4 starts -Secret exit room's teleporter access delayed a bit -Secret exit island's floor raised 8 units so that you can't walk back up after stepping out E3M6 Menhir Lands -Music changed: 3 iterations each loop with differences for each one -Some texture/flat changes -A: 2 tomes of power removed, 1 wand crystal added, more monsters added to yellow key trap, with the Gargoyles changed to Fire Gargoyles since their area can't be entered or left anymore (see below) -Red-blue fork room: thin slice of roof corrected. Missing texture added. Torch corrected (C) -Decorative stalactites near the end that were mistakenly flagged for C only have been enabled for all quests -Ledge near the five standing stones (sector 21) changes to impassable lines so the player can't be flung to the inescapable decorative area E3M7 Fortress of Arrogance -Music changed: 3 iterations each loop with differences for each one -A couple of non-slippery pieces of ice in the upper area made slippery E3M8 Zodiac Hold -Quest B: door cycle changed: unchanged: A: close South open North, close East open South, close West open East, close North open West old: B: close North open South, close West open East, close East open West, close South open North new: B: close East open South, close West open East, close North open West, close South open North unchanged: C: close West open East, close North open West, close South open North, close East open South External link to the original 1.0 release for historical purposes: https://www.mediafire.com/file/i7266fqf35u4nb3/swake.zip/file
  3. hervoheebo

    Serpent's Wake for Heretic (v1.1 uploaded to archive)

    Oh sure, with the music I had an ulterior motive regarding the next project which I forgot to mention... let's call it 1: 1 is strictly vanilla with minimal new graphics. So it would make sense to recommend OPL music for that, but I also want to "remix" the tracks I wanted to use, and the specific global change I want is to have an... electric? bass drum, like midi drum note 28, but with more bass. I don't think it will sound like I want it to in OPL... so digital music in ogg or mp3 is an option, but it might be too hi-fi for vanilla.. I'm glad the dam thing was noticed, this is basically taken from Earth 2150's infamous Lost Souls expansion which did the same thing: one level features a dam and your mission is to "demolish" it which just causes the level to change, and the next one is mostly the same but the dam (really just a steep slope) is broken and the water flooded. Before: https://i.imgur.com/fcJzDlb.jpg After https://i.imgur.com/nra3lVq.jpg I thought this was really cool in its ghetto-ness because... it's kind of something I'd call meta-design. It relies little on specific features of the game but instead arranges already existing elements to meet its goals. Like in Doom2 map 26, monster condo, my favorite level in that game, the gameplay is drastically different because basically every encounter is triggered by traps and closets which makes it much like a stealth level in a game with very rudimentary support for that sort of thing. And, my favorite trick, the duplicate room which may make you think that the enemies in the same room just respawned, or the game did some arcane tricks to make it happen, but no, it's just a copy-pasted room. And yes I do remember Duke 3D also doing something like that, the craziest example probably being within the same level, where you have to escape an exploding building, and when you get out, directly behind you is a collapsed ruin which makes you think that the level actually changed like that in real-time, when it's just a discreet teleporter doing its tricks. They really utilized that well, I wonder what might be done with it in Hexen. I have a strange affection for when games do this "previous unreachable area" thing. Like in World of Warcraft, in some dungeons like Shadowfang Keep the site is outside so you could see the outside world and possibly even glitch your way out there. Since the dungeons are bigger on the inside the outside facade was probably just copy-pasted at some point and enlarged. I did something similar here, at some point I just copied the relevant parts and didn't bother with small changes done to the original level since it's really just intended to be like a facade.. although there is a part where it looks like you can't go past, with the brown rocks, but you actually can. There is an item on top of the dam but no secret since it's kind of "Unofficial". Now, this relates to another liking of mine, doing things in games you aren't supposed to do, or at least making you feel like you're not supposed to be able to do it. Generally in games I think that exploration is the most interesting when you're breaking boundaries, like climbing supposedly unclimbable hills and going to the no-man's-land. Now, I knew that you would really want to do that with the previous level facade. However, I thought it would be really difficult and kind of minor to keep the old level consistent with the quest changes and stuff. If it's an "official" secret, then certain standards are imposed. But, well, since you need to rocket jump to get there (design was intentionally kept loose to let the player break the rules on occasion regarding things like this), it's not so strict, and it feels more forbidden and interesting to go there. On the other hand, unreachable facade areas can also feel frustrating. If you follow the "if the player can see outside he should be able to get there" rule, this goes right out. Taken too far, it feels like some annoying RPG stuff where the levels are glorified corridors because the player can only walk on flat paths, and even if he can move more freely, invisible walls block passage. Like all the cool stuff is elsewhere. The point is to just tease the player a bit and make the world feel bigger and more mysterious than it actually is. Another "continuation" that comes to mind here is the air ship in 6/7 (much like the ship in DeadMines https://i.imgur.com/l8r5P8u.jpg)... it was originally like a floating river that it went up on but thought that was hard to depict. The reason you get a chaos device on all quests before the ship room is that you can escape if you mistake the void for the reflecting puddles in the earlier parts of the level. Anyway this ship thing is only here briefly but I felt it's important that you can physically walk about the means of transportation. Like in Star Wars Shadows of the Empire, in addition to the space levels, the player character's spaceship appears in a couple of levels where you can walk in and on it. Also like the train in TJ which was like that also because of this reason. The multiple weapons thing is basically taken from Doom2 map 16 suburbs, with the weird 4 plasma guns secret. I always thought it looked kind of interesting and made me want to get up there, maybe thinking that you're supposed to play in multiplayer with each player taking one plasma gun. In practice it really is just a fancy way of giving ammo, I think it feels kind of good to take those multiple weapons instead of just ammo. Now yet another thing, reminded of by mention of invisible walls. The void areas are basically just damaging floors. The way I saw it I had three options: 1. cannot fall into the void (invisible walls) 2. cannot fall into the void (physically blocked) 3. ghetto "fall to death" voodoo trick 4. void is lava 1 is unacceptable, it restricts the player's movements around edges too much, it's arbitrary and artificial. It creates unreasonable disconnects with appearances and practice. This was done in the "paradise" part of TJ map 31 because of some visual tricks with the full-bright solid colors. 2 was actually done for a short while, this is why there are those jutting rocks and stuff in the first level's first part. It turned out to be too restricting. It won't feel like you're on some floating rocks if you just can't fall, and it will definitely look awkward when there are always conveniently placed rocks & trash preventing you from stepping over the edge. 3 refers to putting just past the edge a trigger that causes a voodoo doll to be instantly killed after a delay, tuned to happen just as the player hits the floor. This is too restricting and specific, and can result in false positives or oddities (player falls just past the edge and is safely at the bottom until he moves). 4 is a compromise. You don't actually fall, but you do die with no strange side effects, mostly. At one point the idea was that the "bottom" was like a cyan sun, or planet core, so if you fell in you burned. But there were difficulties depicting this especially since the sky must tile vertically.
  4. hervoheebo

    Serpent's Wake for Heretic (v1.1 uploaded to archive)

    Hmm yes I get what you mean, I do hate the megahealth... so you take it, and rush in order to not waste it, but then you make a mistake and get hurt because you're rushing. Lose some of the extra HP but armor is also lost, bringing the usefulness of the powerup into question. It feels like it's made with DM in mind. That soundfont is quite good and impressive I think, you named specific instruments like choir and trumpet, so I assumed you used a more hi-fi font, but the different instruments are distinct with this too while also being consistent with the OPL "feel". My first brush with Doom was with Doom 2 on a Windows 98 computer, the music being what I later knew to be "OPL". For a time afterwards I played on Win XP with the default soundfont we all know and love. So it was really nostalgic when I tried playing Doom 2 in Dosbox and it emulated that old music, I don't think ZDoom had the option yet at that time. So I sometimes use OPL too... it's kind of an interesting question of which is "right"... The game is otherwise very low-fidelity, limited colors and texture resolution and stuff. So is a high-quality soundfont out of place? Hexen's CD music is something like that, so maybe not. So when it comes to balancing the midis for different fonts, I think OPL is a good one to test with also because I think it's somewhat commonly used. And, I fear, the default Windows soundfont is too, I mean, it's a good reference font but I'd rather use something else for listening. Speaking of music I just remembered that at one point I was thinking of making SynthFont arrangements of every map's track for TJ and making a wad or pk3 or whatever of those. The idea was scrapped but some of those arranges were made, including tracks that were switched out. They probably count as digital music so I don't know if they can be shared easily
  5. hervoheebo

    Serpent's Wake for Heretic (v1.1 uploaded to archive)

    Music: I'll add back in the outro, I thought that was counted among the bad parts. For the other one I'll raise the choir volume a bit. What are you using to play the midis, by the way. I'm bouncing between Arachno Soundfont, Synergi 1.1 GS and SGM-180. It can be really frustrating with midis when soundfonts just do what they want with the volumes, one size has to fit all, it's a bit like trying to make maps work with all ports. The previous releases are: Deimos Deja Vu in 2010 or something, 9 maps for The Ultimate Doom, first release limit-removing, updated version vanilla. The Journey in 2016, 32 maps for Doom 2, limit-removing. With the quests I was actually thinking if there's any port that can change skills without starting a new game... like same inventory, but the skill is random within a given range. The new 3-4 B transition would be pointless, but the levels are balanced around wand start out of convenience (for me) anyway. So if wand start is ok, it should be possible to launch each map separately and have some simple program append a random skill parameter and appropriate warp to the chosen port. I don't know if any current frontends have that feature though. I think it's interesting if the level 5 B time limit is that strict though... like I said it wasn't intended to be a practical time limit, just a consequence of not being able to place unlimited things in a level, although nuts.wad would like to differ. It might be a desyncing issue where you die earlier than you should or just that I've never stuck around enough while testing it, again a consequence for lack of testers. Well, I did have a tester for this, but after the first impressions we unfortunately lost contact with each other, so I waited for 2 months and then finished the rest myself. I still have not heard from him, I wonder what happened... I think I will try to run some tests to see what's happening in 5 B
  6. hervoheebo

    Serpent's Wake for Heretic (v1.1 uploaded to archive)

    Revision 1 link: https://www.mediafire.com/file/1bgvj3twur4njd0/swake11r1.rar/file E3M3 exit: Wings were there just to fill time as an effect like in E3M7 but I forgot that with another doll and conveyor belt the exit can be quickened for A and C so now those skills exit almost immediately while B has to wait a bit to die first. E3M6 music: Changed, notes: by original track I assume you meant the modified version to begin with, this is the original: https://www.vgmusic.com/music/console/nintendo/gba/PkmRS-120.mid Changes are otherwise done according to given specifications except for a Crash Cymbal 2 in the beginning of the quiet part. E3M7 music: Changed: 1st: No changes 2nd: Lead Piano removed in favor of Orchestral Strings (harp). Lead Choir removed. 3rd: Lead Piano removed in favor of Orchestral Strings (harp). Lead Choir volume decreased Well, I was waiting on your report on the rest before rolling out the patch but it looks like there wasn't anything noteworthy about the rest. So I'll also give my PostMortem about some things. (Big post, I'll try putting it in a spoiler, this editor is not really working for me.....)
  7. hervoheebo

    Serpent's Wake for Heretic (v1.1 uploaded to archive)

    An updated version has been made but not uploaded to the archive yet, you can check it out here if you want: https://www.mediafire.com/file/xea91um9j08b91y/swake11.rar/file Included are the wad, copies of the changed midis and patch notes which are also below: Patch Changes: General -Textures ROCKTOPG, ROCKVINE and ROKVINEB changed so the underlying rock texture is based on the new BRWNRCKS (this and the contrast versions were changed at the last minute because the original set-up used an unmodified heretic texture) E3M1 The Portal -Changed a few lines to use the changed ROCKTOPG texture E3M3 The Crypt -Exit changed: switch opens a door which lets a doll scroll to an exit line, another doll dies on quest B to make this a death exit so that the player's inventory is cleared for the next map E3M4 Wilderness -Greater Runes in the key palace changed to C only, from A & B & C -Duplicate player 2 starts changed to players 3 and 4 starts -Secret exit room's teleporter access delayed a bit -Secret exit island's floor raised 8 units so that you can't walk back up after stepping out E3M6 Menhir Lands -Music changed: 3 iterations each loop with differences for each one -Some texture/flat changes -Easy: 2 tomes of power removed, 1 wand crystal added, more monsters added to yellow key trap E3M7 Fortress of Arrogance -Music changed: 3 iterations each loop with differences for each one -Decorative stalactites near the end that were mistakenly flagged for C only have been enabled for all quests E3M8 Zodiac Hold -Quest B: door cycle changed: A: close South open North close East open South close West open East close North open West old: B: close North open South close West open East close East open West close South open North new: B: close East open South close West open East close North open West close South open North C: close West open East close North open West close South open North close East open South
  8. hervoheebo

    Serpent's Wake for Heretic (v1.1 uploaded to archive)

    Level 4 B, C: That's indeed the trick, there's little ammo to be found. It might not be a bad idea to do a forced death exit from 3 for B only. The runes near the key palace are active in B by accident, mostly the means of killing are supposed to be: -tomed staff -tomed phoenix rod -timebombs & other artifacts -infighting Then there's the gauntlets, which make this level very easy if you rush them since it's difficult to die against golems when you constantly have tomed gauntlets. I have to admit that I tend to go for the gauntlets quickly when playing this level, and across all quests there is the temptation to just go for the easy and familiar switches. Well, I don't know if there's anything that can or should fix that, the idea however is that you just bounce from place to place exploring different places. I call this the "Zelda" or "Oblivion" level because of the large outdoors vibe, and because you collect "items" from dungeons which enable you to explore more. The "Hidden Valley" with the pine forest is basically from my Zelda experience too. You can see this area from a few places, but you need a key (or an ironlich tornado) to actually enter it proper, trying to leave the forest will just transport you back like in Link's Awakening. This preview thing is because I used to be stuck in Link's Awakening for a really long time near the beginning, you can't go far without the power bracelet. There are bits and pieces of the world that you could see beyond the immovable rocks, and the atlas in the library has a full map and place names for the rest of the world, so it was like seeing glimpses of the larger world without being able to get to it which felt like a big mystery. So that's why you need a key to enter the valley and why you are intended to collect at least one key to hit enough switches, so that you'd visit this valley, although it's not necessary since there are more switches elsewhere too. The engine and gameplay really aren't built for an open-world level like this but maybe because of that I find it kind of interesting. In A the monsters are "basic" and there are more teleporting monsters. The point is that if you can see the monsters from far away, you'll just snipe them from safety, and in Heretic, no monster possesses a hitscan attack so they'll have trouble retaliating. Note that I don't condone the liberal placing of zombies in outdoors Doom levels! Having to play Industrial Zone should be considered cruel and unusual punishment. ...So in A there are more of these teleports, like encounters in an RPG... you walk along and suddenly monsters appear. Although, in real terms, since the level is so spacious there is little to stop you from just running past every monster, especially in... B: the approach is that you are in melee all the time and most monsters are melee. This is another way of dealing with the long-range issue. It's like in Zelda where you are running around killing stuff with a sword. In C there are stronger monsters but also far less of them. The preferred weapons are phoenix rod and hellstaff because they become inaccurate at long ranges which encourages you to get in closer with the monsters. Level 5 B: Like I said the original plan was that all variations are sneaking levels, but that was changed. The idea is that the three variations are each somehow unpleasant and unsettling... the atmospheres of the levels in this wad are supposed to go like dark-bright-dark-bright. This one is of course dark. The gimmick in B is that you cyclically lose health, then regain it. This is like periods of vulnerability, or "regenerating health". There are big shields all around to collect, of course. When I found out that the ZDoom version I was using had its own ideas for scroller speeds, all of them had to be re-examined across all levels so the health system changed a bit here because there was some kind of desyncing trouble with it. The idea is that the cycle stays constant and that you die only when all of the vials have been used up. I think there are actually two separate dolls that get damaged and healed now so it may result in the player dying quicker than intended. Still, I've never died here because of the time limit so I can't say, but of course every level is also easier for me since I know what to do and where to go, usually. Make sure that scrollers are set to Raven speeds. Level 8 B: I don't think the door cycles should be broken for any variation although I had some strange troubles with them earlier.. It might just be that the cycle for B has been set up in an unfortunate way, say in that an adjacent door has to wait for the maximum time before it opens... for example if it's like: (open) [closed] I: (1) [2] [3] (4) II: (1) (2) [3] [4] III: [1] (2) (3) (4) IIII: [1] [2] (3) [4] So let's say the cycle is at phase IIII and you are waiting at a 1 door. It opens, but the adjacent 3 door which you want to pass through closes this cycle, and it's closed during the next cycle as well, so in total you have to wait from cycle IIII to III to pass through a 1 door into the adjacent 3 door. It might be like that, not sure... Not much thought was put into the specifics of the different cycles so it might be indeed possible that the openings are in an awkward order. I'm sure you figured it out already, but for D'sparil the idea here is that you see him at the beginning, but you have to run from him, collect items and then fight back. Once he teleports he's around the icy canyon area at the top. Level 3 C: I think there was a danger that the variations would go like this from easy to hard: normal, gimmick, bigger gimmick. This is probably the biggest example, for the later levels the order of doing the variations was varied since the point is that you can play the quests in any order... so it's not like that since I decided to play C, all I'm getting is this weird gimmick stuff. Also I should note that the variations were largely done in an ad hoc manner. The brown rock tunnel in the crypt and the small green locked room near it might seem like they are there because of C, but that's not it, the pit and the key stuff here in C were done just because it seemed cool.
  9. hervoheebo

    Serpent's Wake for Heretic (v1.1 uploaded to archive)

    The fire is one of the teleport sparkles, they are just differently colored but have separate sprites so the other sparkle can still be used. The fire pentagram in level 3 is basically from Diablo 2: http://www.d2tomb.com/sshots/552-01.jpg The ceiling has to be low or the fire will look messed up, which limits applications. In level 4 it might have been better to railroad the start more tightly, now you can go any way from the start and miss the bridge... there's no text or other exposition available so the free switch is like there to show you how the level works. There is a trail of goodies leading to the bridge area that is intended to make you go there first. A better way might have been having the first switch be mandatory, which also opens a door or something that will let you leave to the level proper. The start was originally in the waterfall crypt near the theater but it would be too confusing for the bridge and key palace to be on the other side of the level. Player 2-4 starts are still separate though, near the various crypt structures in the level, since the previous level is also a crypt... thought it might be interesting for everyone to be scattered in the start and having to meet up near some landmark. Well, that's what I thought, but I accidentally placed three player 2 starts and none for players 3 and 4!!! That's a bad mess-up, it unfortunately looks like there'll have to be a new version at some point. The music is the Winnowing Hall remix from hexen 2, and modified a bit with power drums and brass. It's indeed a bit hard of a choice since the level is so long and the same song plays constantly. It was chosen because the original song is quintessential Hexen to me and conveys the beginning of a dark and great adventure, and this level is rather adventuresome... Performance in this level was an issue behind the scenes too like I mentioned. Lots of flowers and stuff had to be optimized to reduce the line count. The forest area was originally a leafy forest like: https://i.imgur.com/FRJZ1BZ.png, but it reduced performance even more, used up way more lines and needed some hanging sprite graphics to mask blind spots in the canopy... would have been the hanging skulls, but would have reduced performance even more probably, and used more lines if the height would have been controlled by holes in the ceiling like in level 6 with the vines... So it was changed into a dead pine forest. It's probably fair to call level 9 more of an aesthetic statement than a proper level, I would really not be surprised at unfavorable comparisons with Gothic99. The concept is basically a lot of monsters and fireballs in the sky... I remember playing Mock2 and it had a cool level with low gravity and a ton of cacodemons on the other side. The projectiles looked impressive in the darkness. So it's basically like that. It would have been a lot more simpler in gameplay and structural terms (not to mention performance) for the level to be indoors, but I just had to have it outdoors. You can't have things like doors here, since the point is that you can fly over anything. So there is this weird system with the mystery switches that cost health, requiring you to fly back and forth between the health fountain in the beginning. It is unfortunate that the performance is so low, I don't know what is bottlenecking it if anything, I tried culling all kinds of things but the performance remained shaky. It might just be the extreme size and the fact that there are almost no walls that can block your line of sight. I think I had better performance in software mode, which is by the way what the lighting is made in mind with. For level 5, the original concept was that it's a stealth level for all quests, but thought it was really difficult to make just one version of that so the other two are different. It's basically a scavenger hunt like 4 but on a smaller scale. Thought it might be a bit short, but it might be good after 4 and before 6 which is also a bit long. There are a few things which were added to extend the length. The door in the inn originally just opened up to the void but the floor was added there to add an extra area. The key doors were also retrofitted in. They don't mostly block exclusive areas, but just give more and easier routes as you get keys. Since the keys can mostly be collected in any order, they can also make playthroughs different even in the same quest. I have to admit here too that the town square was designed as a place first and level second, you know with the ruins, road and statue foot, so I thought this might be the weakest link. I thought that the end could be a suicide exit but decided against it since there's no special reason the next level should start with an empty inventory (FYI: maps are tested with wand start). The explosions are from squishing pods and sabreclaws, just for the effect since the next level starts right after the dam has exploded. By the way, the death exit in level 7 can be circumvented by using a ring beforehand, so you'll enter the last level with your previous inventory. That's interesting about the music, I did try all kinds of tunes but this was the only one that felt right to me. It's all about the reflecting puddles, I was really adamant on having those... also the choice of soundfont might make a difference, I'm currently using "Arachno Soundfont" and "sYnerGi GS v1.1". It's tricky with the length of music tracks, since game tracks tend to be a few minutes long at most. It might be a good idea to edit some tracks and do the Doom thing.. you know, where the song plays through once, then some instrument gets added. Repeat that a few times and you have some subtle length added. In the final level, the original plan was that the bosses were maulotaurs but decided that it would be a waste not to use D'Sparil so the maps were moved from episode 2 to 3 as well. Originally the environment was supposed to be more active, like with more moving floors and stuff in the element rooms. The focus shifted to D'Sparil so in the final version mostly only the doors change. I think the other quests are interesting too. Well, let's just say that D'Sparil's teleport destinations are skill-flagged too. The length of the cycle was shortened with the idea that you never have to wait for long for a particular door to open, but that the status of nearby doors will nevertheless influence what path you'll take. I haven't played Minecraft so I don't know what those levels are like. The idea is more like how in Hexen you have the elemental guardians in the Seven Portals hub, in one space... the general idea was always that it's some castle place high up sort of like the final levels in Heretic 2. It's also similar to the Palace of Winds dungeon in Zelda: Minish Cap, which is where the music's from. ...the vaguely Egyptian music was extended to the textures and pillars and stuff... the ancient world in general, to be reminiscent of places like Greece with the pillars, Egypt with the hieroglyphs, Persia with the circular upper window frames and China with the runes. To contrast with the medieval style places down below which are newer but considered not as good or civilized. You have some tricky gimmicks here like the ice/polished metal and the wind room where you have to jump with the tailwind and push pods into holes to get to the items, but then again, you could just phoenix jump. It was a calculated move though, like with the "frozen throne" in level 7 and the lava level in "The Journey" since I feel like you need to have some unusual challenges that diverge from the usual gameplay in order for the game to feel more varied and memorable. Stuff like the sneaking parts in Ocarina of Time or the board game in Banjo Kazooie, which I thought were dumb and annoying but now feel are important to their respective games. Contrast with a game like Diablo 2 which is often heckled as repetitive since you essentially do the same things from beginning to end. Of course the design paradigm is totally different in Diablo, and Doom/Heretic as well. I might've gone too far in a few places ....... :)
  10. hervoheebo

    Serpent's Wake for Heretic (v1.1 uploaded to archive)

    Music: Hmmm, that's interesting, I didn't know it was that hard to find midis. I have some dump of vgmusic.com from around 2011, and usually when I play a new game I check the midis there to see if there's anything suitable for Doom stuff and copy them elsewhere. I do recall from earlier that Doom and Heretic/Hexen midis are considered overused so avoided them without good justification. From last time I also gathered that more whimsical music and graphics aren't unwelcome even in Doom 2, so the usual boundaries were crossed a bit there. The graphics were done by myself in GIMP, then downscaled and converted to Heretic's palette and often touched up a bit afterwards. Unfortunately I only remembered in the end a good trick for wrangling certain colors like the blue which in heretic basically changes from blue to cyan... If you convert directly it'll be hard to get the right colors to appear since a wrong mix will be interpreted as something outside of the palette with bad results. More specifically the sky graphics, for some of them the base graphic is in grayscale and then posterized. The shades of grey can then be directly colored with each shade of the blue palette. Well, that's a good trick to remember if you need to work with the stubborn Doom blues :) E3M4 is indeed rather big. I eventually got error messages about the nodebuilder failing. I tried and searched but could only get rid of it by reducing lines or sectors so the final map is somewhat of a compromise. The main idea is that you find enough switches to build the exit bridge, but you don't need to find them all. So the point is that when you play through the wad on a different skill, you can take a different path through the map on top of the various skill level differences. You are meant to be trapped in the key mini-dungeons until the scripted event is over but it's not impossible to subvert them, looks like it's easier there because you don't drop down and the closing of the bars is delayed because it's done within the doll script. In that case I guess the enemies will bunch up near the entrances which makes for a different challenge.
  11. hervoheebo

    Serpent's Wake for Heretic (v1.1 uploaded to archive)

    E3M8 stuck monsters: One was in the middle of a blocking line (to confine the minotaur in B), others were halfway between different-height sectors. Probably placed the monsters haphazardly and didn't realize the height differences since the same flat was used on both heights, and since they're ghosts didn't notice them in-game... and I must say that I didn't pay too much attention into ensuring all monsters are reachable or killable in E3M8 since they all die once D'Sparil dies E3M6 hom: noted... could not squash all the HOMs here E3M7 teleporter: It's intentional, there's a 32 unit wide opening into a secret room the opposite of this teleporter. The way you are meant to access it in C is by walking onto the tile, then walking straight forward so you'll fit through exactly. Regarding menus: Well, it was never meant to be for specifically ZDoom, but when I began to test for different ports it became clear that what ports could run Heretic just did what they wanted with the scrollers and dolls... So, I don't really know if it's a ZDoomism or not. In practice it probably doesn't matter since I couldn't find a compatible port outside of the ZDoom family but I would like to avoid using any specific features to them. Mapinfo is there because afaik there isn't a deh/bex equivalent for Heretic. If menudef just changes the menu items while still using the skill levels and without relying on (more) zdoom-specific features then I guess it might be ok. Still, this is kind of a proof-of-concept for skill level alterations. If you have some new menu items, the player might think it's just some ZDoom magic making the changes when it's actually nothing more than the skill flags for things.
  12. hervoheebo

    Serpent's Wake for Heretic (v1.1 uploaded to archive)

    Yep.. just taking my policy of uploading, then disappearing until next time as far as possible.. Couldn't find newstuff, so that was a problem, not that it could keep up with the volume of uploads anyway. Hell, can't find the front page anymore, just the forums ... :D Cool there's so much interest. Three variations for each level was a lot of work but interesting too. I must warn you that this gave a perfect opportunity for some gimmicky hijinks since one set-up doesn't define the entire level.
  13. hervoheebo

    The Journey

    Hi, thanks for all the comments. I'll comment on some of them in turn... This is a huge post so I'll spoiler it.
  14. hervoheebo

    DWANGO map01 in Serious Sam HD (video included)

    Why is there freelook in the monochrome footage?
  15. hervoheebo

    New Year's Resolution?

    1920x1080, pretty nice, my old monitor was getting a little cramped.
  16. hervoheebo

    Have video games become too addictive?

    If anything, I'd say they've become less addictive. Or maybe it's just that there aren't many good games being released anymore and I've played all the good old ones to death. Or it's just a side effect of getting old. Though I can easily spend all of my free time on a new, good game but generally only a couple of such games can come out in a year.
  17. hervoheebo

    Tell Me Your Dream Weapon for Doom

    The usual: -rifle that shoots a very powerful round and has pinpoint accuracy, may or may not pierce targets -inaccurate, hitscan, full-auto gun that shoots explosive shells and roots you in place while firing -chain lightning -grenade launcher that shoots grenades which attach themselves to the target, a few may exist at once, and the grenades explode when the carrier dies or when detonated remotely -some sort of area of effect weapon that causes the hit area to damage everything that comes close
  18. hervoheebo

    Penny Arcade vs Ocean Marketing

    Heh, this is some good stuff, I've watched this unfold since the beginning. This Paul guy is a real dumbass. Not only is he a PR guy that doesn't do customer relations (???), he was incredibly oblivious. "You'll be on there [Penny Arcade] tomorrow." "Great !!! love PR", I mean come on. He has that air of a small-time guy trying to be a big boss. All that talk about "connections" and "I know these people", he's talking about himself as if he was some gangster boss, somebody everybody should know. In reality he's just a dumbass and a bully who got ruined by saying the wrong thing at the wrong time. "you have the power Mike Please make it stop"
  19. hervoheebo

    My annual "So what did you get" thread

    Laff, it's one of those montages of people's postings complaining that they didn't get some Apple gadget for Christmas? Listen to us geezers yelling at entitled youngsters. We're getting old. (the people in the image are still dumbshits)
  20. hervoheebo

    Counting from 1 to 35788 in 24 hours

    I have a feeling that this guy could give Ulillillia a run for his money.
  21. hervoheebo

    Hexen glitch at end of Shadow Wood

    Shit, I typo'd that one. You need a shovel to dig up an amulet or some such. It's not as absurd as I made it out to be.
  22. hervoheebo

    Hexen glitch at end of Shadow Wood

    Hexen 2 has its share of bugs too, a couple of times I've had to noclip because of an elementary scripting bug in the Stables where you can't dig up the shovel if you get some items in the non-intended order.
  23. hervoheebo

    Jesus Christ... Again? (VT Shooting)

    Thread's leaner now. Looks like something got helled. Anyway, who's the killer? I've skimmed over articles and none mention his name. I'd like to know his background.
  24. hervoheebo

    Videogames and nausea.

    Console ports with terrible FOV are good at making me feel sick. Playing WoW for prolonged periods of time used to make me feel nauseous. Like starting to sweat and spatial awareness dropping.
  25. I like the blocky turn-of-the-millennium-era futuristic style. In my opinion the high-res texture packs detract from the overall feel, like how the architecture is riddled with 90 degree angles, the human models are rough-hewn and animations are unrealistic. When the textures are high res they make the graphics clash.
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