The Heretic Project (Quest Name Pending)
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Onwards!
edit: updated picture
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Looks like the Action RPG that we never had.
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@Cuppykeks said in The Heretic Project (Quest Name Pending):
This map does not currently work with Crispy Heretic. You will need to play it with DSDA-Doom until the port is updated
NEW MAP (that was an absolute struggle to make wasting time with technical limitations, UDB map stats going into the red aside, having detail and then removing yet alas the map was too great and no longer had any corners to cut while still being unplayable leaving the past few days in vain).
I share this madness in the form of SCT_StagnantNeverlandV2.zip Plays in the E4M2 slot
Enjoy
StagnantNeverlandV2_FDAjoe.lmp
Awesome map, I loved the openness of it all even when I got lost.
I'm not sure what's the point of the map scroll when the automap is not available, and the whole thing about the automap not being visible is strange by itself, instead of completely hiding it you could make something similar to Grove's automap.
EDIT: An Iron Lich got stuck under a ceiling spike in a small cave in my FDA.
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V4 of Library Theatre, now renamed to The Library Theatre, changes include :
- Difficulty settings implemented
- One secret added
- Fixed the bridge handles making projectiles disappear
- Fixed secret trap
- Extra wand ammo
- Dragon Claws added in other paths
- One ghost Warrior at the start is replaced with the normal variant
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@Cuppykeks Looks like another awesome adventure. Can't wait to see it when it's done. Nice sector tent there!
Btw, I'd like to use the e5m3 midi for my map if I can reserve it. I think I'll also request some more textures to add to the resources too -- will send some more over soon. Progress on my map is coming along well. I also ended up making a bunch of combat encounters that didn't end up fitting well in my main map, but I do like them and think they would fit well with each other. So I may actually be able to whip up a second, smaller crypt-themed map pretty quickly after my main one is finished.
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@joe-ilya Thank you. Also in your demo, the look up and down keys would have helped with finding the path!
@Fiendish Yes you can reserve it, I'll list it on the Trello. Though I just noticed that the MIDI fades out for a long while towards the end.
Also right now the teleporters in my map don't work in DSDA, but they do work with Crispy Heretic ofc and I don't know why!
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RESOURCE PACK VERSION 4:
HereticLRP_RSW4.wadSome new textures, a few FLATs, and some replaced music:
TITLE, CPTD, E4M4, E4M9, E5M2, E3M4 (I should really add instead of replace)<!> ATTENTION <!>
This project will now release March 23rd. This is final and won't change. Please submit your maps before March 20th. -
NEW MAP. A replayable action-packed romp. Please let me know what you think!
E4M3
SCT_Cinderblood.wad
SCT_CinderbloodV2.wadAlso on a title for this project I'm leaning towards calling this
THE ULTIMATE HERESY -
Here's a demo on Crispy Heretic: https://drive.google.com/file/d/1VAiJ6eNnLTaNM9Jn_tVMKKHaMl4ugwWa/view?usp=share_link
Awesome opening view toward the volcano, and I especially liked the way the final area looks. This was a really fun punchy map, and the gasbag generators felt like they took the center stage in terms of the gameplay. Excellent job placing them because they always felt simultaneously like a huge threat and a helpful tool.
There's a good amount of resources placed around the map, though I did feel that the cluster of time bombs closer toward the end was overkill, as there were much better means available for handling the final encounter, since the enemies and hostile terrain made them non-ideal to use. Time bombs would have been more useful at the start, but I liked the way the start played as it is. The invuln ring may also be overkill; I felt it was unneeded and would have taken away from the thrill of the ending area had I used it. Visually, the map looks gorgeous, though I felt the paper-thin looking rocks visible at around the 6:40 mark in the successful attempt did detract a little.
I went into the blue portal not realizing that was the exit. I would propose either to add the standard heretic flat that's used to mark exits as well (so that you have the flat AND the portal texture, plus the exit glitter), or else we could establish consistency across the entire wad so that all exits use the blue portal, and the blue portal is only used for exits. What do you think?
All in all, another outstanding, really fun-to-play map! Awesome details too, like the heretic-cute tent and campfire and the grave stones.
Oh, and two final things. 1. I just realized it is possible to run pacifist through the map pretty easily in ~30 seconds. I don't think that's a problem, but just wanted to mention it. 2. the reason that the portals don't work in dsda-doom seems to have to do with there being too many linedefs with actions too close together. I tried setting the linedefs that surround the whole glowing sector to WR teleport, and it worked just fine that way.
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Regarding the name for the project, THE ULTIMATE HERESY gets a thumbs-up from me! -
@Fiendish Thank you for playing! Placing the volcano really put the map together for me, was exciting and fun to admire. Invulv ring seemed nice to have, but (unintentionally) it can also protect you if a gaspod goes in the teleporter so you don't die when using it. I understand it being too much though, I'll keep things as they are for now.
The blue portal should be used for exits (or as a start as if coming from the previous level). Good call on the exit flooring so that should be a consistency too.
Yeah this map is pretty linear but non-linear in the way you want to play through it. Thank you for the explanation about the DSDA teleporters and again for the general feedback thoughts.
I've updated the map now with the fixes and other tweaks/edits:
SCT_CinderbloodV2.wad -
I'll be updating the resources again soon so I'll be taking any requests until tomorrow night. Apologies for the inconvenience. I got like 5 more people signed up to map for this thing!
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Felt inspired to switch my focus more on a crypt-themed map, especially given the new deadline. Here's a WIP shot of a hub area.
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@Fiendish
Awesome. That looks so good! -
@Cuppykeks FDA for V2 of Cinder Blood : cinderbloodv2FDAjoe.lmp
It is painful to move around in this map; between the currents, the various monsters, the gasbags, the bumpy terrain, the lava, and the volcano hazards, it is a sensory overload as I was taken along for the ride, with barely any control over my movement.
I think you should remove the currents and make the floors less detailed/bumpy, as movement in this map is very important, and these two things detract too much from it, when there's plenty going on already.I agree with Fiendish about the time bombs, they are absolutely pointless in this map, it would be better to have an additional Morph Ovum and a Tome instead.
The tree textures look quite ugly with those sharp, flat tops, put a tall grass midtexture over them to make them look more natural.
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@joe-ilya Thank you for playing and your thoughts! I'll see if I can spare some of the floor bumpiness, at least on the bottom part of the map, and help with the other points (as well as remove the time bombs). The currents stay for sure though.
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RESOURCES FIFTH EDITION
HereticLRP_RSW5.wad
A few new textures, and some music too.
I will no longer be accepting requests unless they are uniquely personalized (not from a texture pack) to fulfill your map's vision (pitch the idea to me too). Contact me with what you want and if settled I will give you a texture name for you to hold within your own map and resources. I am doing this so I can spend less time on project management and more time on mapping. And I have to make a lot of maps
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Alright then, now where were we...
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I played through the latest versions of the maps I hadn't done demos/feedback for already. Wrote down a few thoughts below.
@Cuppykeks
Banquet of Flames V2:Here's a demo (not blind) recorded on crispy heretic: https://drive.google.com/file/d/1HlPOQcmSk_gF6WEUcuhs2WV0MsWpndlS/view?usp=share_link
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I really liked the abundance of bombs here and the ability to approach the map in a variety of ways. The detailing and vibrant colors here are beautiful. The secrets were really satisfying too, especially the wings of wrath.
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The ending of the map is so cool! I love the silhouette houses and the floating structure, both the inside and outside of it. Definitely helped give the map a strong sense of narrative, not to mention that it looks just awesome.
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I wasn't able to find 2 enemies. I found all the secrets, so you might want to check to make sure that these last two enemies I missed are killable.
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Overall, this is a fantastic, short and punchy map! I ended up playing through it 3 times in a row due to me being a dummy and dying at the end to crushers or other things I shouldn't have. But it says something that it was still a joy to play the third time in a row.
More minor suggestions:
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There are some places where flying makes the sky look glitched out (didn't show them in the demo). It might be more trouble than it's worth to fix this, though, as you'd have to ensure that the player cannot fly higher than a ceiling with a sky texture in sight.
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The chain texture in the doortracks looks kind of odd to me, since it looks like the chain is pushing up the door. But of course, this is more of a personal preference kind of thing.
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I see now on your previous post that you intended the HOM at the end, but just mentioning that it seemed like a glitch when I saw it, FWIW.
Cinderblood V2: https://drive.google.com/file/d/1rvuDMe4F9-VTv65_awujldPk9j4fuPya/view?usp=share_link
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I also wasn't able to find 2 enemies in this map, so again you might want to verify that they aren't stuck or anything.
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I liked the new secret, but flying does allow the player to reach the edges of the map, which look very off. It might be more trouble than it's worth trying to make them look okay on a map this open, though.
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Forgot to mention before that I really like the combined the mist and water vapor where the water meets the lava!
@joe-ilya
Library Theatre V4:I did record a new demo on crispy heretic, but it unfortunately got desynced somehow. The map still seems great! Anyway, here were just a few thoughts on my more recent playthrough.
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Ammo and items felt much more abundant this time. You probably don't need as many tomes as are placed, but I don't think it hurts here to have more than necessary. Overall, I felt gameplay was balanced and fun; I found no issues here.
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I noticed this time that the windows to the outside close when you start the final battle at the theater. Really cool detail there! Nice chessboard at the start too.
Minor suggestion:
- I like the skylights overall, but some of them look a bit odd because they have too thin of a border. I think they would benefit from having thicker borders if possible, to make the walls/ceilings look like they have some more depth.
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@Fiendish Thank you for the feedback
I might remove that HOM just so people don't keep mentioning it in the future heh :y
Just some project thoughts:
Hopefully there can be at least 1 or 2 more maps with a floating fortress takedown if appropriate (an extremely extravagant take on the ol' exit room with a monster (Disciple of D'Sparil) in it). Would help cement a narrative as a whole.
I kinda want a different name for the project since there's one called Utter Heresy in progress already. The Ultimate Heresy can be an episode title if one comes up.
Also I wanted this MIDI in the resource pack instead of that Chrono Trigger one but couldn't find it then: inori-G2MIDI.mid
My current map is finally starting to pick up again since after I made that cool opening scene. It took me a while to figure out how I was going to continue and fit in ideas I already had initially. Hopefully will progress smoothly henceforth.
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All texture requests open again for the weekend. This is because HW_055 does not tile properly in-engine due to being of 96 width so I should fix that.
Also a small preview screenie since I'm here: