The Heretic Project (Quest Name Pending)
Thus begins the official blessing to the most heretical of activities: Crafting an awesome adventure for Heretic in order to trap players in the deepest darkest fantasies ye can imagine.
Art by @Tainted-Slav!
<-- OP map picture
Parthoris questing etiquette & guidelines:
- Please post your contributions here, in the thread.
- Get your maps in sooner than later because I can't wait to see what you all come up with! Lengthy magnum opus maps only welcome if you know what you're doing!
- Limit-Removing format. Specifically of the Heretic type!
- Any submitted maps are subject to be modified by me for error corrections or quality control purposes.
- You do not have to use a MIDI included in the resource pack. You may use one of your own MIDIs however I will change it if it hurts the (thematic) consistency too much/hurts my ears. If you don't know what music to use I can choose for you from all I have.
- Do your best and weave some good heretical adventuring!
This project will now release March 23rd. This is final and won't change. Please submit your maps before March 20th.
If you would like to learn more about what makes this game and mapping for it unique then please read Heretic 101
This project utilizes scrolling linedef animations: To use them please copy and paste them from E1M2.
Target testing port is Crispy Heretic.
>>>RESOURCES FIFTH EDITION <<<
>>The Trello Scroll<<
Quieter Dragon Claw sound add-on
TITLE: Castlevania Portrait of Ruin: Name Entry
INTER: Dungeons & Dragons: Shadow Over Mystara - Name Entry Music
TEXT: Berserk - Guts
E4M1: Castlevania Dracula X - Bloodlines
E4M2: forest_mayoi.mid by G2-MIDI
E4M3: Brandish - Ruins
E4M4: Lufia 2 - Fortress of Doom
E4M5: Hexen 2 - The Enchanted Cathedral
E4M6: kazeyo.mid by G2-MIDI
E4M7: Castlevania Portrait of Ruin - Victorian Fear
E4M8: Castlevania Portrait of Ruin - Bloodlines Bequethed
E4M9: Speleolody by G2-MIDI
E5M1: Final Fantasy VI - Overworld Theme
E5M2: myoujou.mid by G2-MIDI
E5M3: yomi.mid by G2-MIDI
E5M4: field09.mid by ♪FREEDOM HOUSE 2nd♪
E5M5: Final Fantasy IV - Baron Castle
E5M6: Mark Klem - Influxuation
E5M7: Final Fantasy Mystic Quest - Doom Castle
E5M8: Final Fantasy VI - Awakening
E5M9: Castlevania Order of Ecclesia - Chapel Hidden in Smoke
E3M1: Castlevania Portrait of Ruin - Silent Prison
E3M2: Patlabor 2 - Hallucination
E3M3: Castlevania Dracula X - Bloody Tears
E3M4: Castlevania Portrait of Ruin - Forest of Doom/Hidden Curse
E3M5: Castlevania Legacy Of Darkness - The Tower of Sorcery
E3M6: Chrono Cross - Scars of Time
E3M7: Phantasy Star Zero - Cresent Serenade
E3M8: Castlevania - Aria of Sorrow - Clock Tower
E3M9: Chrono Trigger - Cloister of Time
Thelokk last edited by
Enticing, and the deadline is suitably generous. Will cook up something for this!
The fire animation is 63 linedefs (of 1 MU each). Is there supposed to be linedef 64? There also is no associated ZA_063 midtexture.
Cuppykeks last edited by
@kvsari The fire animation graphic is only 63 wide so there are 63 frames. It goes from ZA_000 (being the first) to ZA_062 (being the 63rd). The amount of frames is how horizontally large the graphic is.
OK, I got it. It's 63 frames and 63 pixels wide and that's just what it is.
SOON! Sorry about the slow start and hope no one has lost faith but it's the new year now yay! Hopefully can get a whole bunch of maps in this month in a big burst of fantastic heretical activity.
How're things coming along with everyone else?
Kenon last edited by
Maybe my level... (if I have time, but I don't plan)
joe-ilya last edited by
I haven't touched my map for the entirety of December.
Lookin' slick guys thanks. I think I'll be able to submit my map tomorrow.
I also figured out a lore structure for the WAD. As in the level after the first is the credits map, but all the mapper's houses are locked until the end for a revisit (it's a village that can be expanded upon during development).If you want an NPC sprite to represent yourself in your house you're welcome to provide the graphic you want e.g. Strife Guy or Chex Guy. Entering the village the first time you have a list of various named Disciples of D'Sparil and you cross out their names one by one.
Having the final monster of your map being the disciple, like how there's always one monster in the exit room. You can use all the disciples you want, but if you want that extra touch then kicking the ass of the final disciple monster would work.
Thoughts on this are very welcome of course! You are also welcome to name your map's authoritative disciple
EDIT: Crossed stuff out as I don't think I'll be going in that exact direction. There will still be disciple storytelling and your credits map personal touch though.
I'm plodding slowly on my map. No screenshot. You mention a village; may this village have a well?
@kvsari sure there can be a well, maybe even two! I look forward to seeing what you've got cooking!
YAY IT'S HERE. Also includes these two things that you guys can copy and paste as well. The houses are exactly as they appear, and the floating structure is the local command center of D'Sparil's forces (based off of Naxxramas from WoW). I will also include these in the test map come a future resource pack update.
New version: SCT_BanquetofFlamesV2.wad
plays on e4m1. Have fun and thoughts given appreciated
Hope it gives y'all lots of inspiration!
RESOURCE UPDATE: HereticLRP_RSW2.2.wad
^ small update to fix MIDI lineup goof
- fixed offsets of N_* textures, HM_041, HM_042, HD_002
- added 3 new HW_* textures, 1 new HM_* texture, 2 new N_* textures
- Added a bunch more music and reorganized to befit an even better episodic structure., I will update the MIDI list below the OP
- added the village house and necropolis to the E1M2 test map
Friendly reminder to do your best and make your cool idea real! Also still taking requests for resources.
Banquet Of Flames
Focused gameplay on using bombs and a challenging crusher section. I like how reducing the armoury to three weapons greatly increases the tactical positioning in the battles. The time bombs are quite necessary to surviving most battles. You provide ample tomes of power to wring extra value from the limited weapons. The Phoenix Rod is a good choice for third weapon as it's punishing to misuse and goes right through the ghosted enemies. Any other weapon (unless I missed them) would have made the battles too easy. I also like that low tier enemies were mostly used throughout.
The geometry of the level itself evokes a real fantasy village with a sense of panic due to all the flames. The double tiered outside of the raised paths and water down below provides nice movement obstacles and highlights the character of the village. The menacing floating structure at the end is a nice bit of storytelling to show who's responsible for this attack. The inside of this structure is strangely charming.
The map is very busy with dense detail. I think the length is appropriate.
A good map. I didn't find anything jarring or unfair.
@kvsari Thank you for playing and for your review of the map! I don't think I've reached the Wings of Wrath from there I always went from where the Phoenix Rod was hehe.
edit: dang Internet I posted double maybe I'll restore it and edit
Reminder to make an impactful map you're satisfied with, I'd like every map to be great as a standalone experience so don't pull your punches on your concepts if it's all good. Let's make some impactful good stuff.
Right now I've decided to go all-in and bring up the ambition of this project. Stay tuned...
joe-ilya last edited by
Finally had time to touch this map; here is the first room of the library.
banquetofflamesFDAjoe.lmp FDA for @Cuppykeks map.
The book in front of the exit switch has a massive HOM, despite me using the newest resource pack.
@joe-ilya Nice! Lookin' real good! Thanks for the demo and sorry about those imps back there they were stuck and unable to teleport I've now fixed that. The HOM is intentional, since I thought it'd be cool if the desk stretched farther than it looks.
Updated for any future play: SCT_BanquetofFlamesV2.wad
Contemplating removing the pitchfork with hay decoration and reverting it back to the original stalagmite. I'll see about turning that into a midtexture if I do. Hope that won't cause anyone too much trouble come a future update (with more new stuff). A rock should be much more useful to have than a pitchfork taking up that space. The offsets of HM_039 need to be fixed. Also that round hay midtexture is just about useless, heh :y
Input welcome! If there's a better suggestion than a rock I'm open and feel free to tell me to keep it in as it is too.
Also while I'm here a picture of what I've been sculpting: