The combat felt awkward with the cramped environments, and the amount of bullet sponge enemies doesn't work well for vanilla Heretic. Some of them, like the Lost Souls, don't feel like they are a good fit for Heretic.Īlso, I don't understand why you made it to where enemies can shoot through props, but the player can't. The new enemies didn't seem to add much to the experience either, and the Doom sound effects hurt the immersion factor. I'm assuming that the new monsters and such make this incompatible with The Wayfarer's Tome, which is another issue because that mod works wonders for making Heretic's combat satisfying. Combat was mostly opening a door and shooting monsters until the door shut, rinse and repeat. Using stock Heretic music is worse than using stock Doom music, because Heretic doesn't have unique music for every map. Another negative point (a big one, for me at least) is the fact that there isn't any new music. Detailing is good enough, but the architecture is a little too modular and symmetrical, it kind of reminds me of playing an OBLIGE map. I warped to the later maps and they mostly seemed the same. I constantly bumped into pillars and walls while navigating the first three maps. Then there are 8 unique bosses waiting.Īlright, so I gave this a shot. If you stay in blood for about 3 seconds, you instantly die. Blood pools - Slows the player and disables jumping.if you have 30/40, you get 5).Īmulet - Gives you shield that absorbs 300 damage.īottomless pits - It does exactly what you think it does :) I would like mention that UV difficulty is supposed to be hard here.īag of requirement - Item that refills 50% of missing ammo for every weapon (e.g. Some enemies (mainly bosses) also have enhanced or additional attacks on higherĭifficulty levels. Implemented differently, ammo pickup amount is not increased on easiest mode, enemies' health instead ![]() ), while player's projectiles can't.įirst few maps are relatively small, but then they become progressively bigger. Iron Lich can fly, and his tornado attack makes player turn around instead of throwing him up.Įnemies' projectiles can pass through props (trees, pillars. Phoenix rod rockets do reduced damage to bosses.įiremace always spawns (still max 1 per map, except for bonus level).Īll Firemace projectiles pierce through centaur shields. Phoenix rod rocket explosion does not throw things away (This is to disable rocket jumping). There are some deviations from standard Heretic: Monsters are from Heretic, Hexen, Realm667, and there are also some monsters of my design. Textures are mostly from Heretic and Hexen, and there are some additional texture recolors. Music is from Heretic and Hexen, the track in last level is my own. Maps do also have multiplayer placements, and are scripted to be open for deathmatch. Needs hardware rendering for glitchless portal display. Jumping is permitted (and required), crouching is disabled Port: GZDoom 4.3 or newer (tested in GZDoom 4.3.2, also tested in LZDoom 3.87) Levels: 35 (including secret/bonus levels), in UDMF format It is a long Heretic-based campaign (no episodes) for modern GZDoom. Tenebrum is the first full megawad (or megaPK7?) that I have finished and released.
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