Asbadagba Posted August 4, 2022 (edited) Utter Heresy is a partial conversion (gameplay mod with maps) and a complete overhaul of heretic with pretty udmf maps and enemy/weapon replacements to make the gameplay faster paced and (hopefully) smoother. There are many changes compared to the base game, some quite subtle but here are the major ones: - The maps have been remade in UDMF format, they are from scratch but they do follow the originals closely, so they should still be recognizable. - The weapons now have smooth animations and switch instantly, some have also been slightly reworked like the crossbow which is now affected by gravity, but has a faster projectile - to compensate for stronger weapons the enemies have been given slightly stronger attacks, (eg. the gargoyle now attacks you 100% of the time instead of 25%, the disciple strafes while attacking, the iron lich now tells you what attack he'll use next by its eye color, etc.) - the stronger enemy variants now have different sprites/sounds to distinguish from their siblings (eg. the fire gargoyle is now a dark gargoyle) - A new HUD that should tell you everything you need to know (screen size 11, screen size 10 and below has the default one if you prefer that) - A new enemy every episode, different in stats and attacks to the existing ones. - A reworked black plague (nightmare) mode that changes enemy behavior, intended as a new game+. - each episode ends with a unique boss that doesn't show up again (the bosses from the original game like the iron lich now show up as regular (but still tough) enemies, starting from the episode where they were bosses originally, so the maulotaur will make its debut in episode 2) screenshots (1 from each map): Spoiler Currently finished episodes (as of v2.0): 1 - city of the damned - A medieval european style maritime city under siege by the undead. 2 - hell's maw - A hellish netherworld of fire, ice and vaguely greek marble temples. the rest of the episodes aren't finished (and probably won't be anytime soon) and are marked as such in the episode selection. (you can still play them if you'd like but the episode 3 and beyond stuff doesn't have replacements yet) skill level explanations: very easy or "thou needeth a wet nurse" (ITYTD) is like easy but with 1.5x ammo from pickups and 0.5 damagefactor, spawns are the same as easy. easy or "yellowbellies-r-us" (HNTR) has far fewer enemies compared to hard and also some extra ammo. normal or "bringest them oneth" (HMP) has fewer enemies and more ammo compared to hard. hard or "thou art a smite-meister" (UV) was the primary skill in mind while mapping, certainly more challenging than the original game but shouldn't be too bad in a normal playthrough, if pistol starting there will be some resource management required (and speaking of pistol starts there's an option for them now) Nightmare (black death) has been reworked, instead of hard with fast monsters now each enemy has received an upgrade. for example the gargoyle now homes in while attacking, the golem has a short ranged dash and so on... the enemy placements are the same as hard (just like vanilla maps) I made sure every map is beatable on nightmare with pistol starts (not easily of course!). GL and freelook are expected, but not required. (i was going for a quake-y style and so i think its best played in gl & freelook) jumping is required (but not crouching!); set as default by mapinfo (i did make the maps crouch tight if you insist, it's just that you can duck under alot of enemy attacks with it) primarily tested in zandronum 3.1 (aka gzdoom 1.8.6+ or zdoom 2.8.1) (i did also launch it in a modern gzdoom version and mess around really quickly, sorry if i missed something there)https://www.dropbox.com/s/snh692jj6f2gh04/utterheresy_v2.01.pk3?dl=0 credits list: (can also be found in the pk3 itself in credits.txt) Spoiler --- assorted --- player landing sound from hexen by raven software player falling scream sound from hexen by raven software hexen switch sounds from hexen by raven software mud/sludge terrain sound from hexen by raven software glass breaking sound from hexen by raven software 'door 34' from hexen by raven software 'secret found' sound from quake 1 by id software teleport sounds from quake 1 by id software connect sound from quake 1 by id software (it's one of the teleport sounds in quake) platform sounds from quake 1 by id software misc/keytry (when you try to open a door without the required key) from quake 1 by id software chat sound (used in the maps too) from quake 1 by id software 'door 35' from quake 1 by id software :ambient sounds: 1-9 are from hexen by raven software 10-16 are from quake 1 by id software 17-27 are from hexen 2 by raven software 28-30 are from serious sam tfe by croteam 31 is from quake 2 by id software 32-37 are from the base game 38 is from hexen by raven software :texture packs used: q1tex.wad from realm667 (compiled by ceeb) it's all the textures from quake 1 and its expansion packs by id software, rogue entertainment and hipnotic int. ^i added some heretic symbolism to a few of them and also added 90 degree rotated versions for some (in quake you can rotate textures on any surface, but you can't rotate wall textures in doom) OTEX by Ola Björling (ukiro) ^i only used about a third since alot of them don't fit heretic (not that i blame it, it's for doom) (also i converted these from eviternity's palette because the doom palette looks bad on them imo) hexen (just a couple since i already had plenty from the 2 above) by raven software there's also a few rock textures from community chest's 4 texture pack by: NiGHTMARE, Espi, Eriance, Fredrik Johansson, Janitor, DaGGeR, Ola Bjorling, Vader, XDelusion, esselfortium, RottKing, Nuxius, Afterglow, AgentSpork, RottKing, Enjay, Huy Pham, SargeBaldy, Tormentor667, The GothicDM Team, The Requiem Team, The Eternal Doom Team, id Software, Raven Software, Rogue Entertainment ^im not sure which one of them made it most of the textures were converted to heretic's palette --- music --- e1m1 - unchanged e1m2 - unchanged e1m3 - unchanged e1m4 - unchanged e1m5 - unchanged e1m6 - unchanged e1m7 - "departure" by lee jackson from duke nukem 3d e1m8 - unchanged boss1 - mus_e1m9 from the base game e1m9 - midi rendition of "moongrains" from plants vs zombies e2m1 - mus_e2m2 from the base game e2m2 - "simon" by kevin schilder from hexen e2m3 - unchanged e2m4 - unchanged e2m5 - midi rendition of "krook's march" by david wise from donkey kong country 2 (rendition by Andreas & Savas Oulassoglou) e2m6 - "baked goods" by lee jackson from duke nukem 3d e2m7 - "frozen mysteries" by paul corfiatis from whispers of satan e2m8 - midi rendition of "the grand cathedral" (or corridor of death?) by croteam from serious sam tse boss2 - mus_e2m8 from the base game e2m9 - unchanged --- props/decorations --- every sprite and sound in hexen_props.txt is from hexen (theres alot of them) ^i recolored/edited some of them glass sprites (and sound) from hexen the blood and mud splashes are recolors of the sludge splash from the base game 'utrdeadguy1' & 'utrdeadguy2' use sprites from strife by rogue entertainment the coin sprites are from strife by rogue entertainment the food props: FUUD C, E, F sprites are from realm667 (food barrels) ^by yuyu3, rogue entertainment, rpgmaker xp FUUD A, B, D, G, H, I, J sprites are from the hexen decoration pack by neoworm the banner sprite is a combo of otex textures and the banner's stand from hexen hell tree sprites by bloax (realm667) winter tree sprites by dr. doctor, raven software, bethesda (realm667) d'sparil statue sprites by captain toenail, raven software (realm667) ^i removed the face collumn sprites by raven software (realm667) --- items --- generic item pickup sound from hexen by raven software bag of holding pickup sound from doom 3 by id software map scroll pickup sound from hexen by raven software time bomb of the ancient's explosion sound from quake 1 by id software silver shield pickup sound from quake 1 by id software paladin shield pickup sound from serious sam tfe by croteam paladin shield sprite by MagicWazard (crusader shield from realm667) frost incantation sprites and sounds from hexen by raven software (mage's 2nd weapon) --- weapons --- :staff: staff swing/wall hit sounds by id software from quake widescreen staff sprite by doorhenge ^i extended it a little since the animation i did for it offsets a bit higher smoke sprites (when you a hit a wall, unpowered) by raven software from hexen lightning sprites (when you a hit wall, powered) by raven software from hexen :elven wand: firing sounds from hexen by raven software (the first and fourth mage weapon) :ethereal crossbow: sounds from hexen 2 by raven software (the assassin's 2nd weapon) :dragon claw: firing sound (powered up) from hexen by raven software (the mage's lightning) :hell staff: powered up firing sound from doom 64 by midway games (the unmaker) :phoenix rod: projectile firing/death sounds from hexen by raven software (mage's 4th weapon) the bird screech is from serious sam tfe by croteam (part of the music that plays on 'sand canyon') --- enemies --- xdeath sound from quake by id software (it's used by a bunch of stuff in that game too) :dark gargoyle: (fire gargoyle replacement) xdeath sound from quake by id software (see above) the rest of the sounds are from hexen by raven software (the afrit) :undead knight: attack sound from hexen by raven software (the fighter's 3rd weapon if i recall) monster sounds from hexen 2 by raven software (the archer) :apostle of d'sparil (new enemy): sprites (monster) from hexen by raven software (the bishop) ^recolor by me sprites (projectile) from realm667 by vader (soul harvester's attack) ^recolor by me sounds from hexen 2 by raven software (skull wizard) explosion sound from quake 1 by id software :iron lich: ice attack impact sound from hexen by raven software (wendigo's attack) : elemental lich trio (boss 1) : sounds(monster) from quake 1 by id software (chthon) 'level up' sound from hexen by raven software (disc of repulsion) frost lich's icicle sounds from hexen by raven software (mage's 2nd weapon) gas lich's gas cloud sound frmo hexen by raven software (the flechette and those mushrooms) frost lich's icicle sprites from hexen by raven software (mage's 2nd weapon) gas lich's projectile sprites from hexen by raven software (heresiarch's green attack & brown serpent's projectile) gas lich's gas cloud sprites from hexen by raven software (the flechette and those mushrooms) :were dragon: sounds(monster) from serious sam tfe by croteam projectile impact sound from hexen by raven software flame sprites from hexen by raven software (also used by a decoration with a different color) :sabreclaw: sounds from quake: dissolution of eternity by rogue entertainment/id software (the statue knight) nightmare death explosion's sound is quake's generic explosion sound :poltergeist (new enemy): sprites and sounds from hexen by raven software (the enemy itself is a recolor of the wraith, it uses its sounds too) (the huggers use the wendigo's projectile and the iciles they fire are the mage's 2nd weapon) :maulotaur: hammer sound from hexen by raven software (korax's footstep) floorhugger's impact sound is from quake by id software : envoy of chaos (boss 2) : sprites (monster) by eriance, raven software (hell apprentice from realm667, i recolored it) sounds (monster) by croteam (ugh zan from serious sam tfe) his attacks use various heretic/hexen projectile sprites and sounds by raven software (except that rain target thing, i scribbled that) hammer sound from hexen by raven software (korax's footstep) floorhugger's impact sound is from quake by id software 'theme change' sound (when the textures and sky change in e2m8) by id software (doom 2, icon of sin) Edited February 15, 2023 by Asbadagba v2.01 30 Quote Share this post Link to post
Not Jabba Posted August 4, 2022 This looks pretty neat! Are you planning to do all five episodes, or just the original three? 0 Quote Share this post Link to post
Gaia74 Posted August 5, 2022 I never thought I'd see something like this for a long time, and I'm happy to see heretic getting love!, this is epic!, good job! 1 Quote Share this post Link to post
Asbadagba Posted August 6, 2022 On 8/4/2022 at 11:04 PM, Not Jabba said: This looks pretty neat! Are you planning to do all five episodes, or just the original three? I'll try and do all 5 if i can, I have rough ideas of what i wanna do for each episode. The next one is gonna be "fire and ice" - in the original game ice is introduced in episode 2, i wanna try and make the episode themed around that with a mix of typical fiery hellscapes and frigid permafrost areas (I don't have any screenshots yet). Considering the first episode took months It'll probably take years to finish the whole thing though. 2 Quote Share this post Link to post
Egregor Posted August 7, 2022 Hey, I just played through a few levels and took a quick ravmap+quicken+kitty tour through the rest. This mapset is... Amazing! I will definitely keep playing through these! UDMF has been implemented with great success here! This episode feels like what I had wished Heretic II had been, a clear improvement built upon the original while still using the ID tech 1 engine! Great work! 1 Quote Share this post Link to post
Asbadagba Posted August 15, 2022 Quick preview of what episode 2 will look like: Spoiler 6 Quote Share this post Link to post
liPillON Posted October 11, 2022 hey, the wadazine brought me here! one question: could this work also as a standalone gameplay mod? 1 Quote Share this post Link to post
NaliSeed Posted October 11, 2022 (edited) I'll just "borrow" some of this stuff for my own mod, thank you very much. Actually, I'll just wait for the Hell Staff and Firemace to get smooth animations, but they look so good on the other weapons. Edited October 11, 2022 by NaliSeed 0 Quote Share this post Link to post
Arwel Posted October 12, 2022 This is great, I just started, first map is such a banger! Atmosphere and visuals are amazing. Decoration work make it feel like Heretic but with Build engine games level of detail. I was also pleasantly surprised to see destructible props with gib physics. 1 Quote Share this post Link to post
Asbadagba Posted October 15, 2022 On 10/11/2022 at 11:05 AM, Delfino Furioso said: hey, the wadazine brought me here! one question: could this work also as a standalone gameplay mod? Well it does replace the vanilla actors so yes it could, but right now only the episode 1 stuff has replacements. I'll be making a resource only version of this mod (identical file just without the maps and mapinfo) when episode 3 comes out since at that point all the vanilla actors will be replaced. It'll be primarily targeted for mappers but it could double as a gameplay mod too. episode 2 is about 60% done right now if anyones wondering, here's some more shots as proof: Spoiler 6 Quote Share this post Link to post
NeoWorm Posted October 17, 2022 Can I steal some of the enemy enhancements? I can offer better sprites for the food decorations and maybe other stuff from my Hexen decoration pack that you find useful. 0 Quote Share this post Link to post
Asbadagba Posted October 19, 2022 On 10/17/2022 at 1:29 PM, NeoWorm said: Can I steal some of the enemy enhancements? I can offer better sprites for the food decorations and maybe other stuff from my Hexen decoration pack that you find useful. my wads are free to take from, go ahead. I'd say the stock hexen decorations are good enough for me. I could use some better food sprites though, the current ones are kinda crusty. (they're from realm667, rpg maker I think it said?) 0 Quote Share this post Link to post
NeoWorm Posted October 20, 2022 16 hours ago, Asbadagba said: my wads are free to take from, go ahead. I'd say the stock hexen decorations are good enough for me. I could use some better food sprites though, the current ones are kinda crusty. (they're from realm667, rpg maker I think it said?) Take a look here https://forum.zdoom.org/viewtopic.php?t=66784 and plunder whatever you want. Credits should be in the code in comments. I made some more stuff since and I will update the resource probably quite soon. 0 Quote Share this post Link to post
Asbadagba Posted January 27, 2023 Episode 2 is out! (updated the main post as well) https://www.dropbox.com/s/24uufz6vggk8ten/utterheresy_v2.0.pk3?dl=0 changelog: Spoiler 27th january 2023 : v2.0 released - added episode 2 (and all the enemies/pickups/props/etc. associated with it) - the iron lich's ice attack and all of the frost lich's attacks now have damagetype ice (this makes it freeze you if you die to it) - the iron lich now drops mace spheres instead of dragon claw ammo (although the firemace doesn't show up in the first 2 episodes) - the elemental liches (boss 1) now have obituaries (whoops) - the undead knight no longer bleeds (i thought that was blood on his death sprite, it's his cape) - the undead ghost knight's axes now do about as much damage as vanilla (how did i miss this) - the nightmare undead knight's melee now does the same damage as the normal one - every enemy (that can be frozen) will now instantly shatter when frozen to death instead of leaving behind those statues - fixed the energy orb's gl lights - the enchanted shield is now called the paladin shield (also its hud icon and pickup text are red now) - the hud's armor counter will now turn red when you have a paladin shield - the depleted wand crystal (golem drop) and spare ethereal arrows (knight drop) now have unique sprites - ammo pickups on the easiest skill (thou needeth a wet-nurse) now correctly say how much ammo they give (just uh dont turn on double ammo on any skill) - the bag of holding, shields and map scroll now have their own pickup sounds - the phoenix rod's weapon comment doesn't say it has extra range anymore (pre release it had longer range, but late in development i changed it back to roughly what it is in the base game, but forgot to edit the comment) - fixed a bug where if you died while firing the powered up phoenix rod it would keep playing the firing sound forever - fixed some minor visuals on e1m1 (this was the first map made so it's a bit rough) - made some of the secrets and all the dummy sectors hidden in textured automap mode in episode 1 - raised the tome of power well on e1m5 so you can't just jump to it from the ground (you're meant to platform from the green key, those grass patches were added later and i didn't realize they were high enough to jump off of) - added/changed some food decorations from the hexen decoration pack (thanks neoworm) ^ill probably take more from here for the later episodes - the fire decorations are now additive - slightly changed the text color of episode 1 in the episode select Sorry it took so long, don't really have an excuse either, but I don't wanna just leave this project in the water. I'm gonna be putting it on a hold for a while though, I'm a little busy with life (trying to find a job, i was unemployed when i made the first 2 episodes, i have clinical depression and doom modding is how i deal with it which is why this project is so extensive) and I'm also working on an unrelated boom wad that I would like to finish first, so episode 3 and onward will have to wait. (I'll still do bugfixes/tweaks for this if needed) 8 Quote Share this post Link to post
Not Jabba Posted January 27, 2023 This is looking fantastic. Sorry to hear you've been going through rough times -- I wish you the best of success with everything. 1 Quote Share this post Link to post
Fernito Posted February 5, 2023 (edited) I just finished episode 1. Man, this wad is GORGEOUS. I loved the way you reimagined the levels as actual locations you would find in the middle ages. The original layouts are totally recognizable but feel so fresh! And the amount of detail is just insane. I haven't played too much custom Heretic content, but this is by far the most good looking one I've ever seen :) I found all secrets but one (missed one in e1m2), I really like the fact that you kept the secrets fairly in the same location but the way to get them is not exactly the same, there's always a little twist hehe. The new enemies and upgraded abilities are great as well, none of them feels out of place. When playing vanilla Heretic, my skill level of choice is always Black Plagues, but here... boy, I got my ass kicked haha. It would have been manageable with more ammo, but damn! Ammo is tight. Same thing when playing in Smite-Meister. That's actually my only gripe with the wad, I really think ammo needs some balancing. I'm very good at ammo management, if I may so myself (I'm one of those guys that switches to the wand if a golem doesn't die with 1 crossbow shot), and despite weapons being more powerful, I kept running out of ammo the whole time (note that I wand-started all levels). Some maps were barely manageable, like e1m7-8-9. I think part of the issue is that monsters' ammo drop rate seems to be significantly lower. In any case, amazing job! I really can't wait to play episode 2 :D Found only one small visual bug in e1m7: Spoiler And I also noticed that bosses seem to be pushed back really hard when hit by weapons, I don't imagine that's intended :P (I was playing with GZDoom, in case that's relevant) Spoiler On 1/27/2023 at 5:14 PM, Asbadagba said: Sorry it took so long, don't really have an excuse either, but I don't wanna just leave this project in the water. I'm gonna be putting it on a hold for a while though, I'm a little busy with life (trying to find a job, i was unemployed when i made the first 2 episodes, i have clinical depression and doom modding is how i deal with it which is why this project is so extensive) and I'm also working on an unrelated boom wad that I would like to finish first, so episode 3 and onward will have to wait. (I'll still do bugfixes/tweaks for this if needed) I'm very sorry to hear that. I really hope things improve soon for you :) Edited February 5, 2023 by Fernito 1 Quote Share this post Link to post
Asbadagba Posted February 5, 2023 glad to hear you enjoyed it! yeah the bosses are supposed to be immune to knockback, in gzdoom there's a flag for that, but in zd2.8.1/zandro the only way to do it is by setting their mass really high. i set it to 0xffffffff thinking it was the 32 bit integer (2,147,483,647, the highest mass can be), 0xffffffff is actually the unsigned 32 bit integer (4,294,967,295), vintage zdoom just interprets 2,147,483,647 and above as the same thing, but in modern gzdoom i guess it overflows or something. i'll just set it to 0x7fffffff (2,147,483,647) as i should've. the ammo situation is just bad habits from me, my maps are usually very tight on resources, i also didn't have anyone playtest besides me which results in me perceiving the maps to be easier than they actually are because ive been playing them over and over, episode 2 is even tighter from what i remember... this mod is supposed to be more challenging than vanilla, but i don't want it to be unfair. and yes the drop rates are lower, maybe i should just revert them to what they were... i'll do a run through the existing maps some time and add more ammo in a patch, i'll also try and find some playtesters when i get back to making episodes for this. 2 Quote Share this post Link to post
Fernito Posted February 6, 2023 But let's then do the following: let me playtest all of your maps and I'll post here a playthrough for everyone of them :) I'll start with ep2 and after I'm finished I'll go back to ep1 and record those as well. That will give you a better idea of the current item/ammo balance. I'll also include written commentary when necessary. 2 Quote Share this post Link to post
Fernito Posted February 6, 2023 (edited) Played the first 2 levels, amazing stuff! Here are the playthroughs :) EDIT: I've been playing more levels and I'm adding all videos in this post. In general, all levels have a very very tough start, ammo is so tight it makes you deeply regret every single shot you miss :P E2M1 Spoiler E2M2 Spoiler E2M3: Spoiler E2M4: Spoiler E2M9: Spoiler E2M5: Spoiler E2M6: Spoiler E2M7: Spoiler Edited February 10, 2023 by Fernito add videos 0 Quote Share this post Link to post
sbw37 Posted February 9, 2023 awesome job with this mod. it feels like a new game. like a few have already said, its nice to see heretic getting some attention. absolutely one of the classics from the glory days of the 90's fps :) 3 Quote Share this post Link to post
Asbadagba Posted February 15, 2023 here's v2.01, a patch with bugfixes/tweaks (mostly mapping related)https://www.dropbox.com/s/snh692jj6f2gh04/utterheresy_v2.01.pk3?dl=0 changelog: Spoiler 15th february 2023 : v2.01 released - fixed bosses getting pushed around by weapons in modern gzdoom versions. (they are meant to be immune to knockback) - removed the black bar in the were dragon's BEASI5 frame - the frost incantation now always does 180 damage (60 per icicle) (from random(3,6)*12 per icicle) - all maps: removed scale -1 textures because they don't get mirrored in software (i went thru all the maps and added proper mirrored variants of textures) - e1m6: added some more ammo at the start - e1m7: added some more ammo at the start/in the yellow door - e1m7: fixed a missing texture on the elevator near the crossbow - e1m9: added some more ammo in the yellow door - e2m3: added some more ammo in the starting caves - e2m3: moved a sabreclaw off of a cliff near the yellow key - e2m3: fixed wrong textures in the ceiling lights near the green key - e2m3: fixed a wrong texture near the wings of wrath, also made the lavafalls bright there - e2m4: fixed some wonky mapping errors near the normal exit - e2m4: changed ethereal arrows (5) into a quiver (20) after the green key teleport - e2m9: made the ring secret more obvious (it wasn't visible in software) - e2m9: added a rock to the lich secret, making it easier to reach - e2m6: added some more health near the start - e2m6: the railings in the maze are now solid and have been raised up so gargoyles can go through them, but not sabreclaws, players, poltergeists, etc. - e2m7: the lava now hurts (i usually make hurts floors do damage after all the drawing/detailing, so the normal floors don't hurt, oops) - e2m7: added more ammo before the yellow key, the greater runes inside the yellow key box were moved out of it as well On 2/6/2023 at 9:23 PM, Fernito said: Played the first 2 levels, amazing stuff! Here are the playthroughs :) EDIT: I've been playing more levels and I'm adding all videos in this post. In general, all levels have a very very tough start, ammo is so tight it makes you deeply regret every single shot you miss :P E2M1 Reveal hidden contents E2M2 Reveal hidden contents E2M3: Reveal hidden contents E2M4: Reveal hidden contents E2M9: Reveal hidden contents E2M5: Reveal hidden contents E2M6: Reveal hidden contents E2M7: Reveal hidden contents Thanks for the playthroughs! alot of the fixes here were noticed here. As for the ammo, I've noticed in your videos you tend to kill everything on sight, whereas when i was testing the maps I usually run past enemies when I don't have the ammo, which results in alot of them damaging/killing each other and thus there is seemingly less need for ammo. I did add some extra arrows/orbs to some of the maps though, different people with different playstyles... 2 Quote Share this post Link to post
Fernito Posted February 15, 2023 Yeah, as a general rule I think a map should always have enough ammo to kill every single monster on your own not having to rely on infighting to beat it 100%. My personal opinion anyway :) I'll replay the updated E1 again and record my playthroughs if that's useful. 0 Quote Share this post Link to post
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