Amuscaria Posted October 18, 2022 (edited) Started work on Episode 2 for Hell-Forged earlier this year, took a few months off, now back at work. Thought I'd share some progress here. ----------------------------------------------- Development: Hell-Forged: Episode 2 is the sequel to the first episode. The project is derived from what was originally meant to be Demon Eclipse Episode 3, before that projected was canned. The scope roughly encompasses about 1/2 of the content that was originally meant for DE-Ep3. Given the amount of time that has passed since I wacked DE, a lot has changed. This is also an opportunity for me to finish and/or update many of the monster designs originally found from the abandoned Hellstorm mod, by Collin Portratz, from the 1990s. Episode 2 takes place on an Alien world long lost to Hell's Invasions. It's meant to be more surreal and grim than the first episode. The gameplay largely remains the same, although it will be significantly more challenging, and builds on many of the ideas that Episode 1 introduces. Episode 2 will require you to make use of the weapon's special functions in order to survive, as well as take advantage of monster strengths and weakness. This episode will had its own roster of 25 new enemies, 3 allies, and will likely not use any graphics from then original game, although a few baddies from episode 1 might appear. Since the Doom palette is rather limited, each sprite will have its own custom 8-bit palette, although it draws from a common less saturated palette for a creepier look. The episode will also introduce 3 new weapons, 2 of which will replace 2 from the first episode, with 1 super-secret BFG-type weapon. Development for Episode will happen in 3 phases. Phase 1 is Weapons and monsters, phase 2 is Maps and Textures, Phase 3 is Props and Testing. I'm currently making good progress on the first phase. Of the 25 enemies, I've finished 11, with another 2 close to finishing. 2 of the three weapons have been created. --------------------------------------------- Gameplay: Episode 2 will build on some concepts in the first enemies, mainly themed enemies. 3 new themes will bad added or expanded on - Reanimated, Vampiric, and Poison, in addition to then original 3. Monsters can occupy multiple themes. Each will have their own quirks that the player will need to take advantage of. Reanimated (new): basically zombies. These are more fragile than monsters from their tier, but has lower pain-chances and will revive themselves after killed after a random about of time, depending on the strength of the monster (stronger ones will take longer to revive). To stop them from reviving, the player will need to gib, disintegrate, or melt them with poison. Gibbed monsters can still be revive by other monsters, but melted or disintegrated ones are dead forever. Vampire (new): Enemies of this type heal on hit, while standing on Blood, and some will charge up with each attack allowing them to unleash a more deadly attack. They are bloodthirsty and will fight their own kind. Poison (new): Monsters of this type all deal poison damage, and the damage over time will start stacking as you are hit more. Get hit too many times and the poison effect will kill you even after combat ends. These monsters are immune from being melted or poisoned. Ghost: Attacks attack the spirit directly, rendering armor useless against them. While their raw damage is lower than others of their tier, the effective damage will be more if the player has armor. Ghosts take increase damage from Soul-type attacks and will be dissipated completed. Monsters that spawn on death will not be able to when killed with a soul-weapon. Spirit Caller: Any monster that summons spirits will take reduced damage from soul-type attacks. Molten: Molten enemies (any that bleed fire) will take reduced damage from fire-damage. There is no fire theme weapons or enemies in episode 2, so this is more relevant to episode 1. Armored: A lot of enemies have armor. Monster armor function the same as health, eating up 100% of damage. But armor-piercing attacks like the Soul-type weapons will go right through it. ----------------------------------------------Weapons: Skull of Blight: Tier 1 poison weapon. Rapidly douses enemies or the ground with corrosive poison. Most of the damage comes from damage over time.Manticore: Tier 2 poison weapon. Repeating long-range weapon that throws a bolt of crystalize venom. Deals heavy damage and fragments on hit. (WIP) Purifier: Super-secret BFG type weapons. Files repeating bolts or a single beam that uses up all ammo. Disintegrates enemies. ---------------------------------------------Enemies: (only completed ones listed here) Mite: Tiny poison-type fodder that swarms the player. Leaps and explodes on impact. Very weak but numerous. Wight: Basic reanimated fodder. Weak, slow, and dumb. Comes back to live after 20-30 seconds unless gibbed. Exists to charge Vorpal Blade. Striga: Vampiric fodder enemy. Crawls on the ground. Attacks in groups. Heals when over blood floors. Vampyr: Vampyric imp-tier monster. Throws homing fireballs and heals a little on attack. Charges up for double-fireball on hit. Vulgar: Remake of an old monster originally meant for DE-Ep3. Poison super-Imp-tier monster. Throws poison balls. Necrodemon: Reanimated poison Caco. Shoots poisonous lightning. Revives after a long duration. Putrefier: Reanimated spawner that's a mix of a Caco and PE. Attacks deal damage normally, but leaves behind a puddle of rotting flesh if it hits a wall or floor that turn into Wights or Ghouls (rare). Spawns a handful of Wights after killed over a period of time. Hemodemon: Vampyric Caco. Shoots fast projectiles. Charges up for a big projectile that hits like a truck. Heals on hit. Succubus: Vampyric spawner. Births a Strigae rapidly. Heals over blood floors. Defiler: Poison spawner. Spawns out swarms of Mites from its back. Spawns a bunch of mites when killed. Strider: Blood-themed Arachnotron. A bit stronger than the original. Fires in bursts like the Doom 64 Arachnotron. Abyss Crawler: Poison theme melee monster. Spits slime that slows the player down. Based on concept from the abandoned Hellstorm mod. Corpse Spider: Super-fast undead melee monster. Recycled from another project. Bloodhound: Fast melee monster. Sprints when players is in line of sight. For full list of enemies visit the main Forum Thread here: https://forum.zdoom.org/viewtopic.php?t=73013 --------------------------------------------- MAPS: Given the expanded roster of enemies, Episode 2 will likely have ~20 maps instead of the 10 that Ep1 had. There will be ~18 normal maps, 1 secret map, and 1 super-secret Shark map. Too early to give much details on this ATM. Edited February 5, 2023 by Amuscaria 52 Quote Share this post Link to post
Firedust Posted October 19, 2022 Good luck on the project! Needless to say, I'm super excited! Loved Demon Eclipse and the first Hell-forged episode, and the spritework here looks phenomenal as well. Hopefully, this one won't take a decade... 1 Quote Share this post Link to post
Amuscaria Posted October 19, 2022 (edited) 22 hours ago, Firedust said: Hopefully, this one won't take a decade... Unlikely. With 3D modeled bases, spriting monsters isn't a giant bottleneck like it was when I was working on DE. I'm shooting for a 2024 release. I do plan on investing more time on the textures and mapping this time around. Most of the time was spent experimenting with the 3D modeling-to-sprite process for episode 1. Edited October 19, 2022 by Amuscaria 1 Quote Share this post Link to post
Herr Dethnout Posted October 19, 2022 2 hours ago, Amuscaria said: Succubus: Vampyric spawner. Births a Strigae rapidly. Heals over blood floors. This one looks scary AF. I imagine it in a Dark Computer Room with throwing shits from her vagina. 2 hours ago, Amuscaria said: Putrefier: Reanimated spawner that's a mix of a Caco and PE. Attacks deal damage normally, but leaves behind a puddle of rotting flesh if it hits a wall or floor that turn into Wights or Ghouls (rare). Spawns a handful of Wights after killed over a period of time. It's cute his walking animation besides not having legs lol 2 Quote Share this post Link to post
Rudolph Posted October 19, 2022 Those are some amazing-looking sprites, but I am a bit confused by the premise. So the game is taking place in Doom universe and will feature Doom bestiary in addition to the newcomers showcased here? 1 Quote Share this post Link to post
Murdoch Posted October 19, 2022 2 hours ago, Amuscaria said: Putrefier: Reanimated spawner that's a mix of a Caco and PE. Attacks deal damage normally, but leaves behind a puddle of rotting flesh if it hits a wall or floor that turn into Wights or Ghouls (rare). Spawns a handful of Wights after killed over a period of time. I am finding this adorable and hilarious for reasons I do not fully understand. 2 hours ago, Amuscaria said: Succubus: Vampyric spawner. Births a Strigae rapidly. Heals over blood floors. Yeah that is pure nightmare fuel. 1 Quote Share this post Link to post
Amuscaria Posted October 19, 2022 2 minutes ago, Rudolph said: Those are some amazing-looking sprites, but I am a bit confused by the premise. So the game is taking place in Doom universe and will feature Doom bestiary in addition to the newcomers showcased here? It's not in the Doom Universe. More of a spin-off or Alternate Universe. Hell-Forged is both a remake and sequel to the original Demon Eclipse episode 2, where the player saves a human world in another universe from demonic domination. The DE-player then starts a sect of demon hunters before leaving. The world has since re-advanced back to a medieval-like society in the centuries that passed. In Hell-Forged, you're a squire of that the demon hunter sect, which has since faded much into obscurity by the time of Hell-Forged. The world is plunged into a war between rival states. The state the sect resides is seduced by hellish technology to fight off their invaders in an act of desperation. They win, but then is corrupted and turns on your sect. You're basically in a medieval society that has suddenly been thrown into an unnatural industrial revolution in order to conquer its enemies. The plot takes a lot of elements from Doom 2016, which playing through revived by interest in Doom modding. Finally got around to learning 3D modeling and made Hell-Forged. 1 Quote Share this post Link to post
Amuscaria Posted October 19, 2022 6 minutes ago, Murdoch said: I am finding this adorable and hilarious for reasons I do not fully understand. 10 Quote Share this post Link to post
WH-Wilou84 Posted October 19, 2022 You've never ceased to amaze us. Good luck with your project ! 1 Quote Share this post Link to post
Amuscaria Posted October 23, 2022 (edited) Blood Strider animation test. Basically a blood-themed Arachnotron. Fires 3 volleys of double highspeed projectiles. Damage increases when walking on blood floors. EDIT: Strider completed. View opening post. Edited October 25, 2022 by Amuscaria 4 Quote Share this post Link to post
RDETalus Posted November 12, 2022 Hemodemon reminds me of the death kiss beholder. The pale pink to red color scheme on this guy and the Vampyr are instantly threatening. 1 Quote Share this post Link to post
Amuscaria Posted December 1, 2022 (edited) Abyss Crawler animation test. Original design by Collin Portratz, from the 90s abandoned mod Hellstorm. Not really sure how big it was originally intended to be, so going off the rough description and drawing on the mod page. Meant to be a agile mostly melee monster. Shoots goo that slows the player down before it pounces. (Finalized version on OP) Edited January 13, 2023 by Amuscaria 8 Quote Share this post Link to post
Captain Keen Posted December 1, 2022 Woah, looks awesome! I don't believe I've ever played Demon Eclipse, will have to remedy that now! 1 Quote Share this post Link to post
Amuscaria Posted December 1, 2022 1 hour ago, Captain Keen said: Woah, looks awesome! I don't believe I've ever played Demon Eclipse, will have to remedy that now! I don't think it works anymore on modern ports (?). 1 Quote Share this post Link to post
Amuscaria Posted January 13, 2023 Added Corpse Spider monster. See Opening post. Super-fast undead monster. 2 Quote Share this post Link to post
Amuscaria Posted January 31, 2023 (edited) Bloodhound animation test. Based on the Hellhound sketch from Hellstorm, by Collin Portratz. Changed the colors to fit the theme of HF2. Turbo-pinky type monster. Edited January 31, 2023 by Amuscaria 13 Quote Share this post Link to post
WH-Wilou84 Posted February 1, 2023 Cool-looking doggo. Can't wait to meet him on the field. 1 Quote Share this post Link to post
Amuscaria Posted February 4, 2023 I will be going on a break from Doom-modding for a while to work on artwork. I've added all of the newest monsters into the HF2 Resource Wad for public use. You are free to use these resources as you see fit, as long as they don't require a Creative Common license on the resource. I won't be release HF2 resource into CC until the mod reaches its 1.00 state, which will be a while. See this thread for more details and the download link: 3 Quote Share this post Link to post
Chameeleoh Posted February 6, 2024 (edited) On 2/3/2023 at 5:37 PM, Amuscaria said: I will be going on a break from Doom-modding for a while to work on artwork. I've added all of the newest monsters into the HF2 Resource Wad for public use. You are free to use these resources as you see fit, as long as they don't require a Creative Common license on the resource. I won't be release HF2 resource into CC until the mod reaches its 1.00 state, which will be a while. See this thread for more details and the download link: Late to the thread here, but these looks amazing! cant wait to see them in action. and Hope you release HF2 soon! Thanks for releasing these! Edited February 6, 2024 by Chameeleoh 0 Quote Share this post Link to post
Amuscaria Posted February 10, 2024 On 2/6/2024 at 4:10 PM, Chameeleoh said: Late to the thread here, but these looks amazing! cant wait to see them in action. and Hope you release HF2 soon! Thanks for releasing these! You can see them in action, at least the early iteration. The resource wad has fully functional monsters. :) 1 Quote Share this post Link to post
Chameeleoh Posted February 10, 2024 I do recall that revised Caco in a Myhouse actually... hahah 0 Quote Share this post Link to post
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