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eharper256

Walpurgis- 0.98A (For Doom, Heretic, Hexen) [0.98A Hotfix!!!]

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Quick random question for everyone: whilst the Locusts are not usable for the Dryad Form, I can pop them in a bottle (lol).

 

This would replace the current spitting plant flechette (which will become the Mutated Tertiary Fire for the Dryad Form, with a mild-power down, instead).

 

What are the thoughts on this? Do people absolutely adore having plants in flechettes? Or is having the locusts more important to people? (otherwise they'll not be used).

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Well its a really good phantasy weapon pack, big thanks to author. cannot wait for other weapons 

Locusts in bottle sound more funny 

I have couple of issues

1. crusader spear secondary attack they really love stuck in selling after spinning 

2. dryad warg - transformation take to much time for a melee type weapon same with magister fire spell good animation mauby add skip option in menu

3. dryad warg - ice blast and myrmidon 4 sloth secondary sword attack(big green ball) take to much screen(hard to aim at long range its more about ice blast)

sorry for my poor english its not my native language   

Screenshot_Doom_20240113_015313.png

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Thanks for checking it out, glad you enjoyed it.

1. Do you mean "Stuck in the ceiling?". If so, yeah probably, the explosive partisan shots have no hitbox until they spin. Not much I can do about that, this is generally a weakness of autonomous projectiles~ just try not to use them in super low ceiling areas (Doom Episode 1 does suffer from this especially) and if you need long range in a low ceiling zone, consider a quick switch to the Lightbringer instead.

2. Both of these were already shortened (halved, in fact, for the Were-Warg) back in 0.97. I'd rather not remove them entirely, just consider them a quirk of Aestus and Were-Warg. Aestus is just 0.7 of a second, and Warg is just 0.9 of a second in total, it's really not massive! :D

3. Trust in your crosshair! Both sail forwards fast in a straight line and should get there. But neither are meant to be sniper weapons, of course, just massive whacks of power at close/medium range. If you need range on the Warg, either fire rapid single ice balls (which are better than you might think) or switch over to Dagon's Cane/Hebiko Sceptre.

 

I designed Walp to make you want to switch weapons for different situations rather than carry you on a single weapon, though upgrade items can twist a specific weapon into something else or make it more versatile in many cases.

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Here's all of Heavensever's Upgrades and Mutations!!

Primary is Swings. Upgrading that makes them faster and stronger (hard to tell a bit in the video). Mutating blesses the blade so it causes a holy fire eruption when you swing.

Secondary is the Dimensional Cut. Upgrading it make it into a double X-Slash for more single-target damage. Mutating it turns it into a blazing column of crimson power instead, giving it AoE.

The basic Tertiary Fire was changed from the last video: it now creates a portal that fires a ghostly blade (up to 4 times) whenever you use one of the other fire modes. The old Tertiary (Portals) is now the Mutation as it was a bit good, whereas upgrading goes all out, summoning a massive fusilade of blades.

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8 hours ago, eharper256 said:

Thanks for checking it out, glad you enjoyed it.

1. Do you mean "Stuck in the ceiling?". If so, yeah probably, the explosive partisan shots have no hitbox until they spin. Not much I can do about that, this is generally a weakness of autonomous projectiles~ just try not to use them in super low ceiling areas (Doom Episode 1 does suffer from this especially) and if you need long range in a low ceiling zone, consider a quick switch to the Lightbringer instead.

2. Both of these were already shortened (halved, in fact, for the Were-Warg) back in 0.97. I'd rather not remove them entirely, just consider them a quirk of Aestus and Were-Warg. Aestus is just 0.7 of a second, and Warg is just 0.9 of a second in total, it's really not massive! :D

3. Trust in your crosshair! Both sail forwards fast in a straight line and should get there. But neither are meant to be sniper weapons, of course, just massive whacks of power at close/medium range. If you need range on the Warg, either fire rapid single ice balls (which are better than you might think) or switch over to Dagon's Cane/Hebiko Sceptre.

 

I designed Walp to make you want to switch weapons for different situations rather than carry you on a single weapon, though upgrade items can twist a specific weapon into something else or make it more versatile in many cases.

fair enough. anyway its still a very good mod cannot wait for crusader sword

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Here's all of the Dryad Form's Upgrades and Mutations (+More)!!

The Dryad Form, a bit like the Wolf Form, is actually focused around short-medium range. It has the extra role of setting up lots of traps and crowd-control.
 

The Primary Fire grows a wad of dangerous spiked brambles on the staff, which are then flung in front of you in a shotgun-like blast. It is quite short-ranged, but tears through enemies quite strongly. Upgrading makes the brambles deal more damage, and their range is also increased. Mutating it instead makes you transform your hands into the Fists of a Treant. The fists create shockwaves of force and natural power in a short-range in front. They are very good at stunning foes.

 

The Secondary Fire makes you fire off several seed pods. They bounce around, up to a close-medium range, preferring to bounce towards foes. After a few seconds, or after touching a target, they very rapidily burrow into the ground and grow at hyperspeed, turning into a deadly spiked beanstalks that impale enemies. Upgrading turns the Beanstalks into Bloodstalks, which also detonate the corpses of foes they kill. Mutating it instead makes the seeds burrow far deeper, to unleash volcanoes that vomit magma everywhere!

 

The Tertiary Fire grows a spitting plant in front of you. It spits globs of acid at nearby targets, and after several shots, erupts into venomous gas (this is the old Flechette effect, the Flechette is changed, which is shown towards the video end). Upgrading makes the spitter plant gain extra tendrils that whip at nearby foes. It also spits twice the acid for its life. Mutating means you no longer grow the Spitter Plant. Instead, you grow a giant mushroom. This mushroom constantly grows other dangerous mushrooms nearby, quite rapidly. If monsters step on them, they explode into spores that rot flesh, or which shrink foes temporarily. You can run over and kick shrunk foes for high damage!

 

The new Druid Flechette is also shown at the end. It now unleashes a swarm of flesh-eating locusts! They'll deal AoE damage in the area they're deployed, making this flechette more similar to the others in function.

 

Finally, you can also see the just finished sprites for Heavensever's pickup.

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1 hour ago, eharper256 said:

Here's all of the Dryad Form's Upgrades and Mutations (+More)!!

The Dryad Form, a bit like the Wolf Form, is actually focused around short-medium range. It has the extra role of setting up lots of traps and crowd-control.
 

The Primary Fire grows a wad of dangerous spiked brambles on the staff, which are then flung in front of you in a shotgun-like blast. It is quite short-ranged, but tears through enemies quite strongly. Upgrading makes the brambles deal more damage, and their range is also increased. Mutating it instead makes you transform your hands into the Fists of a Treant. The fists create shockwaves of force and natural power in a short-range in front. They are very good at stunning foes.

 

The Secondary Fire makes you fire off several seed pods. They bounce around, up to a close-medium range, preferring to bounce towards foes. After a few seconds, or after touching a target, they very rapidily burrow into the ground and grow at hyperspeed, turning into a deadly spiked beanstalks that impale enemies. Upgrading turns the Beanstalks into Bloodstalks, which also detonate the corpses of foes they kill. Mutating it instead makes the seeds burrow far deeper, to unleash volcanoes that vomit magma everywhere!

 

The Tertiary Fire grows a spitting plant in front of you. It spits globs of acid at nearby targets, and after several shots, erupts into venomous gas (this is the old Flechette effect, the Flechette is changed, which is shown towards the video end). Upgrading makes the spitter plant gain extra tendrils that whip at nearby foes. It also spits twice the acid for its life. Mutating means you no longer grow the Spitter Plant. Instead, you grow a giant mushroom. This mushroom constantly grows other dangerous mushrooms nearby, quite rapidly. If monsters step on them, they explode into spores that rot flesh, or which shrink foes temporarily. You can run over and kick shrunk foes for high damage!

 

The new Druid Flechette is also shown at the end. It now unleashes a swarm of flesh-eating locusts! They'll deal AoE damage in the area they're deployed, making this flechette more similar to the others in function.

 

Finally, you can also see the just finished sprites for Heavensever's pickup.

The Dryad Form look like a really cool weapon but i cannot hold myself mushroom's is awesome (shrim-ray from duke should be in more game)   

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