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Re: Journey Into Fear

Posted: Tue Mar 15, 2016 9:51 am
by madcat
I have made something I call the "Beta" version of this project. The purpose of this special version is testing this project for any possible bugs I haven't noticed. Few maps have been removed as well as all the NPCs - I will put them back once I finish their quotes and quests. This version is fully playable and has some features that have not been in the previous versions, such as:
More comfortable way of upgrading your skills (customize controls)
The Rogue (which is the only player class atm) can finally use the color of players' choice
More comfortable way of dropping your armor/helmet/boots/gloves.

Difficulties you should be aware of:

Whenever you enter a new map, all your armor bonuses fade off. To fix this, you just have to drop and retake them. (This will be fixed soon).
The weapon/skills upgrades are rather weak and might not be noticed at all, but know that while, for example, the lightning strike level 1 needs like 16 hits to kill a Baron Of Hell, on level 20 it only needs 4 hits.

https://www.dropbox.com/s/8zt3r8bpok4me ... 5.wad?dl=0

Re: Journey Into Fear

Posted: Tue Mar 15, 2016 2:25 pm
by madcat
I have fixed several bugs, decreased the bosses' health and made the "leveling-up" automatic - https://www.dropbox.com/s/1ixgpszmebjzn ... 2.wad?dl=0

Im working on a new version already, and here is what you can expect:

A key bind that shows an image of all the armor, boots, gloves and helmets, as well as their ranks.
Some op monsters nerfed


A new player class - Barbarian, whose weapons are going to be:
Axe - short range, but twice as powerful as the Rogue's spear
Throwing Knives - strong but only 8.

Vengeance - an attack that adds cold, fire or lightning damage
Frenzy - every attack is faster than the previous one, up to fixed speed
Regeneration - passive. Increases the Health regeneration
Rage - not an attack, but a powerup giver - increases damage but makes the Barbarian more vulnerable.

Im thinking about replacing all the mana potions with only one sort of mana potion, same would go for healing potion, so I could add a key bind for using them. Same would go for Torch, too.

Re: Journey Into Fear

Posted: Sun Mar 20, 2016 2:28 pm
by madcat
I have finished a new version with the new player class, the Barbarian.

https://www.dropbox.com/s/9hxxe2vk0e9m5 ... 4.wad?dl=0

Re: Journey Into Fear

Posted: Sun Mar 20, 2016 4:14 pm
by Zalewa
This looks like it can be tons of fun in multiplayer. Good job on the sprites.

Re: Journey Into Fear

Posted: Tue Apr 05, 2016 4:39 am
by madcat
Im working on a new map - Observatory. Once this map is done I will augment the "Dungeon" map - making it twice as long. And then I will release a new version
where monsters will be better balanced, as well as one new quest. (and perhaps one more player class)

PS: Im leaving the planned first map, the Hideout, for last....or just for later

PPS: Here are some screenshots of the map-so-far:

Image

Re: Journey Into Fear

Posted: Fri Apr 08, 2016 9:23 am
by TheDemonNinja
Are there any plans to make a Warrior class with a light sword, medium sword, and heavy sword? As well as a light shield, medium shield, and heavy shield? You know a sword in the right hand and a shield in the left hand and you kill demons and stuff?

Any plans on remaking Tristram from Diablo 1?

Any plans on making it even more like Diablo? :3

I mean I played through it, but so far it didn't feel like Diablo to me. The Zombieman replacement still makes the Zombieman sounds and the first map was confusing.... :P

Re: Journey Into Fear

Posted: Fri Apr 08, 2016 11:09 am
by Redfox123
i like this mod

Re: Journey Into Fear

Posted: Sun May 01, 2016 1:47 pm
by madcat
I have started working on the second part of the Dungeon map. It is inspired by Prince of Persia the Shadow and the Flame, namely the Red Temple maps from there. So you can expect some Wall Spike traps...

Re: Journey Into Fear

Posted: Sun May 08, 2016 8:02 am
by madcat
The Dungeon map (and thus the new version of the Journey) is 99% finished. Now the only thing that is left to be done is dubbing the new NPC. Since the person that has agreed to dub the NPC is not going to be able to have done so in like 1 week, I have started working on a new map that is going to be all snowy, icy...and layout based on the doom E4M1.

Re: Journey Into Fear

Posted: Sun May 08, 2016 11:42 am
by Ænima
I have a half-decent microphone. I can dub it. Just send me the lines you want and let me know how to say them.

Re: Journey Into Fear

Posted: Fri May 13, 2016 12:10 pm
by madcat
Thanks for the offering Aenima - if I run dry of people who dub the NPCs for me, I will let you know, but for now, no need. Here are some screenshots of the newest map Im working on Image

After I finish this map, I will complete the half-finished NPCs and then the new version will be released.

Re: Journey Into Fear

Posted: Sun May 15, 2016 11:30 am
by madcat
I have finished the new version. The barbarian is no longer so fragile when it comes to hand-to-hand combat.
Two new quests added. https://www.dropbox.com/home?preview=Jo ... ay2016.wad

Re: Journey Into Fear

Posted: Sat May 21, 2016 12:37 pm
by madcat
I have started working on a new version:
- Some OP monsters (such as the FrostShards Mage) are going to be nerfed.
- The Dwarf NPC is going to have real quotes instead of that silly (but hilarious) non-verbal communication.
- One more NPC is going to talk and give a quest in the Villages map.
- Some dead ends, such as the non-damaging slimy pits in the Sewers map are going to be corrected.
- There is going to be some armor/helmet/gloves/boots at the start of each Normal Map (except for the first map), as well as a special item that gives the player some experience in case his current level is way too low for the current map's difficulty.
- Most of the monsters will have a chance to drop a Torch upon their death (But this chance is going to be like 1,5 %)
- Ice Death will be removed from the Player Classes
- The Barbarian class is going to have an item that will replenish his throwing knives in exchance for mana - just like the Rogue.
- The currenct Music is going to be changed to Heretic/Hexen.
- Monsters are going to drop experience adequate to their power (for example, a 800 health monster will not drop only 3 points of experience anymore).
- More Unique Monsters are going to be added to the maps.
- The Armor system will be much smoother.

Re: Journey Into Fear

Posted: Sat Jun 04, 2016 8:04 am
by madcat
I have started working on a new map - the Volcano. Once I finish this, I will release a new version with all (or at least most) the promised upgrades from my previous post. Also, since only few maps remain to be done, I think I can already post the story map I made a long time ago for this project - Image

Re: Journey Into Fear

Posted: Sat Jun 04, 2016 8:59 am
by fr blood
What a cool map, well done!

Re: Journey Into Fear

Posted: Sat Jun 11, 2016 10:07 am
by madcat
The Volcano map goes better than I've expected - Here are some screenshots of the progress.

There is going to be a special quest in this map - the player will have to decide who to kill and who to spare.

Image

Re: Journey Into Fear

Posted: Tue Sep 27, 2016 4:53 am
by madcat
Im back mapping for this project. The Volcano map is 99% finished (all that is there left to be done is just adding a quest and items).
After I finish this map I will start working on the Frozen Tundra map.

Re: Journey Into Fear

Posted: Wed Oct 05, 2016 5:23 pm
by madcat
The Frozen Tundra map is doing pretty well (although I might have to change the name)

Image

Re: Journey Into Fear

Posted: Sun Oct 16, 2016 3:33 pm
by madcat
The Frozen Tundra has been finished (it still lacks the quest and the NPC but thats only matter of time) and the next map, the Castle, is 50% finished.
Its going to be composed out of several doom and heretic map remakes and the total layout of the map is going to be a castle with four towers.

Here are some screenshots of the Castle so far:
Image

Re: Journey Into Fear

Posted: Sun Oct 30, 2016 7:23 am
by madcat
The Castle is finished. Now I will make the map01, some "intermission maps" (which will consist of like 1 or 2 rooms only), some minor monsters and skills rebalancements and then ta-da XD