Romero's Heresy II

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
User avatar
drfrag
New User
Posts: 7
Joined: Fri Jun 09, 2017 12:12 pm

Romero's Heresy II

#1

Post by drfrag » Sat Jun 10, 2017 9:27 am

HI guys' i've just registered to show the last project i've been working on, it's compatible with Zandronum 2.0 and up. Of course i think it's cool but first i'll post a few screenshots and a couple of videos. Read description below.

phpBB [media]

Recorded with GZDoom 1.3.17 and ZDoom LE

phpBB [media]

Recorded with GZDoom 1.3.17

Image
Image
Image
Image
Image
Image

ROMERO'S HERESY II
------------------------

This is an universal ZDoom replacer mod for HERETIC: SOTSR to play all Heretic levels with DOOM and HERETIC weapons and monsters. All HERETIC ones have been modified. It's another tribute to John Romero hence the name.

Of course DOOM and HERETIC are copyrighted by id software and this mod requires HERETIC: SOTSR 1.3.
Most DOOM sprites are taken from the Doom 2 Minor Sprite Fixing Project v1.8 released in 2016, Romero's additional rotations are included.

FEATURES:
------------
- Four player classes: Renegade aka Heretic, Baron of Hell, Dark Elf and Marine. The renegade is the main class and is somesort of marine-mage (can use most weapons in the game).
- MP friendly weapons with weapon stay in coop. (simple and compatible solution for multiple player classes).
- New weapons: alpha rifle, beta supershotgun aka supersupershotgun, magnum, doom rod, icy rod, icy crossbow...
Many weapons have been given an alt fire, just experiment. Beefed up Heretic weapons.
- New powerups: vampiric chaos device, baron morph ovum (turns monsters into friendly barons and yourself into a baron or makes you stronger if you're already a baron), tome of quad power.
- New monsters ala Raven style: ghost versions of some Doom monsters. ;) Modified Heretic monsters for a real challenge with some surprises.
- Higher difficulty with an additional skill level (black plague kills thee).

REQUIREMENTS:
-------------------
Requires a least ZDoom 2.3.1, GZDoom 1.3.17 or Zandronum 2.0 (or higher). Runs with ZDoom LE as well.
GL mode is strongly recommended mainly to avoid sprite palette conversions.
IMPORTANT: for Zandronum you need to set switch on pickup to always on weapon setup or else you wouldn't be able to pick up weapons! And don't pick up any weapon present on the maps while you are morphed.

CREDITS:
-----------
Raven and id software for HERETIC and DOOM II.
John Romero for the unreleased stuff and being so cool.
Revenant100 et al for the Doom 2 Sprite Fixing Project v1.8.
Vader for the Hell Marquis sprites.
Gokuma for the Baron and Heretic skins.
Ravage for some beta supershotgun graphics.
PSTrooper for the bloodscourge pickup sprite for the Doom Rod.
Some ammo sprites taken from Complex Doom by Daedalus.
Other modified graphics from Doom alphas and betas.
Supersupershotgun and magnum firing sounds from the ZDoom Weapons Resource Wad v2.0.
Enjay for his support in the old days.

Have fun! drfrag.

Some comments:
Of course runs with the latest GZDoom and Zandronum. I wanted to keep it compatible with old versions, after all this rises from the ashes of my old Heresy project and some stuff dates from 2007. It's like an old mod made today but still has a lot of features. Back in the day there was some discussion about elves vs marines battles and now finally i've made it possible.
Come on, it's only a 3 MB download.
Some graphics are a bit rough (unfinished), i don't have the skill to add the green glow to the baron hand.
To support several player classes and multiplayer i've used fake weapons with a simple ACS script to check for COOP or DM with weapons stay.
This is very hard or may be i've just played Brutal Doom too much lately, it's clasic Doom gameplay this time guys and no it's not compatible with brutal mods.

You may use anything you want for your own projects of course, including the decorate "code" and the acs script.
Player translations are not transferred when morphed, this would need to be done in a hacky way right now, would be cool for team DM. A flag or property for that purpose would be very convenient.
Thanks to Enjay again for his support back then.

Download link:
http://www.moddb.com/mods/romeros-heresy-ii

My old project was a dos patch to convert the Heretic levels to Doom and it worked up to win7 32 bit and virtual machines, i claimed there was a lot of work since to some extent it was made by brute force: an algorithm created the initial levels but then a lot of patches were applied manually (actually i think over 1000 new ones in the last update) so development
took years, yes i know that was stupid. I released another version in 2016 just in case someone's interested.

My old project download link:
http://www.moddb.com/mods/romeros-heresy
Last edited by drfrag on Sun Sep 10, 2017 11:42 am, edited 1 time in total.

User avatar
drfrag
New User
Posts: 7
Joined: Fri Jun 09, 2017 12:12 pm

Re: Romero's Heresy II

#2

Post by drfrag » Fri Sep 08, 2017 11:22 pm

I've updated the mod to fix the D'Sparil BOSSDEATH special bug and to add a couple of mutators to play with Doom or Heretic monsters only.
I'd swear it worked fine. Apparently this was an engine bug and only happens with certain versions since the Sorcerer3 actor (required by random spawner) was an empty actor and won't inherit the BOSSDEATH flag (last flag) from Sorcerer2.

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

Re: Romero's Heresy II

#3

Post by Doomkid » Sat Sep 09, 2017 3:28 am

Cool to see whats basically a 50/50 doom and Heretic mix, I'm surprised someone hasn't done this by now. Cool stuff.
Image
Image

User avatar
Ivan
Addicted to Zandronum
Posts: 2219
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Romero's Heresy II

#4

Post by Ivan » Sat Sep 09, 2017 9:08 am

Doomkid wrote:Cool to see whats basically a 50/50 doom and Heretic mix, I'm surprised someone hasn't done this by now. Cool stuff.
Probably because it becomes too much like Doom than it already is hmm.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
drfrag
New User
Posts: 7
Joined: Fri Jun 09, 2017 12:12 pm

Re: Romero's Heresy II

#5

Post by drfrag » Tue Sep 12, 2017 10:41 pm

Thanks Doomkid, it's actually more like 66% Doom.
@Ivan Well, i think a game can never be 'too much like Doom'. Resembling Doom is a good thing and i like it much more than Heretic. I doomified it intentionally and i even rebalanced Heretic weapons and monsters to make things more interesting. I think it's quite a challenge now BTW.

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

Re: Romero's Heresy II

#6

Post by Combinebobnt » Wed Sep 13, 2017 12:46 am

Ivan wrote:
Doomkid wrote:Cool to see whats basically a 50/50 doom and Heretic mix, I'm surprised someone hasn't done this by now. Cool stuff.
Probably because it becomes too much like Doom than it already is hmm.
ur in a math clan right? how much % doom is 50/50 doom and heretic seeing that heretic is just a doom clone? 69/12^3? (remember: power 3 is not cube)

also nice mod to add to my try and play list for the next 100 years. I still have to get thru valiant...

User avatar
drfrag
New User
Posts: 7
Joined: Fri Jun 09, 2017 12:12 pm

Re: Romero's Heresy II

#7

Post by drfrag » Tue Oct 31, 2017 7:28 pm

I updated the mod yesterday to fix some ammo balance issues with the Hellstaff and the Doom Rod. Also i've decreased the damage for the Doom Rod's alt fire, it was extremely overpowered. It's not a helloween special edition just a minor update. I've been playing HUMP these days with Heresy II but i still have some pending classic Heretic wads to play.

Post Reply