<<
Back to Index
3/29/00
- An interview with Heretic II Siege mod author,
David (The Shadowlord) Corrales
Conducted by ùtøpiâ
ùtøpiâ: What inspired you to make Heretic II Siege?
Shadowlord: Well that
good old mod in HexenWorld inspired me. Actually I always thought that Siege
for HexenWorld was the best mod I have ever played. It created a whole new game
out of Hexen II The idea of laying siege to a castle was very exciting. I found
the mod to be very addictive and very fun to play. I loved it so much that I
even made two maps and a add-on mod for it. After Heretic II came
out I thought why not port over this great mod to Heretic II?
I thought that Her2 would allow more room for improvement and that Siege
could do more in the newer engine and especially when it came to mapping.
ùtøpiâ: What are some advantages of mapping with the Quake II engine
instead of Hexen II's version of the Quake engine? Higher polygon and face counts
must be able to make better maps, correct?
Shadowlord: Well now
that I look at the engine, I have to say it is much better. First off the graphics
are better, the models are much better. I thought Quake2 engine poly count was
better and it seems like it, but it still limited. You have to try to keep the
count down so that maps can play smoother in multiplayer games, but I don’t
mind pushing it a bit. Making the open spaces still are a problem, but at least
in Heretic II engine, the walls don’t start disappearing, like
in Hexen II, when the poly count is too high. So when it comes to mapping I
think you could pull off more detail and better maps. Don’t get me wrong, Hexen
II map where very impressive. But I’m no expert on the engines; in fact I’m
far from it.
ùtøpiâ: What has been the most difficult part of creating
Heretic II Siege?
Shadowlord: Well getting
start had to be the hardest. Having to figure out what does what in the code.
In HW Siege, the code was rather simple, but in Her2 it's more complicated.
Now you have the separate dll files that communicate with each other. You have
the effects, the game mechanics, and the player mechanics, which controls the
player animations. But the code allows you to do more with it then HW code,
but sometimes I wish it were simple like HW. Lucky I had Wankeroo, (programmer
of THF) to help me out at the start.
I started off with the basic game mechanics like gain mana by time and coding
the teams. It got more complicated when I had to code the catapults. This along
with the key code was what was going to determine if I could pull of Heretic
II Siege. I was able to convert most of the catapult code, but
I had to cut and add allot of code. I had problems in all aspects of the catapult.
Since the engine hands player movement very differently then in HW, it was a
big problem to get the catapult to launch the player. There were problems with
the barrels and getting them to fall with gravity and explode on contact. I
had to get the catapults to move, which Her2 also handled differently. There
were problems with the control for the catapult and getting to move along with
the catapult and later getting the catapult to fire only when hit by the players
blade or fist. It was a major pain to get the final version of the catapult
you see now. But after this point I knew that it could be done and that I could
make Heretic II Siege.
ùtøpiâ: What are you currently doing to improve Heretic
II Siege from Hexen II Siege?
Shadowlord: I must
say that a mapper can do allot more with Heretic II then with
HW Siege. I remember when I was mapping for HW Siege and I couldn't
use some monsters. There were things you wanted to do but just couldn't. You
had to make your own mod like Rival Kingdoms or JackStraw's Assault mod or my
Wiz-mod.
I try to make Heretic II more mapper friendly. I have made it
so the mapper can make his or her own "mini mod", by altering existing entities
and adding new entities to Siege. I tried to incorporate all the HW
Siege mods, like the ones listed above. A mapper could make maps like the
original Siege map, which I converted over to Heretic II
Siege, where the defender team defend the crown and the attacker team
try to capture it. A mapper can make maps where both teams go for the same crown,
or where both teams fight for the other team's crown. You can make maps in Heretic
II Siege where you don't even require a crown. For example I
just added a new map where you simply have to wipe out your enemies (Similar
to team blading). You can make a maps where the goal of the Attacker team is
to destroy a particular object, structure, or even a monster. I have allowed
monsters to be used so a mapper can make maps similar to coop game. I also altered
the monsters' code so that they can be put on teams. I made a map where two
chickens are on different teams (One is attacker other is defender) and placed
them in a small arena and let them fight it out after a button is pressed. The
winner determines which team wins. So you can see that Heretic II
Siege can do much more then HW Siege.
ùtøpiâ: What features will have been added by the time the
final release rolls around?
Shadowlord: The final
version will have a status display, which gives you information about the player
classes. The information includes spells and spell cost, starting health and
armor. This is to help new players and even old players out. I also added a
new trigger_message so that players can know what the buttons do in the original
map.
It will have player movement rates. If you are a Wizard you will run much slower
than if you are an Assassin. Along with the movement rates, I have fixed the
speed of strife running and reduced the speed of strafe jumping. I just recently
add the "Wrath of God" spell to the Cleric class. For those who are not familiar
with the spell it is a sacrifice spell which can kill any player and most monsters.
But this version of the spell is different then the HW version. The spell is
no longer by sight, which I thought was a bit too strong. So now it has a radial
effect and it has more visual effects.
Today I added the option of having multiple spawning spots for the key. So the
key will randomly start at one of the spawn spots.
When I release the final version I expect to have all the player models and
skins ready. Right now I'm just waiting for the Succubus model and a few skins.
Once they are done you can expect to see the final version shortly after.
I have fixed many bugs including many of the ones originally in Heretic
II. So hopefully the final version is easier to use and more balanced.
By the way I should mention that Gwynhala has been doing a great job on the
models. Also -MONSTER-, Gunsmoke and Drax have also done a great job on the
skins. Thanks guys
ùtøpiâ: Do you expect to add any new classes? Or keep to the
basics?
Shadowlord: Right
now I don't have plans for a new class. I currently have 6 classes, which I
think is a good number. But if I were to add a new class, it would probably
be an ogle/dwarf class.
ùtøpiâ: Will any new maps be converted?
Shadowlord: Due to
the time it takes to make a conversion, I don't plan to convert any of my maps
as of now. I may eventually convert one, but I make no promises. As for the
other HW Siege mappers, they are welcome to convert their maps if they
wish.
ùtøpiâ: When would you expect a "final" release of Heretic
II Siege?
Shadowlord: Well I'm
not sure. After I get complete set of model and skins and all the testing goes
well it should be very soon. Unfortunately the testing has been going very slow
since the lack of testers. The code is pretty much complete. Now I’m just fixing
any bugs I find and I’m making any additions I see fit. I would like to have
the final version out by the beginning of next month, but we will see.
ùtøpiâ: Great work! Thanks for your time, anything you'd like
to add?
Shadowlord: Yes, I would like to tell Heretic II players
to please give Heretic II Siege a try. Who knows you may
find that you like it. If you don't like the mod, that's ok too. I would also
like to know what the players think about Heretic II Siege.
I appreciate feedback be it bad or good.
Thanks.
[Back to the top]
|