Description

Last updated: 31/10/23. This is the early access of Blorc. A mod originally meant to replace Freedoom's sprites that eventually become the spiritual sucessor of Alpha Elements, a mod i've made 10 years ago. It includes new weapons (most of them with mod's), new monsters and lotsa fast paced action =P

Preview
Blorc - Early access (31/10/23)
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brunocar
brunocar - - 1,158 comments

first impressions are that its simple and nothing particularly impressive, but REALLY polished

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AlphaEnt Author
AlphaEnt - - 400 comments

There will be some minor bug fixes for next weekend, as i've wanted to release it for my birthday, but didn't counted that i've got called from work today and got unexpected visitors at home, so didn't got the time i was counting on to tweak final details before this release (like 2 setting options without different graphics, as it was a last minute addition).

Didn't wanted to delay the mod one week more, because i was confident i was going to be able to do that. And after the trailer was released with such close deadline, i had to do some black magic XD
(actually fixed a one year bug within 24 hours before release, after i've found a better way to program the health and armor increasement up to player's current combokill, because of "titan's arcade mode" development this month. kept the placeholder mugshot just because timing constraints)

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AlphaEnt Author
AlphaEnt - - 400 comments

24/11
Major fixes

Deleted vanilla chainsaw (since it was an unused weapon)
Increased "unmodified" lmg500 firepower
Decreased "unmodified" lmg500 firerate
Decreased lmg500 reload time
Improved Anergygun's rail aestethics
Sightly increased AnergyGun's firepower (for testing purposes)
Debug heartbeat script fixed. Now it works XD
Deleted placeholder combo kill healing mugshots through scripts (and properly added them into sbarinfo and decorate)
Improved combo kill healing system (now merged into combo kill's decorate)

Added skirmish into main menu
Now, the menu shows the proper debug settings image, rather than the regular setting image.
Replaced skull on main menu with Alpha logo.
Skirmish and Debug settings graphics added into main menu.
Added placeholder music on intermission, readme and intro.
Added secret found sound effect.
Reorganized some stuff inside the pk3's, now it contains almost none wad's

Added experimental weapon mod's for CDG Carbine, lmg500 and AnergyGun (for testing purposes)
Increased firerate on Winchester's experimental weapon mod
Placeholder chapters deleted
Added more developer/debug options on test settings menu

Bfgball projectile now cam aim up and down (weird, unknown bug that made shot always centered solved in some way)
AnergyGun rail now has bulletpuff
Combo kills no loger continues through nextmap
Added recoil on Erradicator's thirdshot weapon mod.
Winchester pump sound no longer gets interrupted after quick weapon change
Added "powered up fists" while berserk
Visual clock converted into sbarinfo
Combo kill sequence number is now shown after 5 sucessive kills, instead of being
always shown.
Added optional oblige levels test on main menu

Included a testlevel inside the mod.
Changed lightning colours on some actors to fit their sprite aestethics (like red armor showing red lights instead of green)
Improved sbarinfo: Now you can visualize when your health is over 100 hp
Found a new way to load wad's/pk3's, now is less dependant of bat files (uses gameinfo to load additional files, i still use bat files though)
Reduced the amount of ammo you recover for backpack after combokill 50
Added "magazine ammo" recover for carbine, winchester, peacemaker and lmg500 after combokill 50 (Now it encourages players to keep shooting without caring about weapon reload, unless it runs out of ammo before any further combo kill)
Solved the issue with Aracnorb (arachnotron replacement) not triggering the map specials after death.
Solved minor issues with Mech-demon
Adjusted some offsets for some enemies sprites
Added announcer options on "test settings"
Added a custom config file with some basic stuff properly set.
Added missing graphics
Tweaked demon to make it slower on nightmare

And some other minor bugfixes.

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AlphaEnt Author
AlphaEnt - - 400 comments

Mod has been updated. Lot's of bugfixes...

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AlphaEnt Author
AlphaEnt - - 400 comments

31/10/19
Early access update 01
Abridged changelog. (Forgot to take notes on every change, so few things might not get listed properly.)

Weapons behaviour:
Added weapon upgrades menu, so you can check which weapons you want to upgrade. (script + sbarinfo)
Added upgrade mechanics for all weapons. (except fists)
Added mechanic to unlock "a weapon to be upgraded" each time you complete a map.
Added mechanic to obtain "one weapon token" each time you complete a map.
Added "weapon's lore" inside weapon upgrades menu.
Added script to take away all current upgrades at once.

Increased base damage to fists from 8,5 to 10.
Made the fists make damage sooner, while keeping the same firerate.
Increased "vanilla" cdg carbine reload time. (it can be upgraded to bring it back to normal)
Added optional cdg carbine upgrade with improved firepower.
Added optional cdg carbine upgrade which reduces ammo comsuption while powered up.
Increased cdg carbine base damage from 5 to 7,5.(and 10 to 15 while powered up)
Added 2 optional unlockable burst-zoom feature for Peace maker.
Made the alternate fire for pain bringer an optional upgrade. (Grenade launcher is now unlockable)
Added an optional upgrade for pain bringer that reduces inflicted self-damage.
Added a cooldown mechanic for Spinebuster (you can upgrade it to keep firing without cooldown)
Added an optional unlockable alternate fire upgrade for spinebuster. (when your weapon gets hot, you can alt-fire to release a heatwave which both cooldowns the weapon and makes damage to nearby enemies)
Added an unlockable zoom feature for Anergy Gun.
Added an optional upgrade to reduce ammo comsuption for anergy gun while zoomed in.
Added an optional fastfire upgrade for devastator. (deletes the weapon pre-fire animation)
Added an optional powered-up fireball upgrade for devastator. (makes damage while in the air)
Added Widowmaker weapon. (can't be obtained through idfa, but can be unlocked in-game under certain criteria)
Added alternate fire for Widowmaker.
Fixed a minor animation issue with CDG Carbine, with no bob if reload button was pressed and clip had full ammo.

Medals behaviour:
Added medals menu to check how much medals you've earned through both the current level and all previous levels. (script + sbarinfo)
Added "medals rewards" mechanic: Up to how much medals you got of each type, which rewards you will unlock.
Added mechanic to unlock "+5 tokens capacity" at 15 "Good medals" (aka blue medals)
Added mechanic to unlock "LMG-500" Weapon at 10 "Excellent medals" (aka yellow medals)
Added mechanic to unlock "Anergy gun" weapon at 5 "Impressive medals" (aka orange medals)
Added mechanic to unlock "+10 tokens capacity" at 3 "Most impressive medals" (aka red medals)
Added mechanic to unlock "Widowmaker" Weapon. (Required criteria not specified on the changelog)

Miscellaneous mod's bugfixes/updates:
Added a script that allows players to both open and close the upgrades menu at will with a custom key binding.
Added an optional "hud option" which allows you to select between graphical life/armor count or the numeric one.
Modified the numeric fonts on intermission to makethe custom fonts more readable.
Added a custom animated titlemap.
Replaced the "test settings" image with "mod settings" instead.
Added a new skill setting: Cursed run. Gives players the widowmaker weapon from the beggining and spawns powered up monsters at random chances.
Deleted the "upgrade tier test" options from the debug menu.
Added a "secret" script which gives you 10 upgrade tokens and unlocks all weapons to be upgraded. (Did it for testing purposes, but decided to keep the script functional)
Made the "heartbeat background" only playable on cursed run.
Modified the animation on the "bfg spray" code.
Added additional decorate to upgrade menu script to prevent issues with sbarinfo.
Added additional sbarinfo code to detect the total amount of upgrades each weapon has.
(That way you don't have to look at each weapon option to see where the tokens are placed.)
Fixed the A script issue on th upgrade menu.
Added help and credits images.
Momentarily blocked the lore menu.

Custom Coop/Deathmatch mod behaviour:
Made the upgrade menu intentionally work only on singleplayer. (cooperative mode will play without weapon upgrades)

Because of upgrades implementation, player will automatically unlock certain upgrades on deathmatch-based modes to make the weapons behave akin to 2017 old patches. (fully upgraded cdg carbine, improved winchester firerate and reload, pain bringer grenadel unlocked, spine buster without cooldown)

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AlphaEnt Author
AlphaEnt - - 400 comments

New update today:


2020

Made minor tweaks to some scripts.
Made minor tweaks on mod menu.
Added two game modifiers for zandronum matches: Cursed match (Widowmaker spawn) and Double trouble (erradicator/pain bringer spawn).
Bot's now work with zandronum game modifiers as intended.
Spinebuster reduces some of your weapon heat if you combo kill goes beyond 40.
Spinebuster no longer overheats if your combo kill goes beyond 50.
Combo kill medals images no longer overlap with each other.
Fixed a naming issue with startst song.
Reduced ammo consumption of unmodified anergy gun zoom from 11 to 10
Made minor tweaks to scripted menu.
Renamed some scripts with placeholder names.
Spinebuster's heatwave altfire now throws monsters away from you. (akin to hexen's disc of repulsion)
Added Arial and SF Square Head fonts as replacements for smallfont and bigfont into Blorc.



2021
Abridged changelog. (Forgot to take notes on every change, so few things might not get listed properly.)

Subtle tweaks on weapons.
Tweaked offsets of CDG Carbine while reloading (long animation)
Added extra sprites on Peacemaker (Pullout empty magazine)
Improved decals on Anergy gun.
Tweaked puffs on Anergy gun.
Added decals on Devastator.
Added casings on CDG Carbine, Winchester, Peacemaker and LMG-500.
Deleted Blorc's challenge skill. Cursed mode is now the highest skill.
Tweaked skirmish menu to show proper skill names.
Redesigned weapon upgrades/medals menu. Now it no longer uses sbarinfo to show graphics.
Improved scripted menu. Now it can select between upgrades/medals/codex directly instead of previous/next.
Scripted menu now works properly on 5:4 aspect ratio.
Added Codex/Lore menu.
Fixed an issue on upgrade menu hiding few graphic buttons.
Added additional hints while playing the first 5 levels.
Replaced copyrighted music at the intro with custom original ost.
Tweaked titlemap: Replaced animated texture with static animated actor (rendering issues on software mode)
Fixed a minor bug on combo kills, not hearing a combo cue when done right before the combo finished.
Rendered an animation of the teleport effect for small pickups, saving memory.
Simplified the sbarinfo. Now it no longer shows any info related to weapon upgrades.
Scripted menu buttons now shines when cursor is over buttons.
Extra tokens locked while on cursed mode.
Improved tokens hud on sbarinfo.
Added dead monster actors.
Additional tweaks to menudef.
Moved unused scripts into unused folder.
"Developer debug" script now gives player 5 tokens instead of 10.
Upgrade/medals/codex menu locked on multiplayer/coop.
"Lore unlocked" messages no longer overlaps with eachother, if several characters unlocked at the same time.
Now "toggle numeric/graphical hud" updates automatically.
Scripted menu now remembers last page used within the same level.
Added a subtle fade in/out while player is on scripted menu.
Fixed a wrong tag name with spine buster.
Added decals to Widowmaker.
Added sounds to casings.
Fixed an audio issue with erradicator while quickswitching.
Added more monsters to cursed run: Aracnorb, Flyingfatso, Beholder, Chaingunguy, Cybruiser.
Added custom sounds to new cursed monsters.
Added liquid splashes effect.
Added footsteps (singleplayer only).
Added warping effect to liquids.
Redesigned devastator's projectile and weapon behaviour.
Increased firerate for devastator's op firerate upgrade.
Decreased firerate for devastator's op projectile upgrade.
Added dynamic lights to all bulletpuffs.
Added dynamic lights to cursed monsters.
Renamed monster's obituaries.
Widowmaker's altfire now always stun monsters if close to 152 px.
Painbringer's grenade now bounces off water.
Added decals to several monster's projectiles.
Added an alternate cursed cacodemon replacement.
Solved an issue where footsteps no longer played sounds if you died, then resurrected.
Added a selection of UDMX and skulltag dm maps for players to enjoy.
Added 16:9 hud.
Tweaked the frags and streaks font while on deathmatch.
Solved an texture issue while using both skulltag and udmx textures.
Medal symbols now works in both 4:3 and 16:9 aspect ratios.

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AlphaEnt Author
AlphaEnt - - 400 comments

Mod got updated today.

2023 changelog:

Increased melee damage.
Improved pain bringer's grenade behaviour. (explodes after certain time, instead of random timing)
The mod is now compatible with older versions of gzdoom. (by request)
Fixed a typo on human playerclass, not triggering botinfo definitions correctly and making classes switch randomly.
Fixed an issue with skulltag weapon spots not being replaced properly on zandronum.
Fixed a misbehaviour with lmg-500 while on multiplayer causing players to stand still while dead.
Bulletpuffs no longer spawn while hitting bleeding entities.
You can now interrupt peacemaker, spinebuster and devastator attacks while holding fire by switching into other guns.
Fixed a glitch where you could delete the peacemaker upgrade while holding zoom function, the gun would never switch back to unzoomed.
Added previously deleted randomized fire sprites to Peacemaker.
Added random chances to flip horizontal sprites of some projectile impacts.
Flipped ammo order of some guns on hud.
Added tracers to hitscan guns.
Increased chances to switch guns while reloading erradicator.
Reduced repeated frames while reloading winchester.

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StarmantheBlaziken
StarmantheBlaziken - - 116 comments

Ooh. I would sure like to try this one out soon.
Suppose you might make a standalone version for the ones out there that like to load them in a mod loader instead of a prepackage with both source ports and bat files?

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