A.guy wrote:looooooong time Hexen player here, in fact i'm constantly offering ideas for a mod in the project-ideas thread... anyway, i was browsing through this topic and i've noticed you like feedback, well, here's some from me

A.guy wrote:
first and most importantly, even if Korax Mod came up with the basic premise, you should absolutely keep going with this, why? because it is ZDoom-based and you even thought of us, the Skulltag guys

Yes I have realised it recently that game concepts might be similar but play differently. For example Warhammer online and World of Warcraft. The people who abandon either to play the other one usually have at least one argument about the similarities between the games, but most of the features these games have should be considered "common" in the genre, as almost every mmo/rpg has them.
A.guy wrote:
regarding the HUDs, i think you should go back to the minimalistic style of the "ancient" screenshots in the first post of the thread, it's just classy, plus it works better in multiplayer situations. You could have a couple of small fighting game-like bars, two (for Mana and HP), one that pops-up when you kill a monster to show the Exp gained and how much more Exp you need to increase your level
I plan to make good use of the screenblocks feature: The original hexen statusbar should get replaced by the diablo style statusbar, and I shall make a light HUD showing only the most important things on the screen. I have actually planned to make Unitframes for friendly players in cooperative style gamemode(s). If all goes well, there might be even some comfortable options via an ingame menu, being able to toggle the unitframes on and off. Let me also mention that since skulltag supports using custom SBARINFO lumps online, nothing stops the players from customizing or creating their own "UI".
A.guy wrote:
on the topic of monsters, if you do decide to add custom creatures just make sure the sprites look good and actually fit Hexen's theme, this is where most modders fail
For now it seems I won't add any custom monsters: All regular monsters will look much like the originals, except for the randomly spawned champion monsters, which should usually have some color translation to them, so they are easy to recognise.
A.guy wrote:
i'd also like to add that i fully support your weapons approach, two "equipped" weapons, with the others being stored in a special inventory of sorts, perhaps even basing the Exp-system on your preferred weapons, for example, if you use the Quietus most of the time, you can gain different powerups for it depending on Baratus' own stats, if he has all strenght, then the Quietus does alot of damage, if the player decided to focus on speed then the Quietus can attack alot more often, or if the player focused on defense then the Quietus can deflect projectiles; 'course, this would be alot of work even with the classic weapons alone, new weapons would be very difficult to add-in (and i'd actually prefer to keep the "traditional" Hexen weapons alone)
I'm not sure if I will be able to manage two weapons at a time (since the spells and abilities should be already using the weapon slots) but maybe I can figure out a way to make the spell slots bound to a weapon. No promises, though. If I can't do it, switching weapons should be pressing two buttons anyway (beside selecting the other weapon in your inventory

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I'm not sure about the arsenal. It is really hard to get sprites that fit the game, so I might just go with some color translations again... A red wand? A serpent staff that has blue colors instead of green? Anyways, the addition of skills should make it easier to live with just a few weapons.
A.guy wrote:
finally, FOR THE LOVE OF GOD, NO NEW CLASSES!!! let's not turn this work of art into another GvH with a giant Parias holding a bow, Ghostbusters and Santa Claus

It's been a while since I decided I won't use any new classes... Instead, I am aiming to make two or three skill trees for the 3 already existing classes, each featuring a different playstyle... Imagine a "Dark Mage" who heals himself for damage dealt and can summon a minion, or an "Arcane mage" that concentrates on burst damage, perhaps area-of-effect spells aswell. I haven't decided on all these skills yet, but it is likely that I'll play around with the spells' cooldown, damage, critical strike chance/damage, and passive abilities like "mental regeneration" which would lead to faster mana gain.
As a little side note, I also intend to make good use of MAPINFO's skill settings: "Few but tough monsters, A lot of weak monsters" with the hopeful addition of custom Console variables which could define an exp/monster difficulty factor. Maybe even something like "Additive monster power" to toggle the monsters' level between "adjust to highest level player" or "add all players' levels together" which might result in a level 3168 monster with 32 lvl 99 players, not even chuck norris could beat that!.. And that makes me think that I have to figure out a better formula to calculate the current monster level. Things might change before release.