=)
have you seen this
super bosses =)
Search found 14 matches
- Fri May 22, 2020 5:18 pm
- Forum: Mapping
- Topic: Door opens when monsters are killed.
- Replies: 15
- Views: 2722
- Fri May 22, 2020 4:39 pm
- Forum: Mapping
- Topic: Door opens when monsters are killed.
- Replies: 15
- Views: 2722
Re: Door opens when monsters are killed.
That's very Zelda-esqe. In the Hexen Map Hypostyle this is done the player is pushed into the room and door closes behind them, In all 3 rooms, and I think(?) the door in the north room at least opens after killing all enemies (but it might be a switch). Perhaps you can take a look at the code for ...
- Thu May 21, 2020 9:46 am
- Forum: Mapping
- Topic: Teleport Boss mod
- Replies: 0
- Views: 314
Teleport Boss mod
I'm interested in making a simple mod for the bosses in Hexen, that will lower the chance of them getting stuck. The issue is posted here, https://forum.zdoom.org/viewtopic.php?f=50&t=68548 Basically need to place some invisible teleporters on the ground in a few locations, that can only be used by ...
- Mon May 11, 2020 1:19 pm
- Forum: Technical Issues
- Topic: hexen item carryover
- Replies: 4
- Views: 400
Re: hexen item carryover
I actually thought that was the case too - but I've just checked in vanilla Hexen in DOSBox. On MAP02, I gave myself all items and then went through the exit that takes me to the next hub and I still had 25 of all items after the intermission text. Thanks for checking that, I actually had read that ...
- Mon May 11, 2020 11:54 am
- Forum: Technical Issues
- Topic: Hexen stuck bosses
- Replies: 1
- Views: 284
Hexen stuck bosses
Both the bosses in Hexen so far have gotten stuck, allowing for no challenge kill. Now this may happen in non-gzdoom version, And probably does. I do not know. I can't be bothered to sludge through the old Hexen just to find out, but perhaps someone has some ideas, to prevent this. My idea for the ...
- Sun May 10, 2020 6:56 am
- Forum: General
- Topic: improve your game music
- Replies: 0
- Views: 336
improve your game music
I wanted to share a free soundfont much better than the gzdoom one, timidity++ http://www.timbrechbill.com/saxguru/Timidity.php Also there is the real fluidsynth soundfont out there it is 30mb. But it maybe copyrighted but I do have it. In my opinion though Tmidity++ is usually better. You might be ...
- Sat May 09, 2020 11:44 am
- Forum: Assets (and other stuff)
- Topic: Hexen melee blood mod?
- Replies: 1
- Views: 586
Hexen melee blood mod?
Is there anything like this I mean the death animations are awesome but there is no blood when I hit an enemy with the Axe. I am thinking something like in Heretic when using the Gauntlets of the Necro, except more of a slash pattern. Some red sprites Downloading brutal hexen, to see how it was done ...
- Fri May 08, 2020 11:28 pm
- Forum: Off-Topic
- Topic: Good MP3 To Ogg Converter Software
- Replies: 17
- Views: 1786
Re: Good MP3 To Ogg Converter Software
What you want is Audacity 2.2.2 or Nero
- Fri May 08, 2020 11:00 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Save order by most recent
- Replies: 2
- Views: 537
Save order by most recent
I noticed that saves are not ordered by most recent. Which is small issue but can be confusing if you haven't played for a while. It seems they are ordered by name. I noticed that my old gzDoom351 is sorting them by most recent and also has cool font, so why don't I just use that? Its because I am ...
- Fri May 08, 2020 8:32 am
- Forum: Launchers
- Topic: Arachnotron Doom Launcher 1.1.4
- Replies: 22
- Views: 23390
Re: Arachnotron Doom Launcher 1.1.4
This is excellent work! Thank you!
Love the title art display, program not too hard to use. Very nice work!
Love the title art display, program not too hard to use. Very nice work!

- Fri May 08, 2020 7:31 am
- Forum: Gameplay Mods
- Topic: [minimod][v1.0.0-beta] Final Custom Doom
- Replies: 50
- Views: 54818
Re: [v0.4] Ultimate Custom Doom
EPIC mod!
Monster options are great
Monster options are great

- Fri May 08, 2020 7:05 am
- Forum: Scripting
- Topic: custom global monster speed
- Replies: 5
- Views: 927
Re: custom global monster speed
The ZScript definitions for the monsters are in gzdoom.pk3/zscript/actors/[game] There isn't a clear "fast speed" on monsters though. Back to the example of the Pinky Demon from Doom: It has a speed property of 10 and calls A_Chase every 2 tics. So, every 2 tics, the Pinky moves 10 units. However ...
- Fri May 08, 2020 4:29 am
- Forum: Scripting
- Topic: custom global monster speed
- Replies: 5
- Views: 927
Re: custom global monster speed
Thank you for the excellent replies! Am going to try Ultimate Custom doom now. (It was me that posted I had forgot to log in.. oop) Couple questions here, thanks. So what I am trying to do now is simply edit the Ettin walking speed because I just started playing Hexen, and it seems like a way to ...
- Thu May 07, 2020 1:57 pm
- Forum: General
- Topic: Play all the doom engine games
- Replies: 0
- Views: 219
Play all the doom engine games
Guys, of course doom was a masterpiece of audio and video, and doom2 was epic its where I started my doom journey as a kid playing on 386 doom2 shareware. however you must also play heretic, and then hexen. these games are also super-awesome. Its only now that I can (maybe?) beat hexen without a ...