Search found 30 matches
- Wed Dec 19, 2012 3:58 pm
- Forum: Levels
- Topic: [RELEASE]The Nadir - a Hexen project
- Replies: 60
- Views: 12632
Re: [RELEASE]The Nadir - a Hexen project
Hey all, Bumping this up from two years ago to point out that I've updated this recently and removed all of the annoying enemies I included, and replaced them with the standard foes. Amongst that are a few other tweaks and fixes that generally improved the original work. I blame first-timer ...
- Tue Jan 17, 2012 9:43 pm
- Forum: Abandoned/Dead Projects
- Topic: [Abandoned/Source RELz] Oldschool Tile-Based Dungeon Crawler
- Replies: 37
- Views: 9978
Re: [VERY WIP/tech demo] Oldschool Tile-Based Dungeon Crawle
I'd love to use this in a Stonekeep-esque mod. The possibilities are forming in my head faster than I can process them...
- Thu Sep 09, 2010 10:16 pm
- Forum: Levels
- Topic: [RELEASE]The Nadir - a Hexen project
- Replies: 60
- Views: 12632
Re: [RELEASE]The Nadir - a Hexen project
I also still wish that you'd add fixed Centaur death sprites, out of all the sprite rape GZDoom does to Hexen, that one is the most egregious. Thanks for trying it out again and giving your comments. I actually forgot about this (you mentioned it earlier) so I've uploaded what I think will be my ...
- Sat Sep 04, 2010 10:25 pm
- Forum: Levels
- Topic: [RELEASE]The Nadir - a Hexen project
- Replies: 60
- Views: 12632
Re: [RELEASE]The Nadir - a Hexen project
Shameless self-bump. I'm back after a brief hiatus, graduation and a working schedule have cute into my Dooming hobby a little bit ;). But I'm currently working on a sequel to this mod, hopefully it'll show a bit of improvement over the basic concepts I've learned and applied to this mod! I'm trying ...
- Tue Jun 29, 2010 12:02 pm
- Forum: Levels
- Topic: [RELEASE]The Nadir - a Hexen project
- Replies: 60
- Views: 12632
Re: [RELEASE]The Nadir - a Hexen project
There's a switch? I couldn't find it. Yup, just have a look to your right when you stand next to the cage at the end of that narrow 'bridge'. It's tucked away there on the wall and will allow you to continue. You'll have to hit a few more of these at the end of the areas that the teleporter takes ...
- Mon Jun 28, 2010 10:40 am
- Forum: Levels
- Topic: [RELEASE]The Nadir - a Hexen project
- Replies: 60
- Views: 12632
Re: [RELEASE]The Nadir - a Hexen project
those 3 gates u need the keys for u can jump up on the torch then jump over as a fighter :( you can also run and jump onto the platform to grab the blood scrouge key thing where the deathknight is on the ledge Ahh yep you're right. I'll fix the gate things shortly, haven't had much hobby time ...
- Wed Jun 23, 2010 5:45 pm
- Forum: Levels
- Topic: [RELEASE]The Nadir - a Hexen project
- Replies: 60
- Views: 12632
Re: [RELEASE]The Nadir - a Hexen project
There shouldn't be any areas that you can cheat past by jumping or crouching, the maps are designed to allow these things.
However, if you HAVE found a spot, let me know so I can fix it
I haven't heard of any yet.
However, if you HAVE found a spot, let me know so I can fix it

- Tue Jun 22, 2010 7:40 pm
- Forum: Levels
- Topic: [RELEASE]The Nadir - a Hexen project
- Replies: 60
- Views: 12632
Re: [RELEASE]The Nadir - a Hexen project
Was brilliant best HeXen experience i've had so far. Can we expect a sequal.. even to this!? another episode? or the story is done? D: something to bridge the gap between hexen and hexen2 maybe Glad you enjoyed it :) I have begun mapping a project that I may consider a sequel, but I haven't had ...
- Fri Jun 18, 2010 8:55 pm
- Forum: Levels
- Topic: [RELEASE]The Nadir - a Hexen project
- Replies: 60
- Views: 12632
Re: [RELEASE]The Nadir - a Hexen project
Little bump for an update - Latest version of the Nadir is now 1.05. Included in the latest additions and fixes are: - new mage staff graphics, courtesy of neoworm - a fix on the final boss that made it too easy for a cleric with Wraithverge (thanks Ghastly_dragon, Xaser) - a slightly more decorated ...
- Fri Jun 18, 2010 8:27 pm
- Forum: Editing (Archive)
- Topic: Wraithverge busting the invulnerable state
- Replies: 7
- Views: 403
Re: Wraithverge busting the invulnerable state
ACTOR HolySpiritTwo : HolySpirit replaces HolySpirit { -FOILINVUL } Wouldn't that stop the Wraithverge from damaging Centaurs when they have their shield up? It turns out that yes, it does. I went back and used Ghasty's method and returned the holy spirit back to normal. Works even better now ...
- Fri Jun 18, 2010 5:18 pm
- Forum: Editing (Archive)
- Topic: Wraithverge busting the invulnerable state
- Replies: 7
- Views: 403
Re: Wraithverge busting the invulnerable state
Quick replies! http://www.zdoom.org/wiki/Classes:HolySpirit The problem is the +FoilInvul. Hah! Wraithverge working as intended I see. It really IS that much more overpowered ;) Thanks for your suggestion. I was just about to try it out until I refreshed the page and saw a super-lazy way... If you ...
- Fri Jun 18, 2010 4:46 pm
- Forum: Editing (Archive)
- Topic: Wraithverge busting the invulnerable state
- Replies: 7
- Views: 403
Wraithverge busting the invulnerable state
I've got a little problem with Wraithverge breaking a mechanic in one of my scripts / encounters in a map. I have a monster set to go invulnerable after dropping to a certain hitpoint range, and then coming out of that state once you kill the things you need to kill. Works wonderfully... except with ...
- Mon Jun 14, 2010 11:29 am
- Forum: Levels
- Topic: [RELEASE]The Nadir - a Hexen project
- Replies: 60
- Views: 12632
Re: [RELEASE]The Nadir - a Hexen project
Ah, finally! Some comments on the work as a whole! Overall, this was a pretty good effort. Probably not my favorite Hexen .wad that I've ever played, but my favorite out of any of the "modern" ones I've tried (which is not all of them.) Thanks for the comment. I wasn't going for a masterpiece with ...
- Sat Jun 12, 2010 2:10 pm
- Forum: Levels
- Topic: [RELEASE]The Nadir - a Hexen project
- Replies: 60
- Views: 12632
Re: [RELEASE]The Nadir - a Hexen project
Just gave this a try, but had a weird bug that kept me from being able to play it. On the first map, I can get as far as going down the cave passage to look out, and then it lags horribly, to the point of being unplayable. Is it just me? Never had this problem with any other wad. :? Not heard of ...
- Wed Jun 09, 2010 8:01 pm
- Forum: Levels
- Topic: [RELEASE]The Nadir - a Hexen project
- Replies: 60
- Views: 12632
Re: [RELEASE]The Nadir - a Hexen project
Default range of melee weapon is 64 units. Hence most HeXen weapons have minimal range of 128. If you left default values it have shorter range, which is kinda innaprpriate for staff-like weapon. Its just one parameter in A_CustomPunch function. Thanks, this was very helpful. I just uploaded v1.03 ...