[UPDATE] Hexen redux Seven Portals WIP DL up

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acidhoez
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[UPDATE] Hexen redux Seven Portals WIP DL up

Post by acidhoez »

The mod will - re-create the original levels in the game, making them larger, more intersting, and more difficult.

Bosses - There will be around 10 bosses, not including Korax and the Masters.
Decorations - New decorations will be throughout the levels, and will contain modern lighting effects, I also, plan on having the original light sources to give off proper lighting.
Monsters - The mod will have 26 new enemies, that fit into the look and feel of hexen, there will also be returning enemies from heretic. Most monsters will be biome based, Lava monsters in fire areas, ice monsters in ice, etc.
Weapons - There will be 2 new weapons for each hero. I have not decided which weapons to add at this time.

I am always taking thoughts on level design, and weapon suggestions. Please leave your thoughts here, or on my Moddb page.

http://www.moddb.com/mods/hexen-redux

Winnowinghall sorta beta final - https://www.dropbox.com/s/b8syh36gqdiec ... ngHall.wad - also on MODDB

Seven Portals WIP - https://www.dropbox.com/s/q9swn2fm9flbd ... %20WIP.rar - also on MODDB
Last edited by acidhoez on Sat Jun 21, 2014 10:18 am, edited 22 times in total.
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ShadesMaster
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Re: [WIP] Hexen redux

Post by ShadesMaster »

Looks blockier than the original tbh, but I know what you're trying to do. A KDIZD for Hexen! I'd also suggest adding two new weapons per class, a few new inventory items, some new monsters, etc for starters.

As for levels, really try to envision spots to be more like real places. The Winnowing Hall main antechamber for example looks to be based off an arched temple so a roof where the player can traverse would be interesting. The belltowee actually resting ATOP a rocky outcropping and not nestled beneath cliffs; the guard wall's entry through a more house-like gate and not a flat brick wall going forever up, etc.
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TheMightyHeracross
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Re: [WIP] Hexen redux

Post by TheMightyHeracross »

That's a pretty good looking screenshot.
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acidhoez
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Re: [WIP] Hexen redux

Post by acidhoez »

ShadesMaster wrote:Looks blockier than the original tbh, but I know what you're trying to do. A KDIZD for Hexen! I'd also suggest adding two new weapons per class, a few new inventory items, some new monsters, etc for starters.

As for levels, really try to envision spots to be more like real places. The Winnowing Hall main antechamber for example looks to be based off an arched temple so a roof where the player can traverse would be interesting. The belltowee actually resting ATOP a rocky outcropping and not nestled beneath cliffs; the guard wall's entry through a more house-like gate and not a flat brick wall going forever up, etc.
yeah as of right now i suppose that the structures are just a little wider. I also made the cave area a lot larger but im stuck right now for what i want to add into it. and i have added a few enemies from realm667, and i plan on adding one weapon for each hero possibly, great ideas though
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ShadesMaster
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Re: [WIP] Hexen redux

Post by ShadesMaster »

Thanx! Oh, and 3D plank-steps for both the bell tower and guard wall area... u know, they go up by increments of 16 but each step is a 3D floor of 8 thickness... or steps that get u up 8 units with floors of 4 thickness, etc. Remember the original Hexen bell tower adhered to original engine limits so it had the 'stone maze' steps and not something u could actually go UNDER.

As for monsters, some extra ones that should be standard for ANY Hexen expansion, imho, include:

- Chainmail Ettins who fling their maces ay you
- Hex Prisim gem turrets
- Skull Wizard from Carnage Galore
- Guardian Cube (but with better sprites, Eriance made a Guardian GEM from scratch for example)
- Bluish-recoloured Centaurs as Slaughtars, or a third version entirely (Carnage Galore again)
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acidhoez
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Re: [WIP] Hexen redux

Post by acidhoez »

ShadesMaster wrote:Thanx! Oh, and 3D plank-steps for both the bell tower and guard wall area... u know, they go up by increments of 16 but each step is a 3D floor of 8 thickness... or steps that get u up 8 units with floors of 4 thickness, etc. Remember the original Hexen bell tower adhered to original engine limits so it had the 'stone maze' steps and not something u could actually go UNDER.

As for monsters, some extra ones that should be standard for ANY Hexen expansion, imho, include:

- Chainmail Ettins who fling their maces ay you
- Hex Prisim gem turrets
- Skull Wizard from Carnage Galore
- Guardian Cube (but with better sprites, Eriance made a Guardian GEM from scratch for example)
- Bluish-recoloured Centaurs as Slaughtars, or a third version entirely (Carnage Galore again)
we'll see. i do like the 3d steps idea, but ive tried doing it on a blank map and i couldnt get it to work for some reason, i only know how to do 3d floors for doom. and for the carnage galore monsters, if i can rip them properly from the wad them ill try it but im not very good at it
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Sergeant_Mark_IV
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Re: [WIP] Hexen redux

Post by Sergeant_Mark_IV »

Please, remove or simplify all the puzzles on Seven Portals.

"You have solved 0,5% of the puzzle on the Seven Portals"

This is not fun. Really. If anything should change in HeXen's level design, is the fucking puzzles.
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acidhoez
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Re: [WIP] Hexen redux

Post by acidhoez »

Sergeant_Mark_IV wrote:Please, remove or simplify all the puzzles on Seven Portals.

"You have solved 0,5% of the puzzle on the Seven Portals"

This is not fun. Really. If anything should change in HeXen's level design, is the fucking puzzles.
i agree to an extent, i plan on removing certain switches that are in the game that kinda just are a waste of time, like the switch in the gate house that opens the door to the stairs that leads to another switch...dumb things like that. im not sure what ill do about the other puzzles though
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ShadesMaster
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Re: [WIP] Hexen redux

Post by ShadesMaster »

Yeah, there could be a SINGLE switch puzzle sometime later, but for Seven Portals hub, I'd invoke the fact that we now have a flameMask, IceMask and airMask (steel) resources. Those must all be found on each Guardian level, after fighting Guardian minibosses, and returned to Seven Portals proper, which would be reimagined as city-ruins within a grove with temples leading to each portal!
Last edited by ShadesMaster on Sat Sep 07, 2013 5:37 pm, edited 1 time in total.
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acidhoez
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Re: [WIP] Hexen redux

Post by acidhoez »

ShadesMaster wrote:Yeah, thete could be a SINGLE switch puzzle sometime later, but for Seven Portals hub, I'd invoke the fact that we now gave a flameMask, IceMask and airMask (steel) resources. Those must all be found on each Guardian level, after fighting Guardian minibosses, and returned to Seven Portals proper, which would be reimagined as city-ruins within a grove with temples leading to each portal!
i really like that idea wow. i dont know of anyone that is good at making sprites and giving them properties though...
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ShadesMaster
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Re: [WIP] Hexen redux

Post by ShadesMaster »

I COULD put together a resource wad for you, I'd even help with a level or two for this but I'm currently finishing up Hpack, another Hexen mod AND a Doom expansion lol! But the resource WAD pretty much exists so I ha e but to send it to you via PM once I have a chance to go home and clean it up. A few new monsters, select new textures and props from EttinGrinder, etc!
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acidhoez
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Re: [WIP] Hexen redux

Post by acidhoez »

ShadesMaster wrote:I COULD put together a resource wad for you, I'd even help with a level or two for this but I'm currently finishing up Hpack, another Hexen mod AND a Doom expansion lol! But the resource WAD pretty much exists so I ha e but to send it to you via PM once I have a chance to go home and clean it up. A few new monsters, select new textures and props from EttinGrinder, etc!
dude that would be great. im in no rush so take your time, and if you know how to work 3d floors in hexen then ill definitely need your help, and ill also be putting the maps up for beta and testing and all of that when i feel they are ready.
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ShadesMaster
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Re: [WIP] Hexen redux

Post by ShadesMaster »

Tomorrow morning I should have something for you. The OTHER bit of good news is that resources for actual "Guardian" bosses already exist as well! Each class will have two new weapons, one per manatype, and there will be a handful of new powerups as well. For the powerups and weapons I'm careful to not use what's being used in the other Hexen mod I'm involved with. But LIKE that mod, I can detail existing maps you make or do some from scratch! And some of the new props will be from the same EttinGrinder-Necrodome swamptree ilk so sue me! :D
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acidhoez
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Re: [WIP] Hexen redux

Post by acidhoez »

ShadesMaster wrote:Tomorrow morning I should have something for you. The OTHER bit of good news is that resources for actual "Guardian" bosses already exist as well! Each class will have two new weapons, one per manatype, and there will be a handful of new powerups as well. For the powerups and weapons I'm careful to not use what's being used in the other Hexen mod I'm involved with. But LIKE that mod, I can detail existing maps you make or do some from scratch! And some of the new props will be from the same EttinGrinder-Necrodome swamptree ilk so sue me! :D
sounds good man thankyou, ill pm you tomorrow with the level and we'll see if you can get the ceiling and stairs done, then i can move on
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acidhoez
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Re: [WIP] Hexen redux

Post by acidhoez »

Anyone have any ideas as to what should be done the the seven portals? and when i say seven portals i mean the hub itself. the main area. what should it be turned into ? or modified into, rather.

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