[CANCEL] HeXen: The Land of the Serpent Riders(GZDoom/Zand)

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Taurustar
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[CANCEL] HeXen: The Land of the Serpent Riders(GZDoom/Zand)

Post by Taurustar »

Hi ZDoom Community

I'd like to share with you a little old project that I made in 2010 but now I'm restoring it and I have a couple of weeks working on it. That project is called HeXen III: "The Land of the Serpent Riders"

What's the big idea?
The story begins so many years later of the defeat of Pareveus in "HeXen II. Portal of pareveus". heroes of the worlds of Chronos, Pathoris and Thyrion see a black cloud in the skies, they go there and find a portal that's open and leads the way to the land of the serpents riders. They decide to go through it and close it by inside, making them trapped but their worlds safe.

More Details
3 New Classes: The Monk of Cronos, The Dark knight of Thyrion and the Hermit from Pathoris (Added in the 2010 wad but ripped from the Demo actually published)
New Enemies and Bosses
Fight against the Serpent Riders Ghosts with also powerup
24 Playable Maps, divided in 4 hubs.

The Dark Temple
  • Map01: Dark Temple
  • Map02: Shadow Cavern
  • Map03: Heresiarcal Temple
  • Map04: Swamp of Torik
  • Map05: Orchard of Evil
  • Map06: D'sparil's Tomb
The Korax Fortress
  • Map07: Korax's Fortress
  • Map08: Korax's Village
  • Map09: South Tower
  • Map10: Inner Castle
  • Map11: Korax's Castle
The Dark Kingdom
  • Map12: The Dark Kingdom
  • Map13: Castle of Piria
  • Map14: Hartus's Fortress
  • Map15: Judgement Place
  • Map16: Capital Court
  • Map17: Serpent's Cave
The Lost Lands
  • Map18: Lost lands
  • Map19: Temple of Alquimia
  • Map20: Dark Castle
  • Map21: Portal Place
  • Map22: Some place of Pathoris
  • Map23: Thyrion Blacksmarsh
  • Map24: Return to Winnowing Hall
1 Secret Hub with more maps for fun.

The Torik Citadel
  • Map90: Torik's Citadel
  • Map91: Silent Suburbs
  • Map92: Infinity Chappel
  • Map93: Laos Observatory
Any progress so far?

PUBLIC TEST V2.0: http://hexentic.com/wads/HeXen3_PublicV2_0.wad
SERVER HOSTED ON [HEXENTIC] Servers
Spoiler: Changelog 2.0
Screenshots?

Here are some screenshots of the demo in 2010
Spoiler: 1st Hub
Spoiler: 2nd Hub (Demo published)
And some of the enhancements and new stuff added now
Spoiler: Inner Castle WIP
Map 09: South Tower Enhancement
Spoiler: Then
Spoiler: Now (First Floor)
Spoiler: Now (Second Floor)
Spoiler: Now (Third Floor)

I'd like to hear your comments, I know there's a lot of work to do with the maps(Textures unaligned, height problems, details, common sense, etc), even with the actually done and published in the demo server that actually is on Zandronum in TSPG servers. Also I'm looking for a partner that would like to help me making levels or doing some decorate stuff, if someone is interested please contact me here or Zandronum IRC or Discord.

The mod is completely OpenGL Intended (there are some 3D Slopes and GL Only effects)
Spoiler: Credits
Hope you enjoyed... Regards
Last edited by Taurustar on Sun Jun 21, 2020 12:10 pm, edited 10 times in total.
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by wildweasel »

Welcome to the forums! But, uh, would you perhaps mind shrinking some of these screenshots? 1366 pixels wide is a little excessive, especially for images inside spoiler tags, since scrolling sideways is not especially easy on this forum's layout.
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Taurustar
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by Taurustar »

Oops! my mistake, I'll do it for the next Screenshots
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by Taurustar »

New Progress in the maps Layout and also the 2nd Floor on the South Tower
Spoiler: South Tower 2nd Floor
Spoiler: Inner Castle
With this, the maps layout are almost done, now I need to add enemies, props, ammo, health, items and detail the sectors...

Also I edit the info on the first post showing to you the map list

I Still need help with the mapping and testers. :(

Regards
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by DOOMERO-21 »

Looks great. BTW , le vai a poner el logo de hexentic corporation? XD
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by Taurustar »

TY :)
DOOMERO-21 wrote:le vai a poner el logo de hexentic corporation? XD
Maybe...
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by ReX »

I love that color palette and the atmosphere you've created.

Best wishes for your project.
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by toxicbits »

All the added detail in the new screenshots looks very nice. Do you plan to put it on GitHub?
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by PlayerLin »

I never heard the original Hexen3 project from ST(and now seems unobtainable, maybe not even runnable at latest GZDooM), but based the Hexen2 game(or Heretic/Hexen universe), well, it gives me some interests.

Please do not give up and complete the mod. :)
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by Taurustar »

toxicbits wrote:All the added detail in the new screenshots looks very nice. Do you plan to put it on GitHub?
Why should I put it on Github? I mean, actually is a HeXen mod, so I have the plan to publish it on ModDB and also it will be on TSPG website where I'm running testing servers now. you just will be able to open with Slade/DoomBuilder or whichever tool that you like and check the stuff.
PlayerLin wrote:I never heard the original Hexen3 project from ST(and now seems unobtainable, maybe not even runnable at latest GZDooM), but based the Hexen2 game(or Heretic/Hexen universe), well, it gives me some interests.

Please do not give up and complete the mod. :)
Well... To be honest that's my fault, I mean I put the mod down of the some sites but I guess there's still so other places that I haven't checked, for that version of the demo (released in 2010 for Skulltag) has some Decorate and Mapinfo stuff that you won't be able to play the mod, but if you fix them you will be able to play it... BUT it has a bug that makes it impossible to complete the hub (the only way to get the item necessary to finish the hub is via "Summon" command or playing in certain difficulty levels) also of so other bugs specially with the new classes that I have ripped them and fixed some bugs to re publish that demo version and is hosted of TSPG Zandronum server as "HeXen III Demo" but there still some bugs that I already fixed in my working version.

Thanks for the interest and comments

News:

-"Korax's Fortress" Hub is complete.
- Now I'm getting my efforts on the last hub of the mod "Lost Lands" (See the spoiler below)
- I'm having collaboration from Madcat for Bosses. He made the first of the Oblivion Knights that protects the 3 first hubs
- I've got some new monsters from Realm667, but I'm still needing to add some stuff by my own
- Classes works well, but I'm still needing some help with the sprites.
Spoiler: The Lost Lands
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Taurustar
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by Taurustar »

Hi

Here's a little video of one of the Serpent Riders Spirits that you must fight in the game. Elemental D'sparil

Behaviours
  • - Has the Stealth Flag
    - He can teleport to some areas in the map
    - Makes a barrier that reflects attacks (Very little chance)
    - When he dies spawns a couple of thunders near to his body making area damage
Attacks
  • - The original Blast Attack
    - A fireball (The one of Phoenix Rod Heretic Weapon)
    - An Ice Ball (From Wendigo)
    - A couple of poison attacks (That's from Stalker)
    - An instant thunder attack (Thunder is from Realm667 and the missile is from a poison dart from original HeXen)
    - Summons 2 Dark bishops (Instead of 2 Disciples, maybe I'll add them too, also probably I'll give him the chance to summon Taurustar Disciples)
    - Throws some ghosts to follow and kill you (Same as Traductus attack)
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by PlayerLin »

From the video, Stealth flag may not a good idea, since the D'sparil can teleporting and his attacks/spells already deadly enough, just my silly two cent.
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Taurustar
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by Taurustar »

PlayerLin wrote:From the video, Stealth flag may not a good idea, since the D'sparil can teleporting and his attacks/spells already deadly enough, just my silly two cent.
Myabe, or probably I will use some translucent render to the sprite (don't remember the flag atm), the attacks were deadly because I was playing at hard difficulty (where I put a damagefactor of 1.2) I still need to do "Korax Spirit" and "Eidolon Spirit"

New progress in Map18 Lost Lands
Spoiler:
Some details:
  • -This is the first map that will spawn monsters over the time (each 3 minutes will respawn a certain number of Death Knight, it will depend what difficulty level are you playing)
    -This hub will be the harder on the mod, but also will have a very generous ammoun of artifacts, health and mana to survive
    -Is the shorter Hub in the mod(Technically it has 7 maps, from 18 to 24, but the "hub" area are the only 3 first maps)
    -There's only 1 Torik message in this hub
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by PlayerLin »

Okay, hard is not problem, just don't make it boring/tedious...or give player too many frustrations.

Screenshots lookin' interesting, I like the atmosphere. :)
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Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Post by Taurustar »

New progress... this time on "Temple of Alquimia".
Spoiler: Read by your own risk... Literally spoilers here
Spoiler: Map19: "Temple of Alquimia" Screenshots
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