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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.
Zandronum bug in the 1st Hub that allows you to skip the Rusted Key in the Swamp of Torik in cooperative is fixed.
Shadow Caverns has an extra script when you pick the ring of fire
Chaos holder zone in Korax Fortress now is more easy to recognice, besides the zone was enhanced a little with better design
The hall near to the Inner Castle entry in the Korax Village was enhanced
Some textures were changed in Hub 2
The area near of Bell's guard was enhanced
The entry of Torik Citadel is now open
Game
Secret Hub was added
Burai Encounter
Even if Burai's encounter is optional, it will affect the ending of the final game, it also grants you the portal directly to Korax Fortress (Otherwise you will return to the South Tower after you finish the hub)
Designers Map was put as official map
5th weapon was added to DarkKnight: "Serpent Riders Staff" it allows you to summon other dark knight to help you, if you are using the powered version it summons an invisible warrior
5th Weapon was added to Monk: "Serpent Riders Staff" it allows you to summon a ghost to revive dead monsters, if you are using the powered version, it summon a wraith ghost that revives monsters but also attacks the enemy
5th Weapon was added to Hermit: "Serpent Riders Staff" it allows you to summon a Elemental Bishop to help you, if you are using the powered version it summons 3 elemental wendigos (fire, poison and ice)
Monk ghosts now disappear after a little time (preventing the spamming that you can do in the first beta in cooperative)
Hermit 3rd weapon was replaced
Monk 3rd weapon was changed to a different weapon and moved to the 5th slot. Also new weapon was added to replace the 3rd slot
Melee weapons are fixed with their puffs and damage (Monk and Hermit are not done as weapon itself)
Taurustar Decorate was changed, now he attacks better
Graphics
Purple Mana sprites changed
Credits pic was added
Frame animations of some weapons were changed
Dark Knight weapon sprites are done.
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
Level Design:
Taurustar (Map01, Hub2 and Hub 4)
Rolls (Map11)
GG_Fritog (Map02, Map03)
Koresiarch (Inner Castle Demo version)
Decorate
Realm667 enemies
Taurustar
Madcat
Comeister (Making testing and debugging)
Sprites
Realm667 Enemies and things
Rolls (Bloody Demon and Spider)
Madcat (Oblivion Knights and Eidolon)
Textures
Realm667 HeXen 2 Textures
Yuggsogoth Texture compilation of HeXen 2 and Blood
Heretic Textures
Music
Pred_Ahiram (Map11 Music and Map02 Demo music)
Madcat (Zedek's Tomb remake, used in Map02)
Some music ripped from HeXen 2 by kevin Schilder
Some music found on "Carnage Galore 3" (used in Map17 Serpent's Cave)
Metroid - Kraid (used in the main hub Map18 Lost Lands)
FX
Some sounds ripped from monsters and stuff from HeXen 2
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.
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.
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.
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)
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.
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
New progress... this time on "Temple of Alquimia".
Spoiler: Read by your own risk... Literally spoilers here
Plot
Alquimia is a powerful sorceress that has been captured by Torik's Death knights... You must free her to get one of the items needed to complete the hub.