Hexen weapon wads

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Enjay
 
 
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Post by Enjay »

CheapAlert wrote:Assassin is Hexen II.
I'm sure NiGHTMARE means he will start off by making an assassin class for Hexen, not that he will start by modifying the existing Assassin class (which, as you said is HII - which I'm sure NiGHTMARE knows).
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Post by NiGHTMARE »

Yes, that's precisely what I meant :). The plan at the moment:

Pack 1:
- Fighter > Assassin
- Cleric -> Ranger
- Mage -> Necromancer

Pack 2:
- Fighter -> Paladin
- Cleric -> Monk
- Mage -> Sorcerer

Of course all that may well change :).
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LilWhiteMouse
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Post by LilWhiteMouse »

Good luck with your plan. I never finished my own.

Fighter: Wild One
http://home.midmaine.com/~lilwhitemo/WildOne.PNG
Cleric: Rogue
http://home.midmaine.com/~lilwhitemo/Rogue.PNG
Mage: Voodoo Priestess
http://home.midmaine.com/~lilwhitemo/Voodoo.PNG

The Rogue actually is finished, as it's the one I use to play Hexen levels. Ironically, it was H2's Assassin I used for her sounds.
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Nmn
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Post by Nmn »

They are all chicks :D
heh

Image
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TheDarkArchon
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Post by TheDarkArchon »

And "Wild One" wears just about the same amount of clothes as a naturalist.
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Enjay
 
 
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Post by Enjay »

Hmmm, I always imagine a rogue more like an D&D style Thief. Someone slight of figure. Someone who dextrously flits from shadow to shadow, climbs ropes, crawls through windows etc etc. That rogue is a touch "hefty" to be that kind of character. Each to their own I guess. I suppose your impression of a rogue is quite different to mine. :) To me, your rogue looks more like I would imagine a barbarian type of character.
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Post by LilWhiteMouse »

Enjay wrote:Hmmm, I always imagine a rogue more like an D&D style Thief.
I differentiate the two. To me, a Thief is nimble and quick, committing the theft with little or no evidence of their presence. A Rogue is more of a common thug, has brute strength to accomplish goals requiring it. Robin Hood was a thief, Little John & crew were rogues.
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Enjay
 
 
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Post by Enjay »

LilWhiteMouse wrote:Robin Hood was a thief, Little John & crew were rogues.
Heh, yeah. That works too. Nice example. :yup:
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Arcane
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Post by Arcane »

Me 'n Cutty were working on a little ZDoom Crossover mod for a while.

Well, Cutty did the nice palette fixing for me. I've got basically a sprite-replacement mod now that replaces Fighter with Doomguy (Complete with Void.wad-esque punch), Cleric with The Monk, and Mage with.. uh.. nobody.

So now to wait for Custom Weapons. and you'll all have a nice Hexen weapon wad to play with. :P
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Chilvence
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Post by Chilvence »

I've always wanted to see some kind of improvement to the Hexen weapon set. I even brainstormed a load of ideas myself, but due to technical limitations they'll probably always be just that - ideas.

Among the things I thought would be cool is a mallet that knock people back and reflect projectiles with careful timing, giving proper meaning to the title of retribution, some sort of acid rain spell for the mage to bring back an old favourite from heretic, and a Hellraiser inspired homing spiked chain bomb that causes chains to sprout painfully from inside your target and latch on to nearby enemies, pulling them into their doom with an explosive finale from the firestorm spell.

Also, I think it would be awesome to reinstate the tome of power, it was really missed from that game. If anything, it could replace the invulnerability, which is dull as dishwater.

Nightmare, and TUD, I'll understand if you want to keep everything a secret, but I'd be really intrested to know what sort of things you're planning.
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Anakin S.
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Post by Anakin S. »

Speaking of the tome of power, I think you could spawn it in the level and the player would be able to use it, right? If custom weapons could define an alternative powered form for the weapon, you'd be set once custom weapons are implemented. Correct me if I'm wrong, but I do think Graf may have talked about this at one point. I hope so.

Maybe in the definition for the normal weapon there could be an actor property that designates the alternate weapon class. Pointing to an alternative weapon, as opposed to just a shooting frame, allows the mod maker to define alternative bobbing, selection, and other states as well.
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Post by Arcane »

Chilvence wrote:Among the things I thought would be cool is a mallet that knock people back and reflect projectiles with careful timing, giving proper meaning to the title of retribution.
Huh. Maybe this'll be possible with custom weapons. <.< I mean.. Looks easy enough to me. On attack, use disc of repulsion. o.o
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Chilvence
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Post by Chilvence »

That would sort of work, but it wouldn't have the exact behaviour I was thinking of. Id rather it just reflect any projectiles in a small arc in front of you back to their source, Jedi style. What you suggest would throw anything close to you back, even if its behind you.
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Post by TheDarkArchon »

Anakin S. wrote:Speaking of the tome of power, I think you could spawn it in the level and the player would be able to use it, right?

If custom weapons could define an alternative powered form for the weapon, you'd be set once custom weapons are implemented.

Correct me if I'm wrong, but I do think Graf may have talked about this at one point. I hope so.

Never mind talk about it, Graf implemented it in the code he sent Randy.
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Anakin S.
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Post by Anakin S. »

Great! Does it use an alternate weapon class or just an alternate shooting frame? Could you use the alternate weapon as a secondary firing mode for one of your weapons (like the Strife grenade launcher and mauler)?
Last edited by Anakin S. on Sat Dec 04, 2004 10:41 pm, edited 1 time in total.
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