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Re: heXen Upstart Mapping Project (XUMP)

PostPosted: Mon Oct 01, 2018 4:52 am
by HexenMapper
ok we have 10 maps finished, and 2 maps mostly done, we're just doing some testing and finishing touches on the last 2 maps and we should be able to release in a few days to a week :)

Re: heXen Upstart Mapping Project (XUMP)

PostPosted: Tue Oct 02, 2018 12:14 am
by StroggVorbis
It's not a must, but I'd be surprised if you actually used all of Hexen's 11 keys and 17 puzzle items. Hoping to have another encounter with Zedek, Traductus & Menelkir :P

Re: heXen Upstart Mapping Project (XUMP)

PostPosted: Tue Oct 02, 2018 2:34 am
by HexenMapper
We've used quite a few of the keys and puzzle pieces so far - a few clock gears, a few gems, something like 10 keys, and a flame mask!

I think you'll be pleasantly surprised on the encounter side...

Re: heXen Upstart Mapping Project (XUMP)

PostPosted: Tue Oct 02, 2018 3:16 am
by StroggVorbis
On a side note, if the maps have respawn scripts, please make them use number 255 like the base game. That way the minimod I use to supress the respawning mechanic is compatible without further tinkering, making it optional. I can send a link to it if anyone else is interested. Last but not least, do you mind if someone gives XUMP a spin with High Noon Drifter, Factotum or other gameplay mods with Hexen support once it's released? :)

Re: heXen Upstart Mapping Project (XUMP)

PostPosted: Tue Oct 02, 2018 5:50 am
by HexenMapper
do you mean RESPAWN scripts as in those that would be used in a multiplayer game?
I think one of the maps has a RESPAWN script that pretty much does the same thing as the ENTER script for that map, but apart from that there aren't any I'm aware of.

You're welcome to use the project with any mods you like, it should hopefully work ok. There are a few minimal DECORATE decorations and edits but shouldn't be anything mod-breaking :)

Re: heXen Upstart Mapping Project (RELEASED!)

PostPosted: Fri Oct 05, 2018 5:36 am
by HexenMapper
XUMP Now Released!

Grab it here or in the OP:
http://www.mediafire.com/file/lu36rtwbv ... p.zip/file

Re: heXen Upstart Mapping Project (RELEASED!)

PostPosted: Sun Oct 07, 2018 5:52 am
by HexenMapper
We've done a few minor edits - latest version is 1.3 - Download link is the same as above / in the OP

Re: heXen Upstart Mapping Project (RELEASED!)

PostPosted: Sun Oct 21, 2018 8:18 pm
by HexenMapper
Now on idgames - link is in the OP :)

Latest version is 1.4

Re: heXen Upstart Mapping Project (RELEASED!)

PostPosted: Mon Oct 22, 2018 12:05 am
by StroggVorbis
Mind adding a changelog in the OP for all versions? :P

Re: heXen Upstart Mapping Project (RELEASED!)

PostPosted: Tue Oct 23, 2018 10:31 pm
by HexenMapper
Its mostly a bunch of very small fixes to various maps, weapon placement for co-op, some balancing tweaks here and there.

Re: heXen Upstart Mapping Project (RELEASED!)

PostPosted: Tue Oct 23, 2018 10:48 pm
by Gideon020
HexenMapper wrote:Its mostly a bunch of very small fixes to various maps, weapon placement for co-op, some balancing tweaks here and there.


That reminds me, is the final boss arena supposed to suddenly become flooded with monsters after killing Korax?

Re: heXen Upstart Mapping Project (XUMP)

PostPosted: Wed Oct 24, 2018 2:49 am
by StroggVorbis
HexenMapper wrote:do you mean RESPAWN scripts as in those that would be used in a multiplayer game?
I think one of the maps has a RESPAWN script that pretty much does the same thing as the ENTER script for that map, but apart from that there aren't any I'm aware of.

You're welcome to use the project with any mods you like, it should hopefully work ok. There are a few minimal DECORATE decorations and edits but shouldn't be anything mod-breaking :)


I meant that in the base game there were Repopulation Scripts in Slot 255 that spawned different monsters (mostly Ettins) on specific spawnspots every 4 minutes, making Hexen feel like Doom on Nightmare difficulty as you weren't able to accumulate 100% kills. I got a minimod that disables every Script 255 just for that purpose. And speaking of which, it seems you did the same on the Garden of Torture if I'm not mistaken, but it's not a big deal :P

Re: heXen Upstart Mapping Project (RELEASED!)

PostPosted: Wed Oct 24, 2018 11:12 am
by HexenMapper
Gideon020 wrote:That reminds me, is the final boss arena supposed to suddenly become flooded with monsters after killing Korax?

Korax has a script he runs when he is very low health that can summon more monsters, but it shouldn't happen upon death.

DabbingSquidward - Ah I see what you mean. MAP02 has 2 different scripts for monster spawning, starting with ettins and eventually adding in green demons as more maps are unlocked. These could be made to be script 255, but at this stage they're separated out. You can disable Script 34 and 35 if you want to disable the monster spawners.

Re: heXen Upstart Mapping Project (RELEASED!)

PostPosted: Wed Oct 24, 2018 5:44 pm
by Gideon020
HexenMapper wrote:
Gideon020 wrote:That reminds me, is the final boss arena supposed to suddenly become flooded with monsters after killing Korax?

Korax has a script he runs when he is very low health that can summon more monsters, but it shouldn't happen upon death.


Ah, I must have killed him too quickly because when I killed him the whole place was flooded with monsters.

Re: heXen Upstart Mapping Project (RELEASED!)

PostPosted: Wed Oct 24, 2018 7:23 pm
by HexenMapper
Gideon020 wrote:when I killed him the whole place was flooded with monsters.


Did you died? or were you able to complete it?