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Re: ZDoom Community 2018 HeXmas Special! [RC1 Released]

PostPosted: Sat Jun 22, 2019 12:52 am
by Rachael
Aye, can't read your mind mate.

Re: ZDoom Community 2018 HeXmas Special! [RC1 Released]

PostPosted: Sat Jun 22, 2019 3:13 am
by Marisa Kirisame
We've already fixed that along with a couple other issues.

Might want to do a RC2.

Re: ZDoom Community 2018 HeXmas Special! [RC2 Released]

PostPosted: Sat Jun 22, 2019 4:33 am
by Rachael
This is why we do release candidates, aye?

Spoiler:


Click Here To Play The Second Release Candidate!

Re: ZDoom Community 2018 HeXmas Special! [RC2 Released]

PostPosted: Fri Jul 05, 2019 8:30 am
by Rachael
Third release candidate available here!

This will most likely be the final one before release.

Re: ZDoom Community 2018 HeXmas Special! [RC3 Released]

PostPosted: Fri Jul 05, 2019 3:24 pm
by Whoah
Just finished this with Hexercise, and I gotta say, these maps were fun as shit! Especially that last one. It was super atmospheric, and I absolutely adored it. Although, admittedly, the ending felt pretty abrupt to me, especially considering the events of the final map. Taking away my weapons after every map also kinda bugged me, but that's kinda personal, I guess. Anywho, all in all, I digged this a whole lot, and I'm really happy Hexen is getting more attention.

Re: ZDoom Community 2018 HeXmas Special! [RC3 Released]

PostPosted: Tue Jul 09, 2019 5:55 am
by Rachael
Whoah wrote:Just finished this with Hexercise, and I gotta say, these maps were fun as shit! Especially that last one. It was super atmospheric, and I absolutely adored it. Although, admittedly, the ending felt pretty abrupt to me, especially considering the events of the final map. Taking away my weapons after every map also kinda bugged me, but that's kinda personal, I guess. Anywho, all in all, I digged this a whole lot, and I'm really happy Hexen is getting more attention.

Thank you! :-D

By the way, RC4 is now out. In RC4, Marisa added some interactivity hints to Viridescent. Getting very close to release!

Re: ZDoom Community 2018 HeXmas Special! [Final Release]

PostPosted: Thu Aug 01, 2019 8:38 am
by Rachael
It's released!

Click here to download v1.0!

Note: The archive is compressed using LZMA, which is unreadable in SLADE3. If you have a big problem with this, you can use the RC4 instead, which has exactly the same content except "deflate" compressed.

Re: ZDoom Community 2018 HeXmas Special! [Final Release]

PostPosted: Thu Aug 01, 2019 9:29 am
by Marisa Kirisame
Yeah, I'm surprised that after all this time slade still has no support for that (nor for pk7, either).

Re: ZDoom Community 2018 HeXmas Special! [Final Release]

PostPosted: Sun Aug 04, 2019 7:31 am
by DabbingSquidward
Sorry for commenting so late, but the whole mapset was fantastic!
Only complaint I have is that it's so short :D
I should have reported this earlier, but here goes:

In the first map, Frostbite, the valve you turn to melt the ice is not one linedef, but split into multiple. Meaning you can use it a few more times, overflowing the water beyond the ceiling.
Also, the bishops later on that "drop themselves and combined mana" often fail to spawn the mana, probably because the game thinks there's not enough room to spawn it depending on where they die.
Last thing: The spot which contains every class' green mana weapon has the monster spawn script assigned to each of them. So in theory it's possible to spawn up to three times the amount of monsters if one waits for them to leave their spawnspots (I actually found this out by playing with a selfmade mod that adds Doom weapons to Hexen + argv's use to pickup mod)

Question: Were the additional unused portals in the hub intended for more contributions? It's sad that this had less contributors than the last projects, but I'm no mapper.

In the final map, Viridescent, I love how there are so many possible routes. You can either spare or kill the Cleric (which you even gave the ability to heal himself with quartz flasks, nice detail!), granting you early access to the maulotaurs and each class' ultimate weapon, the Tim Allen easter egg and the optional discovery of D'Sparil's not so dead remains and the appearance of the ominous mirror man. I'm not sure if he's the same character from 20 Heretics or Soundless Mound, but still an interesting fellow. Was he put there as a plot device or are you teasing some possible future project? Can't wait to see what else you guys and gals have in store for us!

Enjoyed every bit of it. Despite my gripes with Hexen's combat/general gameplay, it deserves more love. Strife's next!

Edit: The shader for sanity damage causes view jitter/stutter without mouse smoothing. I think it's because of the interpolation handling again.

Re: ZDoom Community 2018 HeXmas Special! [Final Release]

PostPosted: Sun Aug 04, 2019 1:58 pm
by fluffyshambler
DabbingSquidward wrote:Sorry for commenting so late, but the whole mapset was fantastic!
Only complaint I have is that it's so short :D
I should have reported this earlier, but here goes:

In the first map, Frostbite, the valve you turn to melt the ice is not one linedef, but split into multiple. Meaning you can use it a few more times, overflowing the water beyond the ceiling.
Also, the bishops later on that "drop themselves and combined mana" often fail to spawn the mana, probably because the game thinks there's not enough room to spawn it depending on where they die.
Last thing: The spot which contains every class' green mana weapon has the monster spawn script assigned to each of them. So in theory it's possible to spawn up to three times the amount of monsters if one waits for them to leave their spawnspots (I actually found this out by playing with a selfmade mod that adds Doom weapons to Hexen + argv's use to pickup mod)

Question: Were the additional unused portals in the hub intended for more contributions? It's sad that this had less contributors than the last projects, but I'm no mapper.


Thank you for the bug reports. The bishops actually arent bugged, theres just an intended random chance for them to not drop mana. And I dont really get what you mean with the weapons. Each weapon only appears for its class, so the others should never be seen/touched.

To answer your question, they're just there for decoration, there were never more contributers.

Re: ZDoom Community 2018 HeXmas Special! [Final Release]

PostPosted: Sun Aug 04, 2019 2:07 pm
by DabbingSquidward
About the weapons, if you play coop with 3 players total, they all occupy the same spot. Each time a player picks up their respective weapon, enemies are spawned. So if you move them away from their spawn position, you can let more spawn if another player picks up his weapon. Thus, the enemy ambush should be a walkover trigger or an invisible pickup instead of being assigned to all three weapons. You're right, on solo this doesn't occur, because only one class' spawnfilter is in effect.

As I said above, I didn't actually play coop. But with Doom weapons. My class' SpawnFilter is set to Any, so everything will spawn. The Hammer has been replaced by the SSG, the Firestorm by the Rocket Launcher and the Arc of Death by the Plasma Rifle. SInce Doomguy is able to pickup all weapons at once, this normally also doesn't occur, because the spawnspots are occupied by the first wave of monsters. But with Argv's Use-To-Pickup mod, you can pick them up one after the other, causing more enemies to spawn once the initial wave leaves their spawn position.

Another way to test this is to for example create a playerclass based on either Fighter, Mage or Cleric. Just set SpawnFilter to Any. This will cause all classes' weapons to appear. In Singleplayer, you can in fact pickup other classes' weapons, but you will only get ammo.

Deathking's MAP53: Armory is the only map in the base game where all weapons appear no matter which class you play as. There you'll see that you can pick them up but will only receive Mana.

Re: ZDoom Community 2018 HeXmas Special! [Final Release]

PostPosted: Sun Aug 04, 2019 2:23 pm
by fluffyshambler
DabbingSquidward wrote:About the weapons, if you play coop with 3 players total, they all occupy the same spot. Each time a player picks up their respective weapon, enemies are spawned. So if you move them away from their spawn position, you can let more spawn if another player picks up his weapon. Thus, the enemy ambush should be a walkover trigger or an invisible pickup instead of being assigned to all three weapons. You're right, on solo this doesn't occur, because only one class' spawnfilter is in effect.

As I said above, I didn't actually play coop. But with Doom weapons. My class' SpawnFilter is set to Any, so everything will spawn. The Hammer has been replaced by the SSG, the Firestorm by the Rocket Launcher and the Arc of Death by the Plasma Rifle. SInce Doomguy is able to pickup all weapons at once, this normally also doesn't occur, because the spawnspots are occupied by the first wave of monsters. But with Argv's Use-To-Pickup mod, you can pick them up one after the other, causing more enemies to spawn once the initial wave leaves their spawn position..


Ah, I see. Ill set the script to make the weapons not do anything afterwards.