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Heretic To Hexen Mod (Episode 1 release)

PostPosted: Wed May 15, 2019 1:53 pm
by deathzero021
Description:
Heretic-to-Hexen is a mod for Hexen that brings Heretic's maps to Hexen. Maps were heavily modified to work with Hexen assets, as well as containing new features from Hexen and new map progression. All weapons and enemies have been modified in an attempt to balance the experience due to the differing map designs between games. Currently only the first episode is complete, although the other episodes are included in the menu and in the mod, they are not playable. The mod will be updated episodically as I complete them. It may be a while before Episode 2 is complete. Please play and comment below, I would really appreciate any feedback on this. Future updates may adjust previous episodes, fix bugs and re-balance game play according to feedback.

Details:
Sourceport: GZDoom (any of the more recent versions should work. Tested on 4.1)
Iwad required: Hexen.wad
Crouching: Disabled
Jumping: Enabled
Renderer: Hardware recommended.
Sector Light Mode: Vanilla recommended.
HUD: Alt Hud (for displaying 3rd mana type)

Download:
Heretic-To-Hexen-v1.1.zip

Screenshots: (outdated)
Spoiler:


Changelog:
Spoiler:


Credits:
Id Software for the Doom engine.
Raven Software for Heretic and Hexen.
RockstarRaccoon for modified weapon sprite.
Made using Slade 3 and GZDoomBuilder.

Re: Heretic To Hexen Mod (Episode 1 release)

PostPosted: Fri May 24, 2019 2:17 pm
by Void Weaver
Awesome conversion! Image But still need a good balancing, since player characters seems too overpowered.
Hope that you'll keep going; await for new episodes.

Re: Heretic To Hexen Mod (Episode 1 release)

PostPosted: Sat May 25, 2019 8:04 am
by deathzero021
Thanks! Yeah balance is a tough thing to achieve for hexen weapons. I like where it's at now but it could definitely be improved. If you have any suggestions, it'll help a lot.

Re: Heretic To Hexen Mod (Episode 1 release)

PostPosted: Sat May 25, 2019 8:09 pm
by Void Weaver
Honestly, it's hard for me to give any specific advice, not knowing how deep changes you plan to make.

For me your project, even at its current stage, seems pretend on total conversion rather than just mappack. Anyway Heretic levels looks incredibly cool in Hexen world.

And as I has wrote above - player weapons seems too overpowered, especially 1st weapons. And I doubt that giving more range weapons with unlimited ammo is a good idea. :| Hope that's just temporal placeholder.

Re: Heretic To Hexen Mod (Episode 1 release)

PostPosted: Sun May 26, 2019 6:21 am
by deathzero021
Are you talking about the Frost shards? It's weaker than the fighters fist at distance, though it's melee is about as strong. I like it and as long as the player has blue mana, they will never use the starting weapons anyway as they are entirely outclassed. The mage may be the only class in which this isn't the case but I found it interesting that I switch between mage weapons frequently while playing despite how ever much ammo I have. The only other thin g I could do balance wise for the mage is weaken the melee a bit for the Frost shards, as it one shots ettins haha. The weapons were not made more powerful but the way. Just weak enemies were given less health. However, all higher tier enemies were given more health.

Re: Heretic To Hexen Mod (Episode 1 release)

PostPosted: Sun May 26, 2019 6:27 am
by StroggVorbis
I renamed the DECORATE to DECORAT so it won't be loaded and tested it with vanilla weapons and enemy health values. Turns out it was still manageable and also enjoyable, at least for me. Apart from errors about dynamic lights attached to non existant actors and I think the Frost Shards not spawning (I fixed the latter myself via the DoomEdNums MAPINFO property) it worked flawlessly. I know I can just comment everything out except the new TeleSmoke etc., but it was a quick test.

@deathzero021 I'd recommend offering the gameplay portion as an optional download so for those interested it could also be used with the vanilla Hexen maps :)

Edit: imo your conversion and thus Doom/Heretic style episodes fit Hexen better than Hubs for some reason. Having each of the 4 pieces of armor available in each map surely was a contributing factor. In the original game, armor was sort of a niche gimmick, while the concept sounded great on paper, it didn't work out so well in practice. There are Crystal Vials and Quartz Flasks everywhere and the armor pieces were so few and far between that at the point you found a new one, your previous was most likely destroyed. It made the most sense to avoid all at first and save them for when you complete the hub so you got the most out of it. And even then, your protection didn't last long. You sure hit a sweet spot there :)

Re: Heretic To Hexen Mod (Episode 1 release)

PostPosted: Sun May 26, 2019 6:35 am
by Void Weaver
+1 for the advice to make maps and gameplay reworks as module features.

Re: Heretic To Hexen Mod (Episode 1 release)

PostPosted: Mon May 27, 2019 7:08 pm
by ShadesMaster
Interesting premise! I will say off the bat tho, both E1M1 and E1M3 can have progression skipped. E1M1, you can jump to the lefthand secret area where the Tome was in Heretic, and bypass needing the key. In E1M3, you can jump into the well, than atop the Maulotaur statue, than up the ledge.