[Hexen] Lepistus (final)

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[Hexen] Lepistus (final)

Postby fluffyshambler » Sat Sep 14, 2019 1:45 am

Lepistus is a large, atmospheric Hexen map for GZDoom.
You must find a way into the walled town of Lepistus and ring its sacred bell. There are books in the level you can interact with to learn more. You can also interact with crystal balls to look through them. Crouching is allowed, and in fact required to progress at one point.
The progression isn't too difficult in my opinion, but there is a walkthrough at the bottom of the text file in case you really need it.
There is plenty of new content along with the classic Hexen action, with a few new monsters, a new weapon for each class (slot 4), and an entire new class to play as, the Ranger. There are also a couple little changes to vanilla actors. Details can be found in txt file. Or you could just play and be surprised!
The framerate in some areas may suffer on lower-power computers due to the amount of visible sectors & 3d floors. I recommend playing without dynamic lights, not only for performance concerns, but because I designed the map without them on and put a good amount of care into sector lighting.

Download: https://mega.nz/#!EfAEFCJR!z6OOeOy_jzB0sQo8YlWgORARHX9IjysletL7V9jyVKI

Screens:





Last edited by fluffyshambler on Sat Oct 12, 2019 4:21 pm, edited 14 times in total.
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Re: [Hexen] Lepistus (RC1)

Postby AvzinElkein » Sat Sep 14, 2019 2:02 am

Question: Will there be a "vaccinated" version of it, so it can be used with certain mods?
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Re: [Hexen] Lepistus (RC1)

Postby MFG38 » Sat Sep 14, 2019 7:53 am

I'm all for new Hexen content, even though it isn't among my favorite games. I'll make a note of giving this a go. c:
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Re: [Hexen] Lepistus (RC1)

Postby fluffyshambler » Sat Sep 14, 2019 1:49 pm

AvzinElkein wrote:Question: Will there be a "vaccinated" version of it, so it can be used with certain mods?


Shouldnt mods just overwrite anything I changed? The only issue I can foresee is that the cleric class is replaced so I could change his mace. I can release a version with the default cleric if its an issue.
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Re: [Hexen] Lepistus (RC1)

Postby AvzinElkein » Sat Sep 14, 2019 4:16 pm

fluffyshambler wrote:
AvzinElkein wrote:Question: Will there be a "vaccinated" version of it, so it can be used with certain mods?


Shouldnt mods just overwrite anything I changed? The only issue I can foresee is that the cleric class is replaced so I could change his mace. I can release a version with the default cleric if its an issue.

I was thinking, say, Guncaster; it's mostly the enemies you added.
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Re: [Hexen] Lepistus (RC1)

Postby fluffyshambler » Sat Sep 14, 2019 4:41 pm

AvzinElkein wrote:
fluffyshambler wrote:
AvzinElkein wrote:Question: Will there be a "vaccinated" version of it, so it can be used with certain mods?


Shouldnt mods just overwrite anything I changed? The only issue I can foresee is that the cleric class is replaced so I could change his mace. I can release a version with the default cleric if its an issue.

I was thinking, say, Guncaster; it's mostly the enemies you added.


I still dont really understand the issue, because i never played guncaster and it doesnt want to work with any of the versions of GZDoom i have. If theres a problem running this with guncaster, I can make a version with just vanilla monsters.
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Re: [Hexen] Lepistus (RC2)

Postby ShadesMaster » Sun Sep 15, 2019 9:53 am

hexen.jpg

https://www.youtube.com/watch?v=X7fQIUMM8w0

Spoilers in this video, of course!

This was a really good level! My only 'criticisms' are a handful of bug reports, which this playthrough explores. There were a few points a door would only open once and you'd get stuck - the one leaving the caves, and one leading to a secret for example. The bat puzzle was awesome but I would have loved another crystal ball or another indication of where to go - I forgot about the underground castle's ledges. And lastly, you can skip getting the gem required to enter the crypts, by jumping onto the lip of a nearby pillar, then the roof of the structure in question and dropping down. The gem is a puzzle item inside a secret and I glossed over it until I looked through the readme guide at the bat part and realized after the fact.

This is a very solid work and I loved the cinematics at the ending. Perhaps with a version update some new end text is applicable, too. I hope you make more of these maps as I found this very enjoyable!
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