Hexen: Cult of Despair - A WoC campaign (1.3A Version)

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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Nightgaunt » Mon Dec 14, 2020 7:22 am

In the meantime, could you suggest some other wads explicitly made for WoC 3?

I seem to remember that Irontusk did something, but cannot find anything.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Exeor » Mon Dec 14, 2020 11:56 am

Nightgaunt wrote:In the meantime, could you suggest some other wads explicitly made for WoC 3?

I seem to remember that Irontusk did something, but cannot find anything.


Irontusks made Diablo 3D mod, there is another one called "Land of the Serpent Riders" but it works only for for Wrath of Cronos 2.0 as far as I know.

@Netheritor I can confirm that I fixed the problem with npcs disappearing, it is just a silly mistake I did with the decorate of some stationary villagers. I will release a new version with also other minor fixed issues this week.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Nightgaunt » Mon Dec 14, 2020 4:18 pm

Thanks.
So, I will wait for your mod.

Right now, is it "complete", does it have an ending like a final boss?
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Netheritor » Tue Dec 15, 2020 3:41 am

According to my observation, the mod is 1/6 complete. I will deem it 1/3 finished if I can fight D'sparil.

Also, a question for you Exeor; Do you plan to have major boss battle like sub-boss (heresiarch) then a major boss (one of serpent rider)? Or maybe you want to have each sub-boss and major boss has 2 forms? (It's like your heresiarch run away and fought again later). (Well, those 3 bosses already have 2 forms though. Except korax, he only change location.)

Hmm... I think I can't explain it better, sorry if you got confused.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Exeor » Tue Dec 15, 2020 5:14 am

Nightgaunt wrote:Thanks.
So, I will wait for your mod.

Right now, is it "complete", does it have an ending like a final boss?


It is far from complete, I have done about 1/3 of my plans.
There are many bosses and a "final" battle in this version if that is what you ask. Right now the campaign has over 6h of gameplay and content.

Netheritor wrote:According to my observation, the mod is 1/6 complete. I will deem it 1/3 finished if I can fight D'sparil.

Also, a question for you Exeor; Do you plan to have major boss battle like sub-boss (heresiarch) then a major boss (one of serpent rider)? Or maybe you want to have each sub-boss and major boss has 2 forms? (It's like your heresiarch run away and fought again later). (Well, those 3 bosses already have 2 forms though. Except korax, he only change location.)

Hmm... I think I can't explain it better, sorry if you got confused.


Heresiarch will be a kind of rival for the player, since I think it is a nice enemy that does not deserve to be forgotten in a single fight, the next two rematches will have a different AI and he will fight more agressive against you.
The serpent riders battle will be very similar to the original games, Korax will be more interesting to fight for sure, the idea about making 2 phases for every serpent rider gives me an idea for Korax... :P
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby yaboi » Tue Dec 15, 2020 8:56 am

Just ran through this, was absolutely incredible! Although if I had my way, those slime golems would be wiped out of existence
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Exeor » Tue Dec 15, 2020 10:36 am

yaboi wrote:Just ran through this, was absolutely incredible! Although if I had my way, those slime golems would be wiped out of existence


Thank you so much! :D
Do you mean those lime slimes from the Lonely Den dungeon? I have plans to lower the damage a bit, currently they hit like a truck.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Ichor » Tue Dec 15, 2020 10:37 am

Exeor wrote:
yaboi wrote:Just ran through this, was absolutely incredible! Although if I had my way, those slime golems would be wiped out of existence


Thank you so much! :D
Do you mean those lime slimes from the Lonely Den dungeon? I have plans to lower the damage a bit, currently they hit like a truck.

I think he means those wendigo-like slime golems that you find in the sewers.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Exeor » Tue Dec 15, 2020 11:15 am

Ichor wrote:
Exeor wrote:
yaboi wrote:Just ran through this, was absolutely incredible! Although if I had my way, those slime golems would be wiped out of existence


Thank you so much! :D
Do you mean those lime slimes from the Lonely Den dungeon? I have plans to lower the damage a bit, currently they hit like a truck.

I think he means those wendigo-like slime golems that you find in the sewers.


Oh yeah, the Sludge Golems, they aren't very common in the game anyway. I always try not to abuse of enemies that can be annoying or boring to fight for the player in large groups, especially Slaughtaurs.
I still have many enemies to show in the future new levels and dungeons. Most of them are from the extra addon monster pack of WoC.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Nightgaunt » Tue Dec 15, 2020 12:34 pm

All this actually makes me more hyped for this mod than for Graven!
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Netheritor » Sat Dec 19, 2020 9:53 am

Exeor wrote:Heresiarch will be a kind of rival for the player, since I think it is a nice enemy that does not deserve to be forgotten in a single fight, the next two rematches will have a different AI and he will fight more agressive against you.
The serpent riders battle will be very similar to the original games, Korax will be more interesting to fight for sure, the idea about making 2 phases for every serpent rider gives me an idea for Korax... :P


I remember a hexen map/mod called 'tower of chaos'. In there, korax has 2 forms. The original and using the 'inferno demon'.

You know what, let's make D'sparil and eidolon has 3 forms (+1 form), because your mod lore said the serpent rider has increase of power in the realm.
D'sparil 3rd form = Thor (look at realm667 or 'bossbattles' (mod))
Korax 2nd form = inferno demon or conqueror (again, 'bossbattles')
Eidolon 3rd form = become bigger, like the icon of sin from many mods. Building size.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Exeor » Sat Dec 19, 2020 1:44 pm

Netheritor wrote:
Exeor wrote:Heresiarch will be a kind of rival for the player, since I think it is a nice enemy that does not deserve to be forgotten in a single fight, the next two rematches will have a different AI and he will fight more agressive against you.
The serpent riders battle will be very similar to the original games, Korax will be more interesting to fight for sure, the idea about making 2 phases for every serpent rider gives me an idea for Korax... :P


I remember a hexen map/mod called 'tower of chaos'. In there, korax has 2 forms. The original and using the 'inferno demon'.

You know what, let's make D'sparil and eidolon has 3 forms (+1 form), because your mod lore said the serpent rider has increase of power in the realm.
D'sparil 3rd form = Thor (look at realm667 or 'bossbattles' (mod))
Korax 2nd form = inferno demon or conqueror (again, 'bossbattles')
Eidolon 3rd form = become bigger, like the icon of sin from many mods. Building size.


Yeah, the Inferno Demon with x1.25 scaled for a second phase is very good indeed, I'll add flames to the ground when he walks like the Lord Pyrodemon, everything helps to make it look less like a yellow Korax reskin.
I also will use the Eidolon sprites from The Land of the Serpent Riders mod, can't wait to code this guy!

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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Nightgaunt » Sun Dec 20, 2020 5:12 am

Exeor, do you plan to use the new hd neural textures for Hexen?

I think they look gorgeous.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Exeor » Sun Dec 20, 2020 8:48 am

Nightgaunt wrote:Exeor, do you plan to use the new hd neural textures for Hexen?

I think they look gorgeous.


That texture pack looks amazing indeed, but I noticed it hits the performance a bit in my computer, also it only works with the hexen ones and since I use Blood and Hexen 2 textures, there would be a big difference between high res and normal res textures during a normal gameplay.
Sure, You can load it separately in a load order and it will work but I have no plans to replace the vanilla textures in my mod.
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Re: Hexen: Cult of Despair - A WoC campaign (1.3 Version)

Postby Nightgaunt » Sun Dec 20, 2020 11:48 am

You are right about the performance, I noticed that in the Heresiarch Seminary main hub with all those lights the fps tank alot.
Light sources seem to hit very hard.
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