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As much as I hate to say this, Im finally accepting the fact that I wont be able to ever finish this thing.
The main problem is that I cant actually finish the maps. They are just too large (the ones I started) and Im 100% sure that I wont be able to come up with more ideas for new maps. I do have all the needed resources (sprites, sounds, code) for all what I planned, however, recruiting mappers is something impossible, so, without maps, such ambitious project is basically screwed.
Heh, well, is not like there will be a lot of disappointed people, but at least for me, is sad Ohh well, it was fun while it lasted.
Ok, I will still have hope. Maybe in 10 years I will come up with some other maps and I will continue this.
It's been one year, and I dont like to abandon things just because; so Im going to keep working on this
Basically, I released episode one, about one year ago, and I liked the result. Right now, I have found some nice holes in my schedule, that gives me some free time, yet, being surrounded by people, I cant write codes; what's left? mapping
Here are some screenshots of some unfinished maps for the second "chapter" of Dream of magic. Im not a professional mapper, so, I dont use fancy mapping features (not even slopes D: (at least not at this point of the project), but still I think is good to show a bit of progress in this thing, in case anyone is interested
Here are some screenshots of the current state (still using hexen textures; some of them will be replaced for the hexen 2's like in DoMep1)
Spoiler:
Pseudo forest shot 1:
Pseudo forest shot 2:
Pseudo forest shot 3:
Small hill shot 1 (transition between the "castle" and the "town":
Small hill shot 2:
Yeah, the "forest" isnt much like a forest, and is supossed to look repetitive, due to the fact that... well, player is supossed to get lost there
Town entrance (bah) :
Small house in the "town":
Another house:
Another house (interior):
Same house (interior):
Another house (interior):
Yes, the houses are not very medieval-like yet, I generally map as I feel like
And of course, I will still use more Hexen2 resources that I have lying around without use
This is a single player Hexen mod, where you can play as one of two characters: Necromancer and Demoness.
For now this mod introduces you to five maps, four small and one big.
There are puzzles... well, sequences, those arent complicated enough to be a puzzle. As hexen, this mod isnt lineal, not totally. I tried to make it less complicated than hexen1 but not as simple as doom.
Even thought I used all the new sources from Hexen2, this mod is not related to hexen's world at all.
The readme wrote:This mod is oriented to a more "Doomish" gameplay, however, is not the same.
You'll start with one weapon which will be the only one for quite some time,
but is not as weak as one could expect. It works fine for the starting monsters
with a plus: it's secondary fire. Depending on your class is what the 2ndary fire
will do.
For the necromancer, as one can expect, you'll be able to resurrect fallen foes
to help you, however everything have a price: Your own blood. Every time you ATTEMPT
to raise a fallen monster, you'll loose some health. You cant expect to give life to
a corpse for free. Other thing to take in count is the fact that when you raise a monster
you leave it in a weak state, it'll not be as healthy as when was alive, plus it's
flesh/skin will be weaker, causing it to gib when killed again, preventing from
re-resurrecting.
For the demoness, you'll be able to summon a little fiend from the pits to aid your
quest. As the necromancer, your extra ability takes some of your blood, however you'll
loose the health only when the demon is summoned; failed attempts doesnt hurts you.
Other important thing in this mod, is the use of the (very few different) items.
Your eternal friend are the "health quartz" (the purple healing bottles) for obvious
reasons, they are quite common. But somewhat more important than the health potions
are the Discs of Repulsion. In this mod, you'll find a helluva of those discs for a good
reason: the lack of mana or firepower is compensated ny the power of those discs. The disc of
repulsion is a very useful artifact. They work as a defensive and offensive. Defensive because
they can repel most of the incoming projectile attacks and the near monsters. Offensive because
as they repel monsters they also cause damage, not counting the fact that sometimes you can
turn the enemies attacks against themselves (very useful against the sand golems).
Also, everytime you kill a monster there is a chance that they'll drop some stuff. From a bit
of mana to it's life force (which will heal you).
In general the gameplay is similar to hexen, with the variation that you'll find monre
monsters than in the original game.
The history wrote:The strike of the necropolis was the key movement to conquer the land. Every race was under the control of the 2 factions belonging to the necropolis: "the worshippers of the three" and "the Apocalypse cult".
-The worshipers of the three are those who follow blindlessly the idea of bringing back to the land the three prime evils that once rule and brought destruction to this world.
-The Apocalypse cult are those who are considered (by themselves) the minions of the four horsemen, taking them as the most powerful force in existance.
Both factions are in dispute due to their opossed beliefs. For many years the internal fights in the necropolis have caused devastation...
Necromancer
Your name is Zaereth. You were a high rank member of the apocalypse cult, until the surprise attack of the worshippers of the three to the cult's fortress, where you were almost killed when facing hordes of demon like warriors. But you somehow survived waking up somewhere far from the fortress. You start your way back to the necropolis. In the way you realize that something have changed. Through your travel you gathered some information of real value. Seems like years have passed since the worshipper's attack to the cult's fortress, and more. Is also rumoured that the worshippers recently found a way to bring their masters to the land. However, the Apocalypse cult have made some movements too. Akerneth, with his eternal delusions of superiority, managed to take control over the apocalypse cult. Plus, he also managed to bring the avatars of the four horsemen to this plane of existance. For many centuries have been know that no person nor creature should call the avatars to the land; they are supossed to come only when is the right time, otherwise, the avatars will reap the whole land making no exception. Now you must find you old nemesis Akerneth and kill him. You have to stop the avatars, plus you must deal with any and all worshippers you find in your way, and why not? kill their masters too.
Demoness
Yor name is Avak'askon. You were one of many demons summoned by the worshippers of the three. Your role to play was just a pawn and a servant for the worshippers, nothing but a puppet in the hands of worthless humans. Of course you were not willing to allow that. Being a young decendant of the elder demon, your powers are very immature, but that was enough to scare the worshippers to a point of despair: they tried to kill you when they felt threatened by your growing powers. Their attempts falied, however, you were not powerful enought to kill your new enemies, just enough to run away. Traveling in lands, searching for ancient artifacts, you became wise. You learned about the war that had been devastating the land between the worshippers and a cult for the Apocalypse horsemen. Your summoners are blind followers of whose they call "the prime evils": Mephistopheles, Ba'alzebub and Diablo. Now you have a goal in mind, show to the ones who dared to bring you to this land who is the supreme being, the same that gave you life: Tiamat. While you are still very weak in comparision of how strong you'll become in a couple hundred years, you are confident that you can stop the worshippers from bringing their "supreme three", and if is too late for that, then stop those demons by yourself. Of course those apocalypse worshippers are going to be another entretainment for you.
Ok, lots of spelling mistakes, gramar and a all. Im not a proffesional (not even amateur) writter and less in english
Spoiler: The screenshots
Akerneth's castle
Dream Of Magic 2.0 Ep1 Download
If you play it in GZdoom it should be GZDoom 1.1.0 (because of some problems with the newest versions), also use "sector light mode: doom" and gl_lights_size 0.9 (about half of the bar). Also is imperative you set the sprites clipping mode (adjust sprite clipping) to "Never", otherwise you'll get some odd visual effects in the monsters.
If you play in ZDoom you should not worry about anything at all (except for the issues mentioned in the readme).
A very important note I forgot to add in the Readme file: Music Credits
While this mod uses the Hexen's music for the levels, the boss battles have a new music. Well, new to hexen at least.
Credits for the Boss Batles MIDI music:
* Death
* Necrophagist
* Nile
Spoiler: Something about the ultimate secret in the hub
And if the player manages to find the nine towers (the towers, not the level called like that) will hear a new song. That's my composition called "Unending Anihilation" and should not be stolen since is copyrighted (seriously, is from my band).
Please Give feedback
DBT
Re: [WIP]Dream Of Magic take2 Demo (Name pending)
Posted: Sun Mar 09, 2008 7:58 am
by [WH]-Wilou84
Looking nice so far
It's cool to see mods for Heretic / Hexen, they're quite rare.
I was wondering if the four Horsemen of Apocalypse from Hexen II would be included in Aeons of Death, and here I guess they will be :>
Keep up the good work !
Re: [WIP]Dream Of Magic take2 Demo (Name pending)
Posted: Sun Mar 09, 2008 2:04 pm
by Xaser
Well, hello there!
Hehe, this looks very, very nice so far. 'Tis not often one sees a Hexen map, and the new resources look quite nice. I'm looking forward to seeing what you've got!
Re: [WIP]Dream Of Magic take2 Demo (Name pending)
Posted: Sun Mar 09, 2008 8:56 pm
by DBThanatos
[WH]-Wilou84 wrote:Looking nice so far
It's cool to see mods for Heretic / Hexen, they're quite rare.
I was wondering if the four Horsemen of Apocalypse from Hexen II would be included in Aeons of Death, and here I guess they will be :>
Keep up the good work !
Thanks. ÆoD is in it's final stage, where I will not add more stuff (because the engine will not allow me) and is very heavy already... (what am I talking about? this mod is going to be very(seriously) heavy too!) So the apoc riders are not going into ÆoD.
Xaser wrote:Well, hello there!
Hehe, this looks very, very nice so far. 'Tis not often one sees a Hexen map, and the new resources look quite nice. I'm looking forward to seeing what you've got!
Thanks for the interest. I still testing the playability for the levels, because I guess some areas are too empty and others are way too filled.
Indeed is hard to see Hexen mods, that's why I decided to use all this thing in hexen instead of doom (which was the original plan).
DBT
Re: [Released]Dream Of Magic v2.0 Demo (Download 1st post)
Posted: Sat Mar 15, 2008 7:37 pm
by DBThanatos
In the 1st post I posted (doh!) the link to download this thing! finally!!
If you play it in GZdoom, then use "sector light mode: doom" and gl_lights_size 0.9 (about half of the bar). Also is imperative you set the sprites clipping mode (adjust sprite clipping) to "Never", otherwise you'll get some odd visual effects in the monsters.
If you play in ZDoom you should not worry about anything at all (except for the issues mentioned in the readme).
The mod is beatable, I tired in each skill (except skill 4) with both classes.
Remember: The books can tell you a couple things that might be useful!!!
Have fun and please give some feedback!!
DBT
Re: [Released]Dream Of Magic v2.0 Ep1 (Download 1st post)
Posted: Tue Mar 18, 2008 2:04 am
by DBThanatos
Bump.
Nobody is interested in this one? I spend a good time making it
A bit of testing? playing? feedback?
Please?
DBT
Re: [Released]Dream Of Magic v2.0 Ep1 (Download 1st post)
Posted: Tue Mar 18, 2008 2:12 am
by BouncyTEM
I'll get to it when I have time.
Re: [Released]Dream Of Magic v2.0 Ep1 (Download 1st post)
Posted: Tue Mar 18, 2008 3:56 am
by neoworm
I played it for some time, but soon it became unplayable because of my slow PC. What I saw was pretty good.
Re: [Released]Dream Of Magic v2.0 Ep1 (Download 1st post)
Posted: Tue Mar 18, 2008 7:02 pm
by DBThanatos
Well, Zdoom seems to run it without problem, even in speed, I mean, there are almost no huge outdoor areas. Once inside the castle, everything is supossed to run very smooth
Re: [Released]Dream Of Magic v2.0 Ep1 (Download 1st post)
Posted: Wed Mar 19, 2008 9:59 pm
by Ghastly
Cool, I'll download this next time I get a chance.
An interesting mod idea for when this is done and out could be the good guys coming in and clearing the whole place out, lol.
Re: [Released]Dream Of Magic v2.0 Ep1 (Download 1st post)
Posted: Thu Mar 20, 2008 3:41 pm
by DBThanatos
Good guys? there is no good guys in the history. Everything is supossed to be about egocentrism, power, domination, destruction... and stuff like that
In a much detailed history I was writting, it was explained how the land was ruled and by who, and how they lost the power, the raids, the wars, etc, but when I was about 2 pages of that, I decided that was useless information for the mod, since it only focuses in the events happening to the necropolis. In general, there is no hero in the history.
DBT
Re: [Released]Dream Of Magic v2.0 Ep1 (Download 1st post)
Posted: Thu Mar 20, 2008 9:43 pm
by Ghastly
Er, that aside, it'd be interesting to go against the already-established characters with the 'new guys', besides Heretic and Hexen are all about other worlds .Meh, just a thought, lol.
Downloading now. I just had to wait for my proxy to let me download more than 500 bytes per second.
Re: [Released]Dream Of Magic v2.0 Ep1 (Download 1st post)
Posted: Fri Mar 21, 2008 2:58 pm
by DBThanatos
A very important note I forgot to add in the Readme file: Music Credits
While this mod uses the Hexen's music for the levels, the boss battles have a new music. Well, new to hexen at least.
Credits for the Boss Batles MIDI music:
* Death
* Necrophagist
* Nile
Spoiler: Something about the ultimate secret in the hub
And if the player manages to find the nine towers (the towers, not the level called like that) will hear a new song. That's my composition called "Unending Anihilation" and should not be stolen since is copyrighted (seriously, is from my band).
DBT
Re: [Released]Dream Of Magic v2.0 Ep1 (Download 1st post)
Posted: Sun Mar 23, 2008 1:03 pm
by [WH]-Wilou84
Ok, just had an overview of your maps. I'd say "overview" because I'm stuck in the first map already :>
Nice detailing and layouts, very reminiscent of both Hexen and Hexen II. Maps are really open and not linear at all, for what I've seen so far.
I tried the Necromancer class in Skill 4, and maybe his scythe is a bit too powerful or some of the monsters are not strong enough. I remember those scorpions in Hexen II for instance, they used to be a lot stronger. But well, you're not forced to copycat even their original behavior of course
Something important imo, is that the Archer had two kind of attacks. What about the red arrow ?
Re: [Released]Dream Of Magic v2.0 Ep1 (Download 1st post)
Posted: Sun Mar 23, 2008 10:46 pm
by DBThanatos
[WH]-Wilou84 wrote:Ok, just had an overview of your maps. I'd say "overview" because I'm stuck in the first map already :>
Nice detailing and layouts, very reminiscent of both Hexen and Hexen II. Maps are really open and not linear at all, for what I've seen so far.
I tried the Necromancer class in Skill 4, and maybe his scythe is a bit too powerful or some of the monsters are not strong enough. I remember those scorpions in Hexen II for instance, they used to be a lot stronger. But well, you're not forced to copycat even their original behavior of course
Something important imo, is that the Archer had two kind of attacks. What about the red arrow ?
If you are stuck, well, I guess I could guide you if you want Only map01 could be considered open, because that's the biggest, the others are really small and linear.
About the monsters/weapons, well, while I wanted this mod to be similar to Hexen II in terms monster behaviour, I also wanted to change a bit the gameplay, that's why in Hexen you see 25 monsters in a level, and in this mod you se a "bit" more Anyway, all monsters used to be much less (in quantity) and much more resistant, but that's why the release of this thing delayed more than I expected: for the dramathic gameplay change. In the last minute I decided I wanted to kill more monsters and have less eternal fights with 2 archers and one golem That's why all monsters are weaker, easy to kill.
About the archer not firing red arrows, that's because the archers which will fire those red arrows are not supossed to appear in this episode, those are going to be harder (because will have only the red arrow as attack, never green).
When will another DOM episode will be done? who knows. Im not a full time mapper (I think my maps are decent, but takes me way too long to make one), plus I have to think about how Im going to drive the history (not that anyone actually reads/likes/get-interested-in the history, but well, I had to put that ideas somewhere)