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.
DabbingSquidward wrote:Sorry for commenting so late, but the whole mapset was fantastic!
Only complaint I have is that it's so short
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.
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 The Hammer has been replaced by the SSG, the Firestorm by the Rocket Launcher and the Arc of Death by the Plasma Rifle.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..
Manhs wrote:Castle map is maybe my favorite custom Hexen map, it was such a great castle surrounded by snow with complex exploration loved it! (who made it?)
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