BlackMarsh for GZDoom
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- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
BlackMarsh for GZDoom
I have recently finished a mod for HeXen that rebuilds the first hub of HeXen 2 in GZDooM format, and can be found on the DRD team forums. A link to the topic, for those who are interested:
http://forum.drdteam.org/viewtopic.php?t=3421
I have only managed to make the mod work on the latest version of GZDooM, but if anyone can make it fully playable on something else, please notify me.
This is my second mod for HeXen, and first public mod ever, so please notify me of my shortcomings.
Please respond with feedback on how I did in your view, and you liked it.
http://forum.drdteam.org/viewtopic.php?t=3421
I have only managed to make the mod work on the latest version of GZDooM, but if anyone can make it fully playable on something else, please notify me.
This is my second mod for HeXen, and first public mod ever, so please notify me of my shortcomings.
Please respond with feedback on how I did in your view, and you liked it.
- PaganRaven
- Posts: 439
- Joined: Fri Oct 14, 2005 2:21 pm
Re: BlackMarsh for GZDoom
Yes! Somebody making a Hexen mod! 
Your Knight Archers are bleeding cyan, though, but otherwise pretty good looking?
Can I recommend you visit the Korax-Heritage.com, where people are working on Hexen projects like KMOD, Korax Arena, and Scattered Evil? I'm not sure if you've heard of them, but they are basically Hexen mods with RPG elements like leveling up. Your graphical skills may come in handy, if you want?
I took a crack at pixelating the archer myself, but I kinda gave up short. Unlike reworking the cleric like you did, I started my archer from scratch, which is what I usually prefer to do. How my work ended up looked like this:

My skills have grown over the years, maybe I should get around to fine tuning him some more... course I'm kinda more concerned with my own doom projects. Maybe you could try if you felt like it?

Your Knight Archers are bleeding cyan, though, but otherwise pretty good looking?
Can I recommend you visit the Korax-Heritage.com, where people are working on Hexen projects like KMOD, Korax Arena, and Scattered Evil? I'm not sure if you've heard of them, but they are basically Hexen mods with RPG elements like leveling up. Your graphical skills may come in handy, if you want?

I took a crack at pixelating the archer myself, but I kinda gave up short. Unlike reworking the cleric like you did, I started my archer from scratch, which is what I usually prefer to do. How my work ended up looked like this:

My skills have grown over the years, maybe I should get around to fine tuning him some more... course I'm kinda more concerned with my own doom projects. Maybe you could try if you felt like it?

- Anakin S.
- Posts: 1067
- Joined: Fri Nov 28, 2003 9:39 pm
- Location: A long time ago in a galaxy far, far away...
Re: BlackMarsh for GZDoom
Are you planning to make the other hubs in Hexen 2?
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- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
Re: BlackMarsh for GZDoom
Pagan Raven, I did not make my own sprites, as a matter of fact I found a H2 monsters pack for (G)Zdoom and ripped sprites from that. For the Knight Archers only. The other monsters, and Famine himself, are mostly recolorations of sprites ripped from Heretic.
AnakinS, if you read the thread on the DRD forums, you would have seen that I stated:
"Also I would like to see if there are any people willing to volunteer their services for a sequel, GZMazeara."
Obviously, I am planning to make more HUBs.
Any help on GZMazeara would be welcome, because I'm lazy and only built this mod in the first place during a break in a bigger project that was taking waaaaaaaay to long, one and one half years last count. However, since I did GZBlackMarsh, I thought the rest of H2 reborn in GZDooM wouldn't be a bad idea. I repeat, offers of help,(spriting and mapping, the code is pretty much done,) and feedback on how I did, as a newbie modder, would be welcome.
AnakinS, if you read the thread on the DRD forums, you would have seen that I stated:
"Also I would like to see if there are any people willing to volunteer their services for a sequel, GZMazeara."
Obviously, I am planning to make more HUBs.
Any help on GZMazeara would be welcome, because I'm lazy and only built this mod in the first place during a break in a bigger project that was taking waaaaaaaay to long, one and one half years last count. However, since I did GZBlackMarsh, I thought the rest of H2 reborn in GZDooM wouldn't be a bad idea. I repeat, offers of help,(spriting and mapping, the code is pretty much done,) and feedback on how I did, as a newbie modder, would be welcome.
Re: BlackMarsh for GZDoom
Just a little advice for you when posting mods... and this applies not only to the Doom community, but modding communities in general. In case you're wondering why the response hasn't been so hot...
Screenshots or no download.
It's just the way things work.
Screenshots or no download.
It's just the way things work.
Re: BlackMarsh for GZDoom
Nash wrote:Just a little advice for you when posting mods...


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Re: BlackMarsh for GZDoom
Sorry, Enjay, as I said, I'm a newbie, and I don't know how to post screen shots yet.
I won't be here to reply for the next two-three weeks, so just wait and when I get back, I'll post an update.
I won't be here to reply for the next two-three weeks, so just wait and when I get back, I'll post an update.
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
Re: BlackMarsh for GZDoom
While in game, press printscreen. A screenshot should be saved in your ZDoom directory (maybe in a screenshots folder?) usually called DOOM something.
Go to http://imageshack.us and upload it there (If your screenshot is HUGE, be sure to scale it down using the drop down box there). Then paste the URL or image code here.
Go to http://imageshack.us and upload it there (If your screenshot is HUGE, be sure to scale it down using the drop down box there). Then paste the URL or image code here.
Re: BlackMarsh for GZDoom
If I may ask, where did you get and who made the Hexen 2 monsters you used? I've been working on remaking the Hexen 2 monsters in ZDoom to be used alongside the Hexen 1 monsters (and even in Heretic and Doom), and I'd be quire interested in anything anyone else has done, on the subject.
Though, if you've used the monsters in the small beta I released, it'd be an honor and kick in the teeth at the same time
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Though, if you've used the monsters in the small beta I released, it'd be an honor and kick in the teeth at the same time

- Vegeta(dw)
- Posts: 366
- Joined: Fri May 09, 2008 10:23 am
Re: BlackMarsh for GZDoom
Hey that's pretty cool, me downloads.
I once made a recreation of Hexen II final map, for Heretic. You can get it here http://www.doomworld.com/idgames/index.php?id=11614
I hope it helps you some way.
I once made a recreation of Hexen II final map, for Heretic. You can get it here http://www.doomworld.com/idgames/index.php?id=11614
I hope it helps you some way.
Re: BlackMarsh for GZDoom
Just tried it out (Not my monsters XD). At some points, especially the weapons, it seems a bit amaturish (Don't worry, we all have to start somewhere), but for a first project, it's pretty good, and has a lot of potential.
At some point, I was going to code an authentic Ice Mace (fires ice-damage projectiles with a fairly rapid-firing, yet random, delay), but never got around to it. I could help out a bit with the weapons and could definately help with the common monsters (if I get sprites of them), but some of the things in Hexen 2 aren't easily done or possible in the Doom engine (such as the Sun Staff's non-ripping beam that bounces off walls...)
However, one small thing I have a problem with, Hexen 2 has less system requirements than GZDoom, likely, so why not simply play Hexen 2 (besides the fact that this could be played online in cooperative mode in Skulltag 97E, or likely even 97D2)?
At some point, I was going to code an authentic Ice Mace (fires ice-damage projectiles with a fairly rapid-firing, yet random, delay), but never got around to it. I could help out a bit with the weapons and could definately help with the common monsters (if I get sprites of them), but some of the things in Hexen 2 aren't easily done or possible in the Doom engine (such as the Sun Staff's non-ripping beam that bounces off walls...)
However, one small thing I have a problem with, Hexen 2 has less system requirements than GZDoom, likely, so why not simply play Hexen 2 (besides the fact that this could be played online in cooperative mode in Skulltag 97E, or likely even 97D2)?
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- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
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- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
Re: BlackMarsh for GZDoom
Sorry, no updates so far. I got hooked on TES3: Morrowind, and was pulled away from editing. I'm back for now, but I'm working on a different project, so BMfGZD, and thus H2fGZD, is put indefinitely on hold.
Sorry for those who enjoyed it.
Sorry for those who enjoyed it.