HeXetic: Rise of D'Sparil

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Pelle123
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HeXetic: Rise of D'Sparil

Post by Pelle123 »

It's a combination of Heretic and Hexen... Evil heresiarch get's to the old keep of D'Sparil and resurrects him :shock:

Corvus will now start his second hunt on D'Sparil (lol) and we might see Korax here too... There's not much made yet and the progress is slow because of my RL things but it will go on.. I'm sure lot's of things will also change and something but mm let's see how it goes. :wink:

PS. I know there are lot's of bugs/texture problems there and I'm going to fix them when I have extra time.



Some updates:
Spoiler: Videos
Spoiler: Screenshots
Last edited by Pelle123 on Fri Apr 09, 2010 3:59 am, edited 3 times in total.
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.+:icytux:+.
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Re: HeXetic: Rise of D'Sparil

Post by .+:icytux:+. »

ooo, this is looking intresting :D never seen cutscenes in heretic before :lol:
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Rachael
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Re: HeXetic: Rise of D'Sparil

Post by Rachael »

Indeed. Can't wait for this to be done. ^^
CaptainToenail
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Re: HeXetic: Rise of D'Sparil

Post by CaptainToenail »

Nice, it's great how well the Hexen and Heretic stuff mesh together, good luck with this :)
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Re: HeXetic: Rise of D'Sparil

Post by Gez »

There's not enough Heretic/Hexen things, so I approve.
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Imp Hunter
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Re: HeXetic: Rise of D'Sparil

Post by Imp Hunter »

Korax on Heretic??!?

I love you Pelle :3
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Pelle123
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Re: HeXetic: Rise of D'Sparil

Post by Pelle123 »

Imp Hunter wrote:Korax on Heretic??!?

I love you Pelle :3
Heh yeah, I'm thinking that D'Sparil will hear that Korax was also slain and he'll get Korax back someway :lol:

I was very surprised to get so great comments for this even if I haven't done much yet... So thanks everyone I'll post some pics if/when I get something worth of posting done... Might also change it to a HUB project :roll:

(Btw it was the first cutscene i've ever done :o Also working still on the cutscene as it won't brighten up things at all... Maybe adding some house of Corvus where player teleports somehow to the D'Sparils keep... IDEAS ARE WELCOME :cheers: )
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Re: HeXetic: Rise of D'Sparil

Post by CaptainToenail »

Well, I recommend using Hexen textures as Heretic has a very limited selection, and perhaps add some new monsters from Doom that could fit in, I recommend recoding the Imp Warlord to be a basic melee monster with a shield defense, like a mini centaur, and perhaps add the Satyr/Hellknight and even the basic Doom demon. :)

If you are making it a hub it will be a coop nightmare, I wouldn't do that personally if you want it to be coop compatible
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Pelle123
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Re: HeXetic: Rise of D'Sparil

Post by Pelle123 »

I'm not sure if it has to be coop compatible but maybe I'll leave that idea then... :)

Yeah I think too some Doom monsters could be great... (Archvile :shock: )
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Re: HeXetic: Rise of D'Sparil

Post by XutaWoo »

You do realize that after that map, the player would have all the keys until the next hub?

Also, put nointermission into each level's MAPINFO if you want it to be a hub.
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Pelle123
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Re: HeXetic: Rise of D'Sparil

Post by Pelle123 »

Well I could always make new keys... It isn't that hard :wink:
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Re: HeXetic: Rise of D'Sparil

Post by Gez »

With all the Hexen keys as well, and the option to use puzzle items or buttons instead of keys for some doors, I think it's easy to manage.

For using the Doom demon, I have a brown recolor of it that may be more fitting in with the rest of the H/H monsters.

And if you want to bring a "resurrector" like the arch-vile, here's code you may want to use instead of the standard actors:
Spoiler:
In keeping with Doom, I did not give raise states to the strongest monsters (maulotaurs, heresiarchs, D'Sparil and Korax), nor did I bother with monsters that leave no corpse at all (mashed monsters and swamp lurkers). I did change the firedemon so that it'd leave a corpse, though.

MT means "map thing" because originally I made this (and more) as a way to have a unique number for all actors so that they can all be placed on the map in the editor, regardless of which game they're originally meant for (the typical actor declaration is something like "ACTOR MTDoomImp : RandomSpawner 17001 { DropItem "DoomImp" }" so the original actors are only modified when they need to be for some reason, like setting bloodcolor or giving them raise states).
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Pelle123
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Re: HeXetic: Rise of D'Sparil

Post by Pelle123 »

Ey thanks, I'll have some use for that :wink:
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Re: HeXetic: Rise of D'Sparil

Post by BouncyTEM »

okay, this is looking awesome. :)

I want to contribute something when I have free time, but I don't know what. XD
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Pelle123
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Re: HeXetic: Rise of D'Sparil

Post by Pelle123 »

Bouncy wrote:I want to contribute something when I have free time, but I don't know what. XD
You could start by saying have you got any idea how to make these music files smaller... :( (the wad is already 20mb and there's only one music +hexen sprites and textures and sounds...)
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