[Hexen] Serpent: Resurrection [New version 09/2017]

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The Ultimate DooMer
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[Hexen] Serpent: Resurrection [New version 09/2017]

Post by The Ultimate DooMer »

This is the official thread for the 21st century Hexen adventure known as Serpent: Resurrection.

New version released as of Sep 2017 (contains map fixes for the new official GZDoom 3.1 versions):
Spoiler: Changelog (2017)
Main mod download link (idgames)
RPG mod download link (idgames)
Weapons mod download link (idgames)

GZDoom 1.6 download link (official)
GZDoom 1.9 download link (official)
GZDoom 2.1 download link (official)

GZDoom 2.2 download link (official win32) (official win64) (official Mac)

GZDoom 3.1 download links (official)

(these versions are tried-and-tested, newer ones will probably be fine but you never know if something will break in them)

aaand just to make things more confusing, I noticed that 3.2 was released after uploading the project to the archive. That version will probably be fine, but I've not tested it.

=================================================================================================================

Serpent: Resurrection is a Hexen adventure designed to merge the speed and action of FPS'es with the progression and strategies of RPG's. It takes place in another world, some time after Shadowcaster ended. Most of the story will be explained in-game but in short, some crazy dark mage has resurrected the three Serpent Riders on the largest island of a nearby archipalego and (as expected) failed to control them. The adventurer from Shadowcaster was sent out to defeat them but nothing was heard for a while so a new adventurer is sent out after him.

Main mod description:
Spoiler: Summary
Spoiler: Characters
Spoiler: Features
Standalone mod description:

The RPG mod is the standalone version of the RPG system and other game mechanics (the main difference being how the shops are handled, everything else is more-or-less the same). Designed to run with the Hexen IWAD and Deathkings, plus any large custom mapset that doesn't have new game mechanics of it's own. (weapons/monsters/items etc.)

The weapons mod is the standalone version of the classes and their weapons (minus any special features), with everything reverted to vanilla Hexen standards (the new classes have been scaled up/down to fit in with the original ones). Designed to run with the Hexen IWAD and Deathkings, plus any custom map that doesn't have new game mechanics of it's own. (weapons/monsters/items etc.)

Screenshots:
http://i.imgur.com/aoXlLij.png
http://i.imgur.com/4mjPhOf.png
http://i.imgur.com/RoGs0ud.png
http://i.imgur.com/MA5UJTx.png
http://i.imgur.com/uwKhIiR.png
http://i.imgur.com/o5s26OU.png
http://i.imgur.com/s2b2hjc.png
http://i.imgur.com/H22EefZ.png
http://i.imgur.com/lusjZ5F.png
http://i.imgur.com/4CoI0r4.png

Some noteworthy notes to take note of:

Read the text file - I cannot stress how important this is...I know it's uncommon to require it, but if you don't read it you won't have a clue what's happening when you start, or what anything does etc.

This mod is loooooong - in fact it could be one of the longest ever...make sure you set aside plenty of time to play. It's also not really possible to get an overall impression from just the first few maps, it's more of a long-term thing in that respect. (as it is with any classic RPG that influenced this mod)

This is not a classic-style mod - it has a world, a story, and the first 2 maps in particular are designed to set the scene etc. so don't worry about them. The gameplay is a bit different too...weapons, keys & puzzle items have to be found, rather than just being put in front of you. Features such as jumping, crouching and even trading will be required to progress, along with the occasional puzzle (both traditional keys/items and completely new ones). There are help features available if you get stuck, but try not to use them before that point.

This is not designed to be played with external mods - there are lots of new weapons, items, monsters etc. plus the RPG system...all of which are designed to play without anything else loaded.

Hard skill is not the benchmark - Normal skill is the one aimed at first-timers, Hard assumes that you know what you're doing (in terms of the mod's features, strategies etc.) and Heroic is for experts only!
Last edited by The Ultimate DooMer on Sat Oct 07, 2017 7:08 pm, edited 179 times in total.
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TheCupboard
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Re: [WIP][Hexen] Serpent: Resurrection

Post by TheCupboard »

Looks fantastic! That screenshot of the town reminds me (in a good way) of Crosswinds Village from Shadowcaster.
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chopkinsca
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Re: [WIP][Hexen] Serpent: Resurrection

Post by chopkinsca »

Nice, I've been looking forward to this ever since it was first announced. An island you say?
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Shadelight
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Re: [WIP][Hexen] Serpent: Resurrection

Post by Shadelight »

This sounds(and looks) amazing! I remember reading about this a long time ago and thought it would never get finished.
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The Ultimate DooMer
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Re: [WIP][Hexen] Serpent: Resurrection

Post by The Ultimate DooMer »

Monsters and weapons have been overhauled, back to the maps again.
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Tormentor667
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Re: [WIP][Hexen] Serpent: Resurrection

Post by Tormentor667 »

Very interesting so far, though some areas might need additional work (yes, the old "Needs more Detail (tm)"), especially the buildings in the last shot, the repeating CTYSTUC pattern looks a bit ugly.
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The Ultimate DooMer
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Re: [WIP][Hexen] Serpent: Resurrection

Post by The Ultimate DooMer »

I haven't fully decided what to do with the village hut texturing anyway, the plain city texture is a placeholder really.
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Dreadopp
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Re: [WIP][Hexen] Serpent: Resurrection

Post by Dreadopp »

This looks pretty nice so far. I'm looking forawrd to it. :)
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Xaser
 
 
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Re: [WIP][Hexen] Serpent: Resurrection

Post by Xaser »

Looks nice, I say. ;)

Only real complaint I have visually is that the tops of the mountain-y regions all cut off at the same spot -- i.e. it's all the same height. Breaking it up with some height variation would greatly improve the look and feel.

Though, admittedly, as long as it plays well, the sensible ones are not likely to hate it. ;P
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The Ultimate DooMer
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Re: [WIP][Hexen] Serpent: Resurrection

Post by The Ultimate DooMer »

Update as of 16 Sep:
------------------------
Number of attributes increased to five.
Exp/Levelling curve adjusted as a result.
Two new items in, replacing two others.
Weather effects added to some maps.
Map 25 is mostly complete, save for epic boss encounter.
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ShadesMaster
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Re: [WIP][Hexen] Serpent: Resurrection

Post by ShadesMaster »

Can't wait 2 try it out!
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Vegeta(dw)
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Re: [WIP][Hexen] Serpent: Resurrection

Post by Vegeta(dw) »

I thought it was going to be a kick ass mod, but these shots needs more detail. And the fact that the monsters come from "a variety of sources" drops my hopes, I was expecting actually new monsters :(
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XutaWoo
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Re: [WIP][Hexen] Serpent: Resurrection

Post by XutaWoo »

Vegeta(dw) wrote:I was expecting actually new monsters :(
Well, if you meant sprite-wise, I don't see why'd you'd think that. The Ultimate DooMer, no offense, has never shown any prowess with graphics.

If you mean behavior-wise, I doubt he's left that unchanged, if he even used the monster's coding as a base.
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The Ultimate DooMer
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Re: [WIP][Hexen] Serpent: Resurrection

Post by The Ultimate DooMer »

shots need more detail
5th shot not detailed enough? :P (that's a complex 3D floor structure inspired by a real-world place)
new graphics
True, the only sprites I've made are small ones for items etc. (and usually based off something else) but you'll meet plenty of monsters with behaviour you've not seen, even if the sprites came from elsewhere.
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The Ultimate DooMer
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Re: [WIP][Hexen] Serpent: Resurrection

Post by The Ultimate DooMer »

Update as of 23 Oct:
------------------------
Another map completed, just 4 remain unfinished now.
Initial balancing of all weapons, spells, items, hazards and monsters complete.

I'm aiming to have the first beta ready in a few week's time for testing.

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