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: FeaturesStandalone 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.)
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!