ZHeXen: V 1.0 RELEASED!!! Contributions?

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Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

ZHeXen: V 1.0 RELEASED!!! Contributions?

Post by Drake Raider »

Hello.

Some of you may remember me from the abysmal mod for hexen, GZBlackMarsh. Well, I have done it again, but I think this will be better than it. I stuck(Mostly,) to decorate coding, with very little map changes. The monsters all are stronger have better AI, but are randomized in occurrence. So don't be surprised to find tougher monsters in winnowing hall, though it is unlikely. I haven't finished the accompanying text file, so I haven't included it in the first release. I hope that is okay. Please report back after every Hub, on how you liked the bosses and such. Keep an eye out for secrets, and keep in mind that you can reenter hubs.

Okay, now for some screenshots:
Spoiler:
A small foretaste.


XPack v2 Released!
XPack version 2 finished. 5 ludicrously hard levels,.
NOTE2: THIS MOD *REQUIRES* THAT YOU HAVE ZHEXEN TO RUN IT!!!!
Version 0.2:

Changes: Zombies made waaaaay(10000x) tougher, but more
vulnerable(3000x) to certain attacks.
Undead knights, shadow beasts, ghouls, made weaker. Knight attacks
changed to fire.
Levels vastly overhauled, *much bigger* and more detailed.
Exorcist class balanced out more.

Good Luck, please critisize the level work, if you finish it. I had to do it on skill 1, and died over 15 times, but I play zhexen on skill 3, and die maybe 4-5 times out of stupidity in the whole game.

I found out that winnowing hall doesn't work in XPack v2, will try to fix it next release.
Don't waste ammo on the zombies, find the vulnerability and use it!!

Last but not least, the download link:
http://www.mediafire.com/?sharekey=fb6e ... f6e8ebb871

XPack v1 Released!
XPack version 1 finished. 5 hardish levels, 1 player class, 4 weapons, and 7 enemies. NOTE- I built this in two days, so the levels are playable, but veeery poor quality. NOTE2: THIS MOD *REQUIRES* THAT YOU HAVE ZHEXEN TO RUN IT!!!! Versions 1+ should work.

NEW VERSION
It's been awhile, and this is a massive bump, but I updated ZHeXen again with the more recent builds of zdoom. I added the nourishment system in, as well as making 5 new maps for a more enjoyable worldmap, in my opinion. Also, the ettin, when they appear, are better in groups then they were before, with the new command system. Both are only basically tested, but i'd like feedback.

http://www.mediafire.com/?uqpei9ziiq2cl8r
Spoiler:
P.M. me if you are willing to help.

Proposed goals v 2.0:
Nine more DM maps(Hexen themed, deathmatch aimed)

10 dungeons:
DUN01 - DUN10
Description

Code: Select all


Single maps with one portal for entrance and exit. 
No hubs.
They [i]may[/i] use keys found in the world, but [i]may not[/i] contain keys.
They may only use puzzle items that are unique to that map.
Final room contains a unique monster(boss,) and a teleporter back to the start room.
No weapon pickups.
No DM starts.
Mana, artifacts, monsters are fine.

If anyone wishes to contribute, feel free.
Last edited by Drake Raider on Sat Aug 20, 2011 3:21 pm, edited 36 times in total.
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ShadesMaster
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Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by ShadesMaster »

Um... where's the post or download?
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NeuralStunner
 
 
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Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by NeuralStunner »

Drake Raider wrote:Download in next post.
CodenniumRed wrote:Um... where's the post or download?
X( *Whap* Sorry Shades, total facepalm moment. :lol:
Drake Raider wrote: I intend to add that you can only use melee attacks 200-some times w/o using a afrit or demon corpse. Afrit adds 3 or so uses, demon adds circa 20 uses.
Uh, not to sound unduly negative, but I thought the point of the melee weapons was to have a fallback you could always use... Please forgive me if I misunderstood the meaning there.

Anyway, better monster AI and some randomness both sound refreshing. :)
Drake Raider
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Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by Drake Raider »

Sorry about that. The file is having a hard time uploading. I've tried sendspace and fileshack, but it won't load, so just wait. But I have some screenshots, too. 17 meg file. And the The melee uses limit comes from an earlier attempt to make an rpg mod. I haven't got around to fixing it.
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Ichor
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Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by Ichor »

Try mediafire.
Drake Raider
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Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by Drake Raider »

Okay, now for some screenshots:
Spoiler:
A small foretaste.
Arch-Valentine
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Joined: Sun Jun 15, 2008 3:57 pm

Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by Arch-Valentine »

So the boss of the Seven Portals is a god damn tree? Sounds interesting.
Drake Raider
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Re: ZHeXen: Insert appropriate subtitle here! DOWNLOAD READY.

Post by Drake Raider »

Finally!!!! the upload went through on mediafire. thanks, Ichor.

Download:

http://www.mediafire.com/?sharekey=5c9f ... f6e8ebb871

please report on progress after every hub.
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.+:icytux:+.
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Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by .+:icytux:+. »

Arch-Valentine wrote:So the boss of the Seven Portals is a god damn tree? Sounds interesting.
LOL tree! that was a funny description of Korax, never thought of him like that, but now when you said it, he kinda looks like a tree xD
Drake Raider
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Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by Drake Raider »

Actually, the Seven Portals boss is a mage with elemental attacks. The "Tree" is probably Korax, though.
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ShadesMaster
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Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by ShadesMaster »

I find the mage's starting weapon WAY too weak, and the custom maps lack in detail.

BUT - I DO like the way that based on what class you choose, the other two guys are there to help you. Now THAT'S an interesting featurette. AND They use all the weapons they currently have!
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Captain Ventris
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Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by Captain Ventris »

CodenniumRed wrote:BUT - I DO like the way that based on what class you choose, the other two guys are there to help you. Now THAT'S an interesting featurette. AND They use all the weapons they currently have!
Wait WUT?

Well heck, I wouldn't have more than glanced at this topic but for that!
Drake Raider
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Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by Drake Raider »

They have all the weapons when they start to the best of my knowledge, but they only use the ones that they have mana for, and choose their attack based on the range of the enemy. But they DO have Limited mana, though it regenerates, so they use weaker attacks more often.

EDIT: Could anyone tell me how to make the friendly monsters go through BLOCKMONSTER linedefs?
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Ethril
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Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by Ethril »

Drake Raider wrote:EDIT: Could anyone tell me how to make the friendly monsters go through BLOCKMONSTER linedefs?
[wiki=Actor_flags#.28In.29Abilities]+NOBLOCKMONST[/wiki]
Drake Raider
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Re: ZHeXen: Insert appropriate subtitle here! first release.

Post by Drake Raider »

Thanks Ethril. I am working on Version 0.1.1, now, w/ even better ai, bug fixes,(Like the monster blocking one,) and more detail and secrets. Please continue feedback.
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