ZHeXen: V 1.0 RELEASED!!! Contributions?

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NeuralStunner
 
 
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Re: ZHeXen: V.6b NOW OUT! Mappers Needed more than ever.

Post by NeuralStunner »

Nothing new I'm afraid, I still haven't completely worked out how they should look. I also need to consider the minor weapons. (I have a partial idea how to do them, I just need to pull it together.)

I've been looking through your maps recently too, I'll have some feedback on those.

Also, after today I won't be at my computer again until April. I'll keep this stuff in mind though. ;)
Drake Raider
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Re: ZHeXen: V.6b NOW OUT! Mappers Needed more than ever.

Post by Drake Raider »

Affirmative.
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supergoofy
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Re: ZHeXen: V.6b NOW OUT! Mappers Needed more than ever.

Post by supergoofy »

About the weapon bug, I noticed it too. I haven't reported it because I thought it was due to me using the latest GZDoom 1.4.5. I used the give all and give weapons console cheats. I hope that you upload v0.8 very soon :)
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Re: ZHeXen: V.6b NOW OUT! Mappers Needed more than ever.

Post by Drake Raider »

Its finished, I just haven't got a chance to upload it yet.

EDIT: Version 0.7, 8th release:

Version .7(a?)

Fixes: Weapon aquiration bug fixed.
Fixed a bug with the gem planet DoomEdNums
Fixed a code bug in the Emerald Lichs' missiles

New Features: Affrit behavior improved
Maps redone:
Wasteland
Caves of Circe
Darkemere Swamp
Sacred Grove
Hypostyle
Heresiarch's Seminary
Orchard of Lamentations
Dungeons


Changes: Added NoBloodSplatter flag to many non-physical rippers to reduce slowdown from blood sprays. Also added spectral flag to several.


Link:

http://www.mediafire.com/file/kye5wtndn ... 20v0.7.zip
Drake Raider
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Re: ZHeXen: V.7 NOW OUT! Mappers Politely Requested.

Post by Drake Raider »

One huge bug on my latest playthrough... the 3rd hub, one of the two emerald liches is 700000 hitpoints with no weaknesses. This wouldn't be that bad if he wasn't a minibos you must beat to proceed through the hub. I checked the code, can't find the anomoly. All 4 of the other crystal liches, ruby, emerals, and 2 saphirre, are clones of this one, but beatable. MUST USE MDK untill I fix this.
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Davidos
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Re: ZHeXen: V.7 NOW OUT! Mappers Politely Requested.

Post by Davidos »

Christ I wish I could map...

I find it nearly embarassing that there have been 0 responses to the mappers request...
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Re: ZHeXen: V.3 and Xpack v.1 out. Mappers needed.

Post by DBThanatos »

DBThanatos wrote:
Drake Raider wrote:anybody willing to help with the levels?
Saddly, hexen projects are basically ignored.
Ok, not ignored, but I would dare to say that 90% of the whole comunity doesnt like, doesnt have or arent interested in hexen. Good luck :)
So, as you see, I was kind of right on this. Sadly.
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Re: ZHeXen: V.7 NOW OUT! Mappers Politely Requested.

Post by Drake Raider »

*dryly, as in Severus Snape* I noticed.

Well, I am doing my best. But glitches still make themselves apparent. I have a doom project about 1/3 done, but that is a completely different type of architecture (Techbase and helly vs. Midevil and world), something I am *much* better at. And as will me seen when I release the demo of that project, Maps
*much*
worse then the techbase ones wouldn't be worth publishing outside a jokewad.
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NeuralStunner
 
 
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Re: ZHeXen: V.7 NOW OUT! Mappers Politely Requested.

Post by NeuralStunner »

Heh, you should see my first (Vanilla) Heretic levels. I guess they could be worse... I used a lot of open spaces and maybe too much ammo, but I liked them. (Some of the secrets and traps were fun to do.)
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Re: ZHeXen: V.7 NOW OUT! Mappers Politely Requested.

Post by ZedSlayer »

Hey, I couldn't seem to find this anywhere, what order should I load the files in? Should I just highlight all and drag regardless of order?
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NeuralStunner
 
 
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Re: ZHeXen: V.7 NOW OUT! Mappers Politely Requested.

Post by NeuralStunner »

Yes, pretty much. Alphabetical order works fine.
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Re: ZHeXen: V.7 NOW OUT! Mappers Politely Requested.

Post by Drake Raider »

I didn't actually think to try, but as long as the ZHeXen.pk3 is before it's subordinates, it should work. If it is indeed more flexible, then it may not matter.
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Re: ZHeXen: V.7 NOW OUT! Mappers Politely Requested.

Post by Drake Raider »

Well, I'm breaking schedule and order. The next release may not be for a while, but it will be the anticipated v 1.0. I am almost done with the mapping, and I would like to add a few new features. THOUGH IT WILL HAVE WILL REPLACEMENTS FOR ALL 30 MAPS, YOU WILL STILL NEED A REGISTERED HEXEN IWAD TO RUN. Buy one somewheres If you don't have one and still want to play this.
Drake Raider
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Re: ZHeXen: V 1.0 NOW OUT! Contributions?

Post by Drake Raider »

Well, it didn't take as long as I thought:
http://www.mediafire.com/file/2qyqirtyl ... 20V1.0.zip

Redesigned worldmap, all 30 maps replaced, and a DM map added They aren't that different than the originals, a lot taller, with occasional deep water and particle fountains. Also, the puzzle paths changed somewhat. It has some bugs, to be finished in future releases. Try it:
http://www.mediafire.com/file/2qyqirtyl ... 20V1.0.zip

Proposed goals:
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 Thu Apr 15, 2010 1:15 pm, edited 1 time in total.
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TheDarkArchon
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Re: ZHeXen: V 1.0 RELEASED!!! Cuntributions?

Post by TheDarkArchon »

Drake Rider mistakenly wrote:Cuntributions?
I think you may want to change that.
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