[UPDATE] Hexen redux Seven Portals WIP DL up

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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

well now that i look back at what i have that he sent, the wad has some magi forms, a satyr archer, the skull wizard and many other awesome monsters, so ill try to get some of these guys to work.
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Nifty, the more variety the better I believe; in places where the monsters make sense of course, and without being overwhelming.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

wow...all i can say is that the creativity of whoever made some of these monsters is just fantastic, i wish i could say more but shadesmaster doesnt want me to reveal anything and i agree with him.
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

I can imagine.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

and it seems i cant figure out how to get the skull wizard to work...i really wish someone would upload a ton of monsters to realm667 so that i could actually use these things without having trouble
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Well, you could inquire in the forums how to make monsters work. Again, I believe it has to do with DECORATE, alas I know not how to make them function.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

im sure that it is DECORATE, im just really not used to how these monsters are set up for other games like heretic, and i have no idea what to edit, but i did put up a post for help so hopefully itll get solved
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

The community can be very helpful in these cases, it should be solved soon.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

agreed, its just frustrating when you get stuck on something so simple as this honestly, i wanna get further with this project
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Well you are still advancing at a pretty good rate, and even simple things require explanation and aid now and then, if you're not experienced with them. Besides, you're progressing with mapping and brainstorming, which constitutes "getting further".
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

yeah youve got a point...also on shadow wood, in the cellar area, i added cultists, i still have to make the weapon shrine though
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Cool, those are neat looking enemies, plus it'd make sense to have humans turned to Korax's side.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

i have to remove their vocal sounds though, they say the chants that the cultists from blood do for some reason
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Well, they are cultists, in Blood they're cultists, guess it's some sort of practical joke or reference, or something like that. It is still annoying though, I like them better when they have Corvus' sounds.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

agreed,i think ill just remove the chants..but obviously keep the magic and death sounds, and since theyre so weak i doubt anyone will miss the chanting, since you would probably kill them quicker than they can chant
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