[UPDATE] Hexen redux Seven Portals WIP DL up

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
acidhoez
Posts: 624
Joined: Wed Apr 24, 2013 9:34 pm

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

hmm..maybe ill do that then. it wont be that way with every mini boss though, some like zardaz and whoever else will be one time bosses i think. i really want to get maulotaurs into the mod also..and possibly liches but i have to extract them from a mod and i cant really remember a hexen mod that had them other than carnage galore
User avatar
SallazarSpellcaster
Posts: 577
Joined: Mon Dec 31, 2012 7:25 pm
Location: Mexico

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

"Weaker" ones such as the Skull Wizard, that while challenging isn't a pain in the rear can be used as such, the Bronze Golem as well. Tower of Chaos uses Maulotaurs, both the ice variations and the Heretic ones, they're present on the fire aztec themed map where Menelkir is found.
User avatar
acidhoez
Posts: 624
Joined: Wed Apr 24, 2013 9:34 pm

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

i think i tried ripping them yesterday but didnt have much luck, but ill try again later. and im editing the swamp area now, im going to add one or two shacks with items/enemies inside, do you think i should made a gatehouse type area ? i want something else to fill up the rest of the swamp
User avatar
SallazarSpellcaster
Posts: 577
Joined: Mon Dec 31, 2012 7:25 pm
Location: Mexico

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Yes, you should. A gatehouse and enlarging the swamp tower would put that area more in line with Shadowmere's motif of fortifications and whatnot, plus it'd give a nifty early feel of how's the following map going to be like.
User avatar
acidhoez
Posts: 624
Joined: Wed Apr 24, 2013 9:34 pm

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

yeah definitely, but i think that im going to make this entrance to darkmere be just a portal unfortunately, unless i go back later and make a similar mimic area like i did with the caves and wastelands, but as of now itll be a portal.
User avatar
SallazarSpellcaster
Posts: 577
Joined: Mon Dec 31, 2012 7:25 pm
Location: Mexico

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Well, the mimics don't necessarily have to be over elaborate, you could make a winding narrow passage with swampy textures and let it be the mimic, so you don't have to hand place every small detail on each side. You can see this in Tower of Chaos, where there's a small room acting as the mimic area, so the level of detail necessary is minimal but the transition is functional nonetheless.
User avatar
acidhoez
Posts: 624
Joined: Wed Apr 24, 2013 9:34 pm

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

i remember those,im not sure as of now but ill probably end up coming back and recreating it
User avatar
SallazarSpellcaster
Posts: 577
Joined: Mon Dec 31, 2012 7:25 pm
Location: Mexico

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Fair enough. While very detailed map transitions would add a lot of extra quality, they might not necessarily be efficient or make sense. For example it'd not make sense to have an enormous transition room going from a place of the Seminary to another, if it could be done through a small staging area. It's all mostly adapting to possibility and convenience: Finding that balance betwixt striking looks and production efficiency.
User avatar
acidhoez
Posts: 624
Joined: Wed Apr 24, 2013 9:34 pm

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

i agree, im thinking something like the entrance to the wasteland would be good enough, bigger or smaller depending on the area it leads too of course
User avatar
SallazarSpellcaster
Posts: 577
Joined: Mon Dec 31, 2012 7:25 pm
Location: Mexico

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Yes. The entrance to the Wastelands is pretty minimalist, has no monsters or fancy traps, but still conveys the feeling of the following map: A desert with canyons, sands and other such environs. I think that should be the main focus of the next map I believe, sandy mountains, little to no water, canyons and pitfalls, desert plants and the like; that can be used to produce an enjoyable locale I think, mysterious, rather desolate and whatnot.
User avatar
acidhoez
Posts: 624
Joined: Wed Apr 24, 2013 9:34 pm

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

that would be very good, ill have to see if i can find any more dried/dead trees, i think i have some but not very many. and the water..should i keep the swamp area? and perhaps just make it water rather than swamp water? it would make sense, and if i shrunk the size of the water i think it would be better. also, where should the ophidians be placed? in caves?
User avatar
SallazarSpellcaster
Posts: 577
Joined: Mon Dec 31, 2012 7:25 pm
Location: Mexico

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

I've seen cacti and desert bushes. Making it a small oasis would make sense and give further meaning to the temple area in the map, as an oasis shrine, so yes making it smaller, but surrounded with vegetation, it may work. Ophidians could be placed in caves yes, and if you plan on using them on the Wasteland, I think open areas as well; I mean, they're part rattlesnake, which is a staple of deserts, so they'd fit within the map.
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by TheMightyHeracross »

This is the place for you.
Also, I think Doom's dead trees would fit in just fine.
User avatar
acidhoez
Posts: 624
Joined: Wed Apr 24, 2013 9:34 pm

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

ah yeah. im definitely feeling ophidians and sabreclaws here, along with brown serpents and the other enemies that are fought often
User avatar
acidhoez
Posts: 624
Joined: Wed Apr 24, 2013 9:34 pm

Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

TheMightyHeracross wrote:This is the place for you.
Also, I think Doom's dead trees would fit in just fine.
im not sure what it is, but the cacti i feel would look odd in hexen, i think its their palette possibly..maybe its just me, i do have some of these already downloaded though
Post Reply

Return to “Levels”