[UPDATE] Hexen redux Seven Portals WIP DL up
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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.
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Re: [WIP] Hexen redux Winnowinghall beta up!
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
- SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!
"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.
Re: [WIP] Hexen redux Winnowinghall beta up!
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
- SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!
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.
Re: [WIP] Hexen redux Winnowinghall beta up!
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.
- SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!
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.
Re: [WIP] Hexen redux Winnowinghall beta up!
i remember those,im not sure as of now but ill probably end up coming back and recreating it
- SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!
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.
Re: [WIP] Hexen redux Winnowinghall beta up!
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
- SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!
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.
Re: [WIP] Hexen redux Winnowinghall beta up!
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?
- SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!
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.
- TheMightyHeracross
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Re: [WIP] Hexen redux Winnowinghall beta up!
This is the place for you.
Also, I think Doom's dead trees would fit in just fine.
Also, I think Doom's dead trees would fit in just fine.
Re: [WIP] Hexen redux Winnowinghall beta up!
ah yeah. im definitely feeling ophidians and sabreclaws here, along with brown serpents and the other enemies that are fought often
Re: [WIP] Hexen redux Winnowinghall beta up!
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 thoughTheMightyHeracross wrote:This is the place for you.
Also, I think Doom's dead trees would fit in just fine.