[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.
Please read the full rules for more details.
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.
- SallazarSpellcaster
- Posts: 577
- Joined: Mon Dec 31, 2012 7:25 pm
- Location: Mexico
Re: [WIP] Hexen redux Shadowwood demo up
The rest appears okay to me, the area feels cramped just as the Guardian of Steel does. Only I'd suggest making it darker, but I guess that'll be done later on as you detail the map.
Re: [WIP] Hexen redux Shadowwood demo up
ah alright, the area should look really good once i get the candles and torches to actually give off light, also im thinking that hopefully this weekend, ill have the beta for the seven portals up, assuming everything goes as planned, and the map design goes well
- SallazarSpellcaster
- Posts: 577
- Joined: Mon Dec 31, 2012 7:25 pm
- Location: Mexico
Re: [WIP] Hexen redux Shadowwood demo up
So far yes, it is going quite well. It's certainly better than the original, but it doesn't change so much so as to become unrecognizable. It is good.
- TheMightyHeracross
- Posts: 2100
- Joined: Sun Aug 18, 2013 9:41 am
- Location: Philadelphia, PA
Re: [WIP] Hexen redux Shadowwood demo up
You guys are starting that thing again... lol.
You guys should make a Hexen Redux IRC channel on QuakeNet or something.
And if you want it to be private, there's an optional invitation only thing, too.
You guys should make a Hexen Redux IRC channel on QuakeNet or something.
And if you want it to be private, there's an optional invitation only thing, too.
Re: [WIP] Hexen redux - Final Demo available.
Small idea for the Castle of Grief:
Ive been thinking of what to add into the map, other than floors for the castle, leading to areas that a castle actually has, and i thought about the clock puzzle. Maybe, i could keep the puzzle with it, but have a giant clocktower in the middle of the castes walls, not sure how big it would be though, and maybe when you reach the top, you could place the gears which would open...whatever it opens, i believe it opens the way to the Gibbet. Perhaps it could unlock a door leading down into the gibbet. Thoughts ?
Ive been thinking of what to add into the map, other than floors for the castle, leading to areas that a castle actually has, and i thought about the clock puzzle. Maybe, i could keep the puzzle with it, but have a giant clocktower in the middle of the castes walls, not sure how big it would be though, and maybe when you reach the top, you could place the gears which would open...whatever it opens, i believe it opens the way to the Gibbet. Perhaps it could unlock a door leading down into the gibbet. Thoughts ?
- SallazarSpellcaster
- Posts: 577
- Joined: Mon Dec 31, 2012 7:25 pm
- Location: Mexico
Re: [WIP] Hexen redux - Final Demo available.
The clock tower would be an excellent addition, plus I believe would also please Castlevania fans, and it could be made to have a lot of unique traps and settings which would really add up a lot.
Re: [WIP] Hexen redux - Final Demo available.
small update, im screwing around with winnowing hall again, im probably going to finalize it before i move onto the castle of grief, i changed the brightness because certain people were bitching that it was too dark.
- ArgonianLord
- Posts: 106
- Joined: Tue Apr 02, 2013 4:05 pm
- Location: Out of this world!
Re: [WIP] Hexen redux - Final Demo available.
So I just tried this out a bit yesterday.
Now... I'm afraid I don't really have a positive opinion on this thus far.
Now first things first, the Winnowing Hall is just way too dark. It gets even worse in the caverns portion of the level. Because those caves... are next near pitch black. Other than that, I can't really say I see the point of having Eidolon and D'Sparil in the Winnowing Hall, sure Korax is a serpent rider, but I think he'd rather create some sort of religion dedicated to himself rather than his brothers. And then there's this seemingly pointless extra area of the Winnowing hall with the Dark Bishops. Now I just have to say that I don't see its purpose really.
Speaking of the Dark Bishops, in my opinion, you shouldn't have introduced nearly the entire cast of enemies on the first level. Otherwise, this remake wad isn't really all that faithful. That and trying to kill a LOT of Dark Bishops and Chaos Serpents as the Cleric when he still just has his mace gets extremely tedious. So I advice introducing the enemies in the same order they were introduced in the original.
I also think you should use sector lighting as well, rather than JUST sticking with OpenGL lighting.
I also have to say that I find the Clock-Tower to look worse in comparison to its original look. Now it just looks extremely basic as far as I'm concerned.
I also attempted playing the Shadow Wood level, but I couldn't really bring myself to finish it...
First off, I really think you should just use the original cast of enemies, don't get me wrong new enemies are good and all, but adding 100% new enemies to a remake doesn't exactly make it really faithful in my opinion. (That and I am also extremely tired of seeing those Cultists, as they are used in nearly every hexen wad. Just my opinion there again though) I also have to say that the new temple like place that leads to the Hypostyle also just looks very bad... now it just looks extremely empty and boring. I liked the original temple look a lot more than your recreation of it.
Now as for that small tower in the swamp water lake... well to me, it is extremely tedious to have to fight Stalkers that are in 3d Floor/Swimmable water. And it also just looks extremely silly if you do use crouch. What I find most annoying with this though is that the stalkers are very hard to see in the 3d Floor water. So I really do recommend using regular watered sectors like the original did, just for the sake of the stalkers acting and looking as they should.
I'm also terribly sorry, but from what I've seen so far... then I can really say that I don't hold too much hope for the project just yet.
/ArgonianLord
Now... I'm afraid I don't really have a positive opinion on this thus far.
Now first things first, the Winnowing Hall is just way too dark. It gets even worse in the caverns portion of the level. Because those caves... are next near pitch black. Other than that, I can't really say I see the point of having Eidolon and D'Sparil in the Winnowing Hall, sure Korax is a serpent rider, but I think he'd rather create some sort of religion dedicated to himself rather than his brothers. And then there's this seemingly pointless extra area of the Winnowing hall with the Dark Bishops. Now I just have to say that I don't see its purpose really.
Speaking of the Dark Bishops, in my opinion, you shouldn't have introduced nearly the entire cast of enemies on the first level. Otherwise, this remake wad isn't really all that faithful. That and trying to kill a LOT of Dark Bishops and Chaos Serpents as the Cleric when he still just has his mace gets extremely tedious. So I advice introducing the enemies in the same order they were introduced in the original.
I also think you should use sector lighting as well, rather than JUST sticking with OpenGL lighting.
I also have to say that I find the Clock-Tower to look worse in comparison to its original look. Now it just looks extremely basic as far as I'm concerned.
I also attempted playing the Shadow Wood level, but I couldn't really bring myself to finish it...
First off, I really think you should just use the original cast of enemies, don't get me wrong new enemies are good and all, but adding 100% new enemies to a remake doesn't exactly make it really faithful in my opinion. (That and I am also extremely tired of seeing those Cultists, as they are used in nearly every hexen wad. Just my opinion there again though) I also have to say that the new temple like place that leads to the Hypostyle also just looks very bad... now it just looks extremely empty and boring. I liked the original temple look a lot more than your recreation of it.
Now as for that small tower in the swamp water lake... well to me, it is extremely tedious to have to fight Stalkers that are in 3d Floor/Swimmable water. And it also just looks extremely silly if you do use crouch. What I find most annoying with this though is that the stalkers are very hard to see in the 3d Floor water. So I really do recommend using regular watered sectors like the original did, just for the sake of the stalkers acting and looking as they should.
I'm also terribly sorry, but from what I've seen so far... then I can really say that I don't hold too much hope for the project just yet.
/ArgonianLord
Re: [WIP] Hexen redux - Final Demo available.
Alright, well first off id like to ask you, if you realize that this release is an alpha and i only released it to show off progress, none of the maps are anywhere near complete, it should be fairly obvious.ArgonianLord wrote:I'm also terribly sorry, but from what I've seen so far... then I can really say that I don't hold too much hope for the project just yet.
I like the 'fake' sector lighting thing, or whatever you want to call it, i believe you did it in your heretic mod, but i dont remember if you used GL lighting, i did like it and its a good thing to bring up.
As for the enemies, im doing that mainly because the original game is ridiculously easy at times, and i only have 3 bishops on winnowing hall, and the rest are ettins, and i thought that the altar area would be a nice touch mainly because it looked good, but i see your point.
The bell tower is an utter mess and i realize that, im not very good at making large complex 3D buildings yet, but ive gotten a lot better. And im thinking that the new enemies will be in a seprate download once the mod is complete, but thatll also ruin the biome idea that i particularly liked and planned on implimenting, so yeah, itll be rather boring.
The only reason why i had the entrance to darkmere so rough is because someone asked about the friction effect that i had in the swamp for a temporary thing, i made it swimmable water because i planned on having that be used often, and i personally think the stalkers look fine, unless you crouch, but then again who cares?..i can obviously raise the water up to being knee length or something lower than that.
Next time please take things into more consideration, this is my first project and im trying my hardest believe it or not, even if the release isnt good enough to throw awards at.
Thanks.
- ArgonianLord
- Posts: 106
- Joined: Tue Apr 02, 2013 4:05 pm
- Location: Out of this world!
Re: [WIP] Hexen redux - Final Demo available.
I do realize that, but I can still very much voice my opinion about it so far. Anyway, I did use GL lighting in a level of TOC, but I also gave those GL lights sector lighting as well, just so they would look good in zdoom too. But I wouldn't just stick with using them really.
A separate version that does not include the recolor mania of new enemies would be very much appreciated. Not to be a complete ass or anything, but I can't take recolors seriously unless said recolor has entirely original attacks, or at least attacks that function in a different manner. Though that is once again just opinion.
As for the water thing again... well the Stalkers sprites has part of the water on the bottom of the sprite for a reason, but adding Stalkers to 3d floored water just removes the whole point of that being on the sprite as far as I'm concerned. So my opinion on the 3d floor Stalkers still remain.
Now this isn't to be a douche or anything, but I think a remake would require a bit more experience from the modder himself. Because otherwise you are gonna be in a risky situation that the remade levels might not have the same magic that their original counter parts did.
And since you're new to this, I might recommend one step you could do.
First and foremost, don't think too much about the other hubs yet. First of, you should focus on finishing up the first hub. Then go onto the other hubs after that. Rather than starting a little bit on EVERY hub at the same time. (Which it would seem is what you're doing at the moment, and starting like that could possibly lead to either confusion and/or frustration).
Other than that, I'm hoping to see some other projects from you in the future, but this remake really doesn't do it for me yet. I might look it up on a later date but at the moment I'm not pleased with what I saw. This is just my opinion though. You can of course do whatever you damn well want with this.
Anyway, that'll do it for this 'ere message.
/ArgonianLord
A separate version that does not include the recolor mania of new enemies would be very much appreciated. Not to be a complete ass or anything, but I can't take recolors seriously unless said recolor has entirely original attacks, or at least attacks that function in a different manner. Though that is once again just opinion.
As for the water thing again... well the Stalkers sprites has part of the water on the bottom of the sprite for a reason, but adding Stalkers to 3d floored water just removes the whole point of that being on the sprite as far as I'm concerned. So my opinion on the 3d floor Stalkers still remain.
Now this isn't to be a douche or anything, but I think a remake would require a bit more experience from the modder himself. Because otherwise you are gonna be in a risky situation that the remade levels might not have the same magic that their original counter parts did.
And since you're new to this, I might recommend one step you could do.
First and foremost, don't think too much about the other hubs yet. First of, you should focus on finishing up the first hub. Then go onto the other hubs after that. Rather than starting a little bit on EVERY hub at the same time. (Which it would seem is what you're doing at the moment, and starting like that could possibly lead to either confusion and/or frustration).
Other than that, I'm hoping to see some other projects from you in the future, but this remake really doesn't do it for me yet. I might look it up on a later date but at the moment I'm not pleased with what I saw. This is just my opinion though. You can of course do whatever you damn well want with this.
Anyway, that'll do it for this 'ere message.
/ArgonianLord
Re: [WIP] Hexen redux - Final Demo available.
Small update, almost finished the gatehouse on winnowing hall, i still have a few more things too do though, the belltower, the small crypt, polish.
http://i.imgur.com/SLyQ1AC.jpg?1?3961
http://i.imgur.com/SLyQ1AC.jpg?1?3961
Re: [UPDATE] Hexen redux last page for pics
Some pictures, winnowing hall is complete, just need to fix and add a few small things. The seven portals still need work in some areas.
http://imgur.com/Kw1SN9m,OuV8sHA,Apjxgp ... ,VVnQP0p#0
http://imgur.com/Kw1SN9m,OuV8sHA,Apjxgp ... ,VVnQP0p#0
Re: [UPDATE] Hexen redux last page for pics
I tried to play it and it's interesting, but you will need to cover up for large empty maps, either with details, new textures and objects, or clever lighting. I would especially like to see new textures and objects, Hexen has too few of them.
Also maybe add new weapons, like different types of longbows, and some fast weapons like chaingun from Doom.
Also maybe add new weapons, like different types of longbows, and some fast weapons like chaingun from Doom.
Re: [UPDATE] Hexen redux last page for pics
Yeah itll all be sorted out in the final release, that demo i uploaded was basically an alpha. Im thinking that this mod will either require brutal hexen (if it ever gets finished) or wrath of cronos, or possibly i can just add new weapons and make it more stand alone, but i will probably make multiple version. Im using plenty of new textures so dont worry about that.Hareton wrote:I tried to play it and it's interesting, but you will need to cover up for large empty maps, either with details, new textures and objects, or clever lighting. I would especially like to see new textures and objects, Hexen has too few of them.
Also maybe add new weapons, like different types of longbows, and some fast weapons like chaingun from Doom.
Re: [UPDATE] Hexen redux Winnowinghall final(?) up.
New beta is up, dropbox link is working and the MODDB download is being authorized. Leave your thoughts on it here