[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 »

ill probably remove the crystal unless i can figure out how to get that to work. sr must've taken years to finish... and i did plan on adding other mini bosses but im not sure what yet really, i mean i mentioned zardaz and a few others on the first page, i still have to figure out how to make it so when you transfer to back to shadowwood with the transition areas, how to make it so you spawn where you walked
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

It took years to finish, I think it had a development time of 4 years; being fair, the end result was top notch. Well, anything that fits the motif of the game could fit I believe, however the issue here would be where and when to use them. They could be guarding important areas, such as the entrance to the Hypostyle, or be present at the end of the Chapels in the Seminary, or in the temple like areas in the Caves, Darkmere and Wasteland. All in all, I think they should be placed in meaningful and relevant areas, as guardians of whatever of transcendence is in there; for example, guarding the various masks in the Guardians, or similar situations.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

yeah its pretty damn impressive. i think that putting the mini bosses in more major areas would be better, these places though im not quite sure. maybe guarding entrances to the next hub or something idrk.
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Indeed. And yes that's what I mean, major and important areas. Entrances to the next hub though might be best handled with actual bosses, such as the Heresiarch in the Seminary, because they mark the end of stage in the journey. Indeed, minibosses should appear at meaningful occasions and after doing something that affects general completion of the present hub.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

well lets see....theres the heresiarch, then in the gibbet the heresiarch can be replaced by the avatar..i dont think the necropolis really requires a boss cause you fight the three masters, the seven portals hopefully will have bosses in each guardian portals i dont believe im missing anymore hubs

also, the very entrance to shadowwood would be good as a small forest like you mentioned, i just havent given it any attention tbh
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

There's also the Death Wyvern in the Hypostyle. However, the Dark and Bright Crucibles could be expanded, mainly the dark one, and have more rooms, be actually challenging, have miniboss battles and whatnot. Personally I find the Dark Crucible to be pretty disappointing as a final map, it's too short, too empty, and doesn't really convey Korax's grandeur.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

ah thats what i forgot..i guess i didnt consider it a boss really cause hes a push over tbh. and hopefully i can make the final map pretty interesting. maybe ill put zardaz and 2 or so more mini bosses there. should i add magma serpents? it would definitely make the final area a lot tougher, but i am going for the biome thing also.
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Yes, she (I think it's actually a she, look at a closeup screenshot of its side and it's rather clear that it has... well, a woman's mammary glands) is pretty unnecessary, as it is. I think that's one of the boss fights that should be changed. The monster itself is okay, I guess, however the arena disposition and its pattern is quite annoying. For the fight against it, perhaps having two or more of these monsters in a larger arena within the Hypostyle, in a large open area with various parts of the hub's motif might make it better, so while the player has much more room to maneuver, the attacking Wyverns are more dangerous since they'll pelt him with fireballs galore; problem with the Wyvern though is that I think you have to manually define its flight pattern because they pretty much have no AI whatsoever. Yes, magma serpents are okay, I think if you want to fit them within a biome, they might be best suit for the wastelands, however their presence would be very well justified in the Guardian of Fire as well. The presence of the magma serpents could allow you to make some chasms and decorative areas in the wasteland that are full with lava, mostly for cosmetic purposes.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

oh boy...maybe ill just use 2 flying serpents lol. im thinking of making the entire room more circular and having 3D bridges throughout the middle of the lava pit that you can use to avoid the attacks and maybe ill do something like..a fire room, ice room, poison room..and then one could be just original enemies but that would be odd i think, idk im not really sure as of now but it definitely has to be more challenging
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Yeah, not exactly a fun prospect to do. I'd still recommend to use the Wyvern somewhere just so it isn't excluded. The different themed rooms might be rather odd indeed within the Hypostyle, though it is a good idea, having a circular room crossed by bridges over a lava pit, that'd certainly give it a very unique feel.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

i meant the themed rooms for the dark crucible sorry, um..it would be odd i agree, im not sure what to do really. and i was thinking have the wyvern and 2 of the flying serpents ill obviously have it tested to see if it is too difficult but yeah, thats my only lead right now
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Ah, I thought you meant the Hypostyle. Yes, themed rooms in the Dark Crucible could be fitting as "throwbacks" to the various parts explored by the player. That might work out, though indeed, it must needs be tested.
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

yeah that would be neat, i think i might make it into 1 large room on each side, and each would be an element or whatever...could be cool
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SallazarSpellcaster
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by SallazarSpellcaster »

Similar to Menelkir's Tomb?
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acidhoez
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Re: [WIP] Hexen redux Winnowinghall beta up!

Post by acidhoez »

perhaps yeah, maybe the same size
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