[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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- SallazarSpellcaster
- Posts: 577
- Joined: Mon Dec 31, 2012 7:25 pm
- Location: Mexico
Re: [WIP] Hexen redux Winnowinghall beta up!
That might work; for this map though it might be recommendable (albeit a tad annoying) to use ghost type enemies, to symbolize the hordes of darkspawn that have been vanquished. It's just an idea.
			
			
									
						
										
						Re: [WIP] Hexen redux Winnowinghall beta up!
do you mean the transparent enemies that korax spawns? or the um...nightmare enemies from Necrosis ? i think both would be good tbhSallazarSpellcaster wrote:That might work; for this map though it might be recommendable (albeit a tad annoying) to use ghost type enemies, to symbolize the hordes of darkspawn that have been vanquished. It's just an idea.
- SallazarSpellcaster
- Posts: 577
- Joined: Mon Dec 31, 2012 7:25 pm
- Location: Mexico
Re: [WIP] Hexen redux Winnowinghall beta up!
Both, yes. Caldera uses transparent enemies throughout the first map, serpents, ettins and centaurs, and they poise quite a challenge since they're resistant to normal weapons. The nightmares as well, thought they may fit better within the Necropolis.
			
			
									
						
										
						Re: [WIP] Hexen redux Winnowinghall beta up!
hmm..okay. i STILL have to figure out how to extract the enemies from wads properly, im so used to the way of doing it with the realm667 monsters and it sucks. i think im going to introduce different reivers also, assuming they work properly which i dont see why they wouldnt, and different dark bishops of course. i want to use a lich but i dont think it works properly with hexen, and if it does then well...i dont know how to have it work as of now, so thats a bummer
			
			
									
						
										
						- SallazarSpellcaster
- Posts: 577
- Joined: Mon Dec 31, 2012 7:25 pm
- Location: Mexico
Re: [WIP] Hexen redux Winnowinghall beta up!
Well, the nightmares in the Necropolis would fit in with the well, necropolis motif, though they could fit as well in Korax's domain. A lich, I believe, could be better used as a miniboss or a boss altogether.
			
			
									
						
										
						Re: [WIP] Hexen redux Winnowinghall beta up!
thats what i was going for with the lich honestly. there is an ice lich on realm667 but last time i tried getting it to work in hexen the sprites didnt show in game, but it allowed me to place it..
			
			
									
						
										
						Re: [WIP] Hexen redux Winnowinghall beta up!
ive been testing monsters from realm and the following enemies work well and i think they would be good additions in certain levels and possible bosses, ice lich, sentinel, shadow beast, skeleton, vampire, rot wraith, dark clink, hell apprentice, hell smith < OP
			
			
									
						
										
						- SallazarSpellcaster
- Posts: 577
- Joined: Mon Dec 31, 2012 7:25 pm
- Location: Mexico
Re: [WIP] Hexen redux Winnowinghall beta up!
They do sound viable as bosses, I don't know if they're the same, but oftentimes Vampires are used more as common but powerful foes, same with Rot Wraiths. Skeletons could also be a common foe in the Necropolis, the Hell ones could work towards the later levels too. All in all, I think they could all make pretty neat additions.
			
			
									
						
										
						Re: [WIP] Hexen redux Winnowinghall beta up!
the thing is though, the rot wraiths are very weak, probably as weak as ettins, but their attacks look like they deal a massive amount of damage...the skeletons are what you would expect, weak as hell. maybe i will replace the ettins in the necropolis hub with skeletons. the hellsmith is way too overpowered i think...and the lich's are id say medium health wise but deal a great amount of damage, tbh i was thinking of making the ice lich be on the guardian of ice for the boss, the blood lich for the guardian of fire but that lich messes up the game and is made for heretic...the sentinal couldve been for steel, but it wouldve looked a bit out of place so maybe ill put him in the necropolis also, same with the shadow beasts.SallazarSpellcaster wrote:They do sound viable as bosses, I don't know if they're the same, but oftentimes Vampires are used more as common but powerful foes, same with Rot Wraiths. Skeletons could also be a common foe in the Necropolis, the Hell ones could work towards the later levels too. All in all, I think they could all make pretty neat additions.
- SallazarSpellcaster
- Posts: 577
- Joined: Mon Dec 31, 2012 7:25 pm
- Location: Mexico
Re: [WIP] Hexen redux Winnowinghall beta up!
You could do that yes, and use them randomly in the dungeon of the Castle of Grief, I mean, what good is a fantasy dungeon without walking skeletons? The Hellsmith could be a secret boss, like in the Abandoned Garden or the Vivarium, in this case, the map you choose would have to be made actually worth it for the player though.  Liches in the Guardians would fit, indeed, if possible, I'd say that the stock Heretic Iron Lich might be best for the Guardian of Steel, and hopefully there might be a fire lich or something similar somewhere.
			
			
									
						
										
						Re: [WIP] Hexen redux Winnowinghall beta up!
well the blood lich is basically a fire lich i think, i mean when i got him to work he breathed fire. but yeah the iron lich would be good, i THINK ive figured out how to extract monsters from wads properly now, so hopefully ill get that stuff to work tonight. i would love to use the iron lich though, theyre pretty awesome, i think carnage galore used one ? i know it used ice and blood lich'. and for the hellsmith....i dont even know what it would guard for a prize, i guess it could be a boss before the end of the game, and could hold a good amount of items like kraters of might and mystic urns. but he is tough, and his attacks tend to lag the game if you have v-sync on
			
			
									
						
										
						- SallazarSpellcaster
- Posts: 577
- Joined: Mon Dec 31, 2012 7:25 pm
- Location: Mexico
Re: [WIP] Hexen redux Winnowinghall beta up!
Fantastic. And yes, I believe it did use it, though that comes based on what I've heard seeing as I haven't completed it. Being before the end of the game might not be the best, because if he is more powerful than Korax himself then that'd downplay Korax as a final boss. Perhaps there could be an extra weapon usable by all the characters, like Carnage Galore's Staff of D'sparil, a weapon that uses both blue and green mana in very large amounts (like 40 so it has 5 effective shots at full mana), but could pretty much wipe clear an entire room. This might help in making the Abandoned Garden a secret level actually worth unlocking, rather than just a novelty.
			
			
									
						
										
						Re: [WIP] Hexen redux Winnowinghall beta up!
i never finished it either lol, i got up to the fight with d'sparil and kept failing. but the hellsmith would definitely have to be in a large level..his attacks are very aoe. and do you mean the desolate garden ? that place was similar to the sacred grove in the sense of its textures.
			
			
									
						
										
						- SallazarSpellcaster
- Posts: 577
- Joined: Mon Dec 31, 2012 7:25 pm
- Location: Mexico
Re: [WIP] Hexen redux Winnowinghall beta up!
Ah, Desolate, that explains why it didn't sound right, my bad. And yes it is, and while its construction and intrinsic puzzle is rather cool, the map overall disappointed me seeing as there's no reason to get to it other than to say that you found the hidden secret level that needed you to find the other secret levels to reach.
			
			
									
						
										
						Re: [WIP] Hexen redux Winnowinghall beta up!
or if you some how missed your ultra weapons final piece it was there...but i agree, its really pointless. seeing as its similar to the sacred grove, maybe i could make it look like shadowwood since the grove is a part of it
			
			
									
						
										
						
