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Re: [RELEASE]The Nadir - a Hexen project
Posted: Wed Jun 23, 2010 6:10 pm
by AVGN
otsego wrote:There shouldn't be any areas that you can cheat past by jumping or crouching, the maps are designed to allow these things.
However, if you HAVE found a spot, let me know so I can fix it

I haven't heard of any yet.
those 3 gates u need the keys for u can jump up on the torch then jump over as a fighter

you can also run and jump onto the platform to grab the blood scrouge key thing where the deathknight is on the ledge
Re: [RELEASE]The Nadir - a Hexen project
Posted: Sun Jun 27, 2010 8:20 pm
by SyntherAugustus
I'm enjoying this but I'm stuck at the moment. I'm here
http://img94.imageshack.us/i/screenshot ... 00627.png/
What do I do?
Re: [RELEASE]The Nadir - a Hexen project
Posted: Mon Jun 28, 2010 3:54 am
by AVGN
Re: [RELEASE]The Nadir - a Hexen project
Posted: Mon Jun 28, 2010 10:40 am
by otsego
AVGN wrote:those 3 gates u need the keys for u can jump up on the torch then jump over as a fighter

you can also run and jump onto the platform to grab the blood scrouge key thing where the deathknight is on the ledge
Ahh yep you're right. I'll fix the gate things shortly, haven't had much hobby time lately. In the mean time, for the intended experience I just suggest you not jump over
As for the platform with the relic, I fixed that in the most recent version. You must have downloaded one of the older ones that allowed for that jump

Re: [RELEASE]The Nadir - a Hexen project
Posted: Tue Jun 29, 2010 10:22 am
by SyntherAugustus
There's a switch? I couldn't find it.
Re: [RELEASE]The Nadir - a Hexen project
Posted: Tue Jun 29, 2010 12:02 pm
by otsego
blackfish wrote:There's a switch? I couldn't find it.
Yup, just have a look to your right when you stand next to the cage at the end of that narrow 'bridge'. It's tucked away there on the wall and will allow you to continue. You'll have to hit a few more of these at the end of the areas that the teleporter takes you. Enjoy!
Re: [RELEASE]The Nadir - a Hexen project
Posted: Wed Jun 30, 2010 10:19 am
by RaVeN-05
Awesome wad, Thanx =)
Re: [RELEASE]The Nadir - a Hexen project
Posted: Wed Jun 30, 2010 6:27 pm
by AVGN
enjoying it!! I've just played through it 8 times and going on a 9 after my dinner! Great job dude!
Re: [RELEASE]The Nadir - a Hexen project
Posted: Sat Sep 04, 2010 10:25 pm
by otsego
Shameless self-bump.
I'm back after a brief hiatus, graduation and a working schedule have cute into my Dooming hobby a little bit

. But I'm currently working on a sequel to this mod, hopefully it'll show a bit of improvement over the basic concepts I've learned and applied to this mod! I'm trying to get this package uploaded to idgames now.
And to any new users, feel free to try it out! I'm always looking for positive or negative comments and critiques to improve my work.
Re: [RELEASE]The Nadir - a Hexen project
Posted: Sun Sep 05, 2010 12:01 am
by ETTiNGRiNDER
Replaying. I'm pretty sure that the last play-through I did was on an older version than current.
For now, I still hate that Imp Warlord (sucks to look at for being out of scale with the rest of the creatures and still recognizably a Doom creature, sucks to play against for its annoying attack styles.) I'll admit to being quite gleeful that I could Disc of Repulsion them over the edges of the walkways in Nadir, though... Muahahahaha. Not that it wouldn't be fun with regular monsters, but hey, that monster deserves such a fate for pissing me off.

I also still wish that you'd add fixed Centaur death sprites, out of all the sprite rape GZDoom does to Hexen, that one is the most egregious. I still like that epic architecture, that tall church facade thing on the Nadir map makes me go "cool!" for example. Random class rolled me a Cleric this time, and I'm finding the Platinum Staff much more useful with him than I did with the Mage (staff vs. mace is a big power upgrade, staff vs wand, more debatable.)
Will post some more comments when I've beaten it again.
Re: [RELEASE]The Nadir - a Hexen project
Posted: Thu Sep 09, 2010 10:16 pm
by otsego
ETTiNGRiNDER wrote: I also still wish that you'd add fixed Centaur death sprites, out of all the sprite rape GZDoom does to Hexen, that one is the most egregious.
Thanks for trying it out again and giving your comments. I actually forgot about this (you mentioned it earlier) so I've uploaded what I think will be my final version of this particular mod. I've adjusted the centaur sprites to a level that I think looks good, fixed a few minor things and added a new title screen.
Being my first mod, I had a few ideas I wanted to try out and the imp warlord, weapons, etc. fit in pretty well with what I had in mind... not to mention my desire to try out something a bit different than the stock game anyway

. With my new project (which will be Hexen-based again, as it's my favorite derivative of the Doom engine) I may just keep the monsters and weapons strictly vanilla. In the work that's been done, that is all that has been included so far anyway, even though it's a direct sequel to this mod. We'll see where it leads from here
The feedback has been very encouraging, so if anyone has any, keep it coming!
Re: [RELEASE]The Nadir - a Hexen project
Posted: Sun Sep 12, 2010 5:20 am
by Gez
You should consider making a wiki article for your mod.

Re: [RELEASE]The Nadir - a Hexen project
Posted: Sun Sep 12, 2010 2:39 pm
by printz
Nice to see that you removed the automap completely and included Quake hell knights in the map. Feels like I'm playing Quake once again.
otsego wrote:With my new project (which will be Hexen-based again, as it's my favorite derivative of the Doom engine) I may just keep the monsters and weapons strictly vanilla.
Does this mean it will be for vanilla Hexen, too?
Re: [RELEASE]The Nadir - a Hexen project
Posted: Wed Dec 19, 2012 3:58 pm
by otsego
Hey all,
Bumping this up from two years ago to point out that I've updated this recently and removed all of the annoying enemies I included, and replaced them with the standard foes. Amongst that are a few other tweaks and fixes that generally improved the original work.
I blame first-timer enthusiasm for the classic mistakes that I made
If you haven't tried it and want to, or if you HAVE tried it and got frustrated with the Quake knights or being poked by the cultists, give it a shot here:
http://files.drdteam.org/index.php/file ... /nadir.zip
Re: [RELEASE]The Nadir - a Hexen project
Posted: Wed Dec 19, 2012 4:05 pm
by Gez
If you upload it to idgames, please use a slightly different name (nadiralt maybe) so that it doesn't overwrite the one version with the custom monsters.
