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Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Wed Oct 02, 2013 9:09 pm
by SallazarSpellcaster
You'd be surprised actually, seeing as they're weak, they're best used in large groups and relatively cramped areas, just like Afrits, so a few stragglers do get the chance to chant.

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Wed Oct 02, 2013 10:38 pm
by acidhoez
i suppose you're right, i never fought against any that chanted though i dont think

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 4:45 am
by SallazarSpellcaster
They do in Tower of Chaos.

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 10:08 am
by acidhoez
ah, i no clip'd and flew through the maps so i really wasnt paying attention at the time lol

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 1:51 pm
by SallazarSpellcaster
Fair enough. They do chant however.

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 2:19 pm
by acidhoez
ah, still though i think it would be best to remove the chanting

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 3:44 pm
by SallazarSpellcaster
It would, yes. As I said, it gets rather annoying.

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 3:58 pm
by acidhoez
problem solved, theyre no longer annoying. would you like to try the map out again ?

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 4:11 pm
by SallazarSpellcaster
Certainly.

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 4:12 pm
by acidhoez
okay ill upload it right now, sorry for the late response.

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 4:34 pm
by SallazarSpellcaster
I played it, the temple entrance and the cellar look pretty cool, I liked the skull textures on the cellar walls, and I noticed the particle effect from the center crystal changes depending on your class, neat effect.

Only other suggestion I'd have is making the entry to the Hypostile, that is, the puzzle door that opens at the end of the level, a little larger and more reminiscent of the next map, and that's it.

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 4:37 pm
by acidhoez
good idea, i also made the temple larger because well, once that door opens i plan on having a mini boss be there, i just have to choose which one. also, cocka got the skull wizard issue solved, dont know how honestly, but its fixed lol, now all i need are the satyrs, were dragons, and fire gargoyles, and maybe some of the other monsters used in Hpack if i get the approval to use them. what do you think the mini boss should be ?

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 5:05 pm
by SallazarSpellcaster
Well, something related to the map's motif. Perhaps the Skull Wizard itself might work, I'm not certain what else you could use.

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 7:01 pm
by acidhoez
possibly, although i feel that the skull wizards could be more common like the dark bishops, not AS common though considering that theyre more of a challenge

Re: [WIP] Hexen redux Winnowinghall beta up!

Posted: Thu Oct 03, 2013 7:08 pm
by SallazarSpellcaster
Well, many videogames first introduce a boss level monster and then turn it into a recurring enemy once the player's gained more strength. For example the Iron Liches and Maulotaurs in Heretic, they started as episode bosses but had various recurring appearances later on.