N*E*C*R*O*S*I*S for HeXen!!!!

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ShadesMaster
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Joined: Thu Jun 12, 2008 2:05 am

Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

I'll get screens up when I have a chance. Sprites take a long time to make, so the monster is a completely new decorate monster save for one thing - he has only one attack animation angle, like the SS from DooM 2. I'm on the wrong computer atm or else I'd at least post the .png files here if not a screenshot.

I also decided to take away the use of Soul Harvesters because one 'Vegeta' on the doomworld forums had some sprite art he let me use - I won't give any more critters away - but I will say that the final bestiary will be a combination of original HeXen monsters, modified original HeXen monsters, Tormentor667 monsters that are optimized (eg Ghouls leave the actual HeXen gas cloud behind instead of all that seperate code for a general one, cultists that shoot existing HeXen ice shards and had their annoying voices removed), altered decorate critters (Satyr bowman), and completely new things.

As for trying to implement enhancements from the fighter mod into my map pack I haven't had luck simply because of my inability to manage the code exactly right. I would get as far as getting the deactivated hammer working, but the secondary fire didn't make it glow. I want his final weapon selection to be different from how the mod has it, too. The fighter's fist from Diabolic HeXen was a good system imho. The axe will remain a slot 2 thing and will alternate between it's regular attack and a throwing-axe attack (versus plain and charged since plain will happen simply when mana's drained). The fighter will have a new blue-mana weapon, the skullsword thingie by Eriance, which works like the Fighter mod's modified Quietus (except weaker and firing red). He'll have a modified hammer and a new green mana weapon. I'm not planning on having the sueprweapons in use for this levelpack, hence the need for more new weapons.
CaptainToenail
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by CaptainToenail »

had their annoying voices removed
Nooo! No more cultists shouting 'bottoms up and sheermoot!' or something :!: :?: You can't remove that!

Well, I suppose apart from that the mod is coming along great :lol:
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

Image Image Image Image Image Image Image
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DoomerMrT
Posts: 370
Joined: Tue Nov 21, 2006 10:58 am
Location: Budapest,Hungary

Re: NECROSIS.WAD for HeXen: a True Expansion

Post by DoomerMrT »

Man, I just love your Hexen stuff, I guess it will have an even nicer atmosphere than the original Hexen! :)
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

::::TEMPLE OF THE DAMNED::::

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CaptainToenail
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Joined: Fri Jul 06, 2007 9:16 am

Re: NECROSIS.WAD for HeXen: a True Expansion

Post by CaptainToenail »

Wow, did someone fart? :lol:

I demand to test this now! :yup:
Edit: wait, you said you needed maps? Maybe I could help :)
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Phobus
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Phobus »

Nice work, and an interesting variant on the Satyr I have to say.
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Cutmanmike
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Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Cutmanmike »

I dunno why but that fog just makes your maps look so much better :P
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Hasuak
Posts: 204
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Location: Raahe, Finland

Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Hasuak »

This looks way too awesome! Can you take some ZDoom rendered pics, because some players prefer it over GZDoom in games like Hexen?
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Dulle
Posts: 266
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Dulle »

THIS IS CERTAINLY AMAZING!!! :woh:
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Captain Proof
Posts: 1028
Joined: Wed Aug 27, 2008 8:51 am
Location: Henderson

Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Captain Proof »

I saw this and had to post.This is looking awesome and I'm glad someone is modding for Hexen.Now if we could only get more modders for strife.Maybe get some custom enemies and weaponry in that game. :)
Gez
 
 
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Gez »

CodenniumRed wrote:Image Image
If I had to nitpick I'd say the quiver looks odd on STYRA5; it's clearly vertical on all other rotations.
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Ryan Cordell
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Ryan Cordell »

To be honest, I'm not sure the bright sky fits. Hexen is known for being a drab and dark theme of a game.
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Dulle
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Dulle »

I think that the sky will fit perfectly.
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Unknown_Assassin
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Unknown_Assassin »

Interesting edit of the Satyr. :)

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