N*E*C*R*O*S*I*S for HeXen!!!!
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Re: NECROSIS.WAD for HeXen: a True Expansion
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.
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.
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Re: NECROSIS.WAD for HeXen: a True Expansion
Nooo! No more cultists shouting 'bottoms up and sheermoot!' or something You can't remove that!had their annoying voices removed
Well, I suppose apart from that the mod is coming along great
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Re: NECROSIS.WAD for HeXen: a True Expansion
Man, I just love your Hexen stuff, I guess it will have an even nicer atmosphere than the original Hexen!
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Re: NECROSIS.WAD for HeXen: a True Expansion
::::TEMPLE OF THE DAMNED::::
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Re: NECROSIS.WAD for HeXen: a True Expansion
Wow, did someone fart?
I demand to test this now!
Edit: wait, you said you needed maps? Maybe I could help
I demand to test this now!
Edit: wait, you said you needed maps? Maybe I could help
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Re: NECROSIS.WAD for HeXen: a True Expansion
Nice work, and an interesting variant on the Satyr I have to say.
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Re: NECROSIS.WAD for HeXen: a True Expansion
I dunno why but that fog just makes your maps look so much better
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Re: NECROSIS.WAD for HeXen: a True Expansion
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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Re: NECROSIS.WAD for HeXen: a True Expansion
THIS IS CERTAINLY AMAZING!!!
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Re: NECROSIS.WAD for HeXen: a True Expansion
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.
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Re: NECROSIS.WAD for HeXen: a True Expansion
If I had to nitpick I'd say the quiver looks odd on STYRA5; it's clearly vertical on all other rotations.CodenniumRed wrote:
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Re: NECROSIS.WAD for HeXen: a True Expansion
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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Re: NECROSIS.WAD for HeXen: a True Expansion
I think that the sky will fit perfectly.
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Re: NECROSIS.WAD for HeXen: a True Expansion
Interesting edit of the Satyr.