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

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Captain Proof
Posts: 1028
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Location: Henderson

Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Captain Proof »

CaptainToenail wrote:
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:
I always wondered what the cultists were saying...I'm glad he's changing it.It got annoying on blood after the first few levels...
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

CaptainToeNail - yes I NEED MORE MAPS!!!! I'll PM / E-Mail u the WAD by tomorrow so u can have the resources.

SatyrHatyr: I knew about that animation gaff. Thing is it's ALWAYS on an angle but due to the rotations in real life would be noticable only on a ew. However, A4 there should have it MORE of an angle and I gotta change that one, but due to prespective other rotations would still appear straight.
CaptainToenail
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by CaptainToenail »

Whoah steady now, I only suggested that I might make a map, but I'm not certain at the moment, maybe I shouldn't get invloved right now, give me time to think
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

No worries, you'd do stuff at your own rate anyway if u decide to get involved. :D
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daimon
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by daimon »

True cool thing, man. But for what version of hexen iwad works this project? On "Beyond Heretic" or "Death Knights"?
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

Standard HeXen, latest version of the IWAD with GZDOOM. For some reason some ofthe code I have doesn't work with plain Z but is fine with GZ. There might be palette issues too with just ZDOOM.
Nightmare Doom
Posts: 487
Joined: Tue Oct 12, 2004 7:21 pm

Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Nightmare Doom »

I guess you could make a sword wielding Satyr aswell (even a one wearing armor)

Besides here's more enemies from Torm's Beastry you could put in this Expansion.

http://www.realm667.com/index.php?optio ... Itemid=105

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Last edited by Nightmare Doom on Wed Nov 19, 2008 4:28 pm, edited 1 time in total.
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Captain Proof
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Captain Proof »

That would be sweet.Red has already shown some skill at spriting after seeing that Archer Satyr...Maybe one armed with an axe?I know I've always wanted to do some Orcs for Hexen.Maybe take the Imp warlord resize it and recolor it to make it look like an Orc(Take out the melee attacks)
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neoworm
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by neoworm »

Captain Proof wrote:That would be sweet.Red has already shown some skill at spriting after seeing that Archer Satyr...Maybe one armed with an axe?I know I've always wanted to do some Orcs for Hexen.Maybe take the Imp warlord resize it and recolor it to make it look like an Orc(Take out the melee attacks)
Axe - Image Image
Or mace - Image

Even winged variant with Scytche exists - Image
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Vegeta(dw)
Posts: 366
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Vegeta(dw) »

Nightmare Doom wrote:I guess you could make a sword wielding Satyr aswell (even a one wearing armor)

Besides here's more enemies from Torm's Beastry you could put in this Expansion.
I really hope he doesn't follow your suggestion. He already picked some monsters from the bestiary, to add more from it would kinda ruin the mod IMO.
I
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

Yeah, there's TWO creatures from that latest list there that I didn't talk about that are also going to be in the mod - besides that I already have some sprites provided to me for new things entirely. The Knight Archer's my creation btw and he won't be in the mod - the new Satyr uses his same code anyway. D:

I AM planning on making a version of the Satyr that has some armor and a pole-axe still, and he'll have a small charge attack to go with his abilities.
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Tormentor667
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Tormentor667 »

I absolutely love what you did here so far! I also like the screenshots a lot and I don't see a reason for changing the sky at all.There is no need to have your expansion be as dark as Hexen was. :) But I'd suggest giving the Satyr a slightly different body color, otherwise it would get a bit confusing.
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

Hey! I'm always looking for more mappers, if u want to make stuff for this drop me a line! :D
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Dulle
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Dulle »

By the way...what are the differences between Hell Apprentice and Hell Smith? :?: :?: :?:
Gez
 
 
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Gez »

Play Demon Eclipse to find out!


But, on a scale of power:
The maulotaur is 100.
The cyberdemon is 700.
The hellsmith's apprentice is 3000.
The hellsmith is over nine thousands.

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