ZHeXen: V 1.0 RELEASED!!! Contributions?
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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NeuralStunner
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers really really needed!!!
I suppose I shall begin with the DECORATE soon then, if everything suits your fancy. 
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Drake Raider
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers really really needed!!!
Yeah, that's a go.
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Drake Raider
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers really really needed!!!
Anybody have feedback on the Exorcist upgrade? I am not so good on detail, sorry. Mappers would be greatly appreciated.
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Drake Raider
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers really really needed!!!
Sorry about the triple post (again!). I have decided to just upgrade the maps myself. However, for those who have played GZBlackmarsh, Exorcist or ZDoom3 may find my mapping skill woefully inadaquate, remember, I'm a newbie. If you want to get better detail, please be willing to contribute. My skills just aren't that great. Again, if someone is willing map, PM me or post an offer. You have the maps, I just need to know who's doing what.
Untill NeuralStunner finishes the decorate weapons, no new main version upgrades. The xpack may be upgraded, however.
Untill NeuralStunner finishes the decorate weapons, no new main version upgrades. The xpack may be upgraded, however.
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NeuralStunner
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
First Progress! It is simply a DECORATE file for now, just drop it in with Hexen to try it out.
I have completed the starting weapons for the three classes, and begun stat tweaking. I have also initialized an interesting Stamina system. Hope you like:
* Stamina recharges itself, most slowly (though sometimes not at all) while you are attacking. It recovers rather nicely while you are simply moving, but returns most quickly when you are standing still.
* The Fist and Mace require no Stamina to use, however damage will suffer greatly the lower it drops. It will decrease by 5% each time the weapon connects, either with an "attackable" thing or even walls. Missing does not cost anything when using standard attacks.
* The Sapphire Wand does require 5% Stamina to fire each shot. The less you have, the slower it responds, and thus your refire rate will decrease.
Alternate Attack Modes - Each expends 25% Stamina (more or less - Fist And Mace will use less if you miss).
* Fist - Mighty Blow: A powerful punch, complete with grunt.
* Mace - Dual Strike: A fast double strike, each doing only a bit less damage than a full-power standard attack.
* Wand - Blue Ray: Takes a few moments to "rev" up, then fires 4 shots almost simultaniously.
Also of note: Typing "Summon Stamina" in the console will spawn a Stamina Ring, an "ammo" pickup worth 25% Stamina. "Summon StaminaLarge" spawns a larger one worth a whole 100%. These two items could easily be spawned as item drops from particular monsters.
I have completed the starting weapons for the three classes, and begun stat tweaking. I have also initialized an interesting Stamina system. Hope you like:
* Stamina recharges itself, most slowly (though sometimes not at all) while you are attacking. It recovers rather nicely while you are simply moving, but returns most quickly when you are standing still.
* The Fist and Mace require no Stamina to use, however damage will suffer greatly the lower it drops. It will decrease by 5% each time the weapon connects, either with an "attackable" thing or even walls. Missing does not cost anything when using standard attacks.
* The Sapphire Wand does require 5% Stamina to fire each shot. The less you have, the slower it responds, and thus your refire rate will decrease.
Alternate Attack Modes - Each expends 25% Stamina (more or less - Fist And Mace will use less if you miss).
* Fist - Mighty Blow: A powerful punch, complete with grunt.
* Mace - Dual Strike: A fast double strike, each doing only a bit less damage than a full-power standard attack.
* Wand - Blue Ray: Takes a few moments to "rev" up, then fires 4 shots almost simultaniously.
Also of note: Typing "Summon Stamina" in the console will spawn a Stamina Ring, an "ammo" pickup worth 25% Stamina. "Summon StaminaLarge" spawns a larger one worth a whole 100%. These two items could easily be spawned as item drops from particular monsters.
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ultimatecarl
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
Agh, I'm at work right now, can't wait to get home and try this. 
I LOVE Hexen, and I've always been completely stunned by the lack of major mods for it, especially custom weapons/classes. I had many ideas for a rather grandiose mod and levels with a storyline previously, but lack of interest and personal skill kept me away.
I've done some basic mapping in Doom Builder 2, but that's about it. I'm woefully unfamiliar with the new features ZDoom allows for and even with Hexen's scripting to begin with. So, I'm certainly not going to be blowing you completely away with advanced maps any time soon, but I DO think I'm rather creative and I'm totally crazy about my texture alignment being perfect.
I'm nearing completion of the first map in a Doom 2 WAD if you're interested in seeing what I can do, and I'm fully willing to help out in any way I can. It'll be nice to see a Hexen mod take off for once!
I LOVE Hexen, and I've always been completely stunned by the lack of major mods for it, especially custom weapons/classes. I had many ideas for a rather grandiose mod and levels with a storyline previously, but lack of interest and personal skill kept me away.
I've done some basic mapping in Doom Builder 2, but that's about it. I'm woefully unfamiliar with the new features ZDoom allows for and even with Hexen's scripting to begin with. So, I'm certainly not going to be blowing you completely away with advanced maps any time soon, but I DO think I'm rather creative and I'm totally crazy about my texture alignment being perfect.
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NeuralStunner
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
My next DEC revision is done. This includes altfires for the Blue Mana weapons. (Still only the three original classes at this point.) Also, melee weapons no longer alert monsters when simply swung in the air (with a few exceptions). Magical weapons have modified timing at which firing does alert monsters. Here's what else has been done:
* Timon's Axe
Primary: Basically the same as before.
Alternate: Slight delay, throws a "ripping" missile with a short range. Costs a lot more mana though.
* Serpent Staff
Primary: Fires venom spheres only, even at close range.
Alternate: Melee drain attack only. (And it hisses when nothing is hit.
)
* Frost Shards
Primary: Basically the same as before.
Alternate: Strike with the staff, good for shattering frozen enemies. (Looks like the wand at present, but will change later.)
(Please note that spawning these weapons as item drops requires a "1" to be added to the end of the names. I.E. "FWeapAxe1")
So go ahead and give it a try Drake, let me know what you think.
Download link (Forum's raising a fuss).
* Timon's Axe
Primary: Basically the same as before.
Alternate: Slight delay, throws a "ripping" missile with a short range. Costs a lot more mana though.
* Serpent Staff
Primary: Fires venom spheres only, even at close range.
Alternate: Melee drain attack only. (And it hisses when nothing is hit.
* Frost Shards
Primary: Basically the same as before.
Alternate: Strike with the staff, good for shattering frozen enemies. (Looks like the wand at present, but will change later.)
(Please note that spawning these weapons as item drops requires a "1" to be added to the end of the names. I.E. "FWeapAxe1")
So go ahead and give it a try Drake, let me know what you think.
Download link (Forum's raising a fuss).
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Drake Raider
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
ultimatecarl, could you pm me the wad when you finish, or post the topic link, while keeping it in a seperate topic? I am fairly interested in checking it out, but this *is* a hexen topic, and I believe that a D2 mod might seem somewhat out of place.
neuralstunner, thanks for the posts. I haven't had a chance to play w/them, but I read through the code, and one thing you could do is make them replace the existing zHeXen actors, (check UniqueStuff.pk3,) so as it would be *much* simpler to put them in the mod w/o overhauling structure(as in aside from the replaced classes themselves)
neuralstunner, thanks for the posts. I haven't had a chance to play w/them, but I read through the code, and one thing you could do is make them replace the existing zHeXen actors, (check UniqueStuff.pk3,) so as it would be *much* simpler to put them in the mod w/o overhauling structure(as in aside from the replaced classes themselves)
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NeuralStunner
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
OK, I have gone through and synchronized the names where needed. I have finished the Green Mana weapons and Quietus is mostly done, will put up the next revision after the Dual Mana weapons are all complete.
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Drake Raider
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
My computer is on the fritz, so work will be slower, I may not have an update for a while. Also, I have to wait for the collaberator's version work to be finished before I can add an upgrade. Sorry for the delay.
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NeuralStunner
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
Sorry to hear about your computer. Hope you can clear that up soon!
3rd revision is done. This is a pk3 instead of zip, in the future they all will be, as they will also include new graphics and sounds. Green and Dual mana weapons are complete, although I'm not entirely happy with Wraithverge and Bloodscourge... Ah well.
* Hammer of Retribution: Primary attack is melee only, deals an explosive whack if you have the mana for it. (I hope to add an aura to it when mana is available, like the axe does.) Secondary to throw, although it will probably melee instead if you're too close to the target.
* Firestorm: Primary not changed, Secondary is a constant fiery melee attack, like a long-range chainsaw without the pull.
* Arc of Death: Primary not changed, Secondary throws smaller electric missiles which are great for finishing damage, or somewhat for sniping.
* Quietus: Primary is now a devastating melee strike, with explosive power like the hammer. (Now works without mana like the other weapons!) Secondary throws the awesome missiles.
* Wraithverge: Primary not changed, Secondary fires 1 spirit. This requires 5 mana, so it will actually cost you more in the long run if you try to rapid fire with it. (Without mana, goes "bouncy" and does nothing, which I don't like right now.)
* Bloodscourge: Primary not changed, Secondary is a flamethrower (with a short range mind you).
Next up are the "utility" weapons, I believe. Whenever I get to it!
New download link (Don't try to use the old one above):
http://www.mediafire.com/file/dd2emgdtmzy/ZH_Dec03.pk3
3rd revision is done. This is a pk3 instead of zip, in the future they all will be, as they will also include new graphics and sounds. Green and Dual mana weapons are complete, although I'm not entirely happy with Wraithverge and Bloodscourge... Ah well.
* Hammer of Retribution: Primary attack is melee only, deals an explosive whack if you have the mana for it. (I hope to add an aura to it when mana is available, like the axe does.) Secondary to throw, although it will probably melee instead if you're too close to the target.
* Firestorm: Primary not changed, Secondary is a constant fiery melee attack, like a long-range chainsaw without the pull.
* Arc of Death: Primary not changed, Secondary throws smaller electric missiles which are great for finishing damage, or somewhat for sniping.
* Quietus: Primary is now a devastating melee strike, with explosive power like the hammer. (Now works without mana like the other weapons!) Secondary throws the awesome missiles.
* Wraithverge: Primary not changed, Secondary fires 1 spirit. This requires 5 mana, so it will actually cost you more in the long run if you try to rapid fire with it. (Without mana, goes "bouncy" and does nothing, which I don't like right now.)
* Bloodscourge: Primary not changed, Secondary is a flamethrower (with a short range mind you).
Next up are the "utility" weapons, I believe. Whenever I get to it!
New download link (Don't try to use the old one above):
http://www.mediafire.com/file/dd2emgdtmzy/ZH_Dec03.pk3
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Drake Raider
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
I got a successful playtest on the weapons redux before my computer crashed again, it is fairly enjoyable, though the frost shards should have the singlefire secondary.
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NeuralStunner
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
Argh, having just pulled through some major hassle with my own system, I feel for you. Hopefully youwon't lose your data as well.Drake Raider wrote:I got a successful playtest on the weapons redux before my computer crashed again, it is fairly enjoyable, though the frost shards should have the singlefire secondary.
Anyhow, the Frost Shards...
After freezing Ettins in my own path, it's an aggravation to have to pull out the Sapphire wand to bust them, then switch back. Frozen enemies block the bloody shards. The current AltFire is simply a quick jab with the staff for the purpose of shattering frozen foes without having to switch weapons. (The graphics will be changed to those of the staff whenever I get to that.) Anyway, the AltFire was not meant for general combat. I suppose I can change things around to make a rapid-fire attack, (as first planned,) but the original spell seems under-powered already at medium to long range.
While testing mana use against speed required to kill varios foes, I think most of the AltFires came out fairly well balanced. In most cases I opted for a faster and less mana-consuming, but weaker, attack type. I love the AltFire for Bloodscurge, brings back memories of the powered Phoenix Rod...
I also hope to add extra frame graphics later, such as a "mana-less" version of Quietus, and the hammer with a fiery aura. And the minor weapons altogether of course.
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Drake Raider
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
I was thinking of a ripping/bouncing firemode with projectiles that dissappear after striking a surface at a certain angle and/or after a certain time, thus that the weapon would have a similar effect to the Halo needler (with ripping instead of explosions,) so as to penetrate nearby foes, thus negating the need to switch back, while using the frozen bodies to block foes progress. Thus:
1.) Mage freezes foe #1 in tight corridor.
2.) Second foe and mage are blocked from each other.
3.) Mage uses Altfire to strike with impunity.
4.) By the time foe #2 is dead, foe #1 has been shattered in crossfire, or just by expiration.
5.) if foe is still frozen, THAT IS WHAT THE MAGE FLETCHETTES ARE FOR! They are pretty much useless anywhere else.(point open to argue,)
This was my idea's base line of thought, I wasn't SHOUTING at you in particular. I'll leave it totally up to you to make a final decision before v.5 is released, after all, that is what you have the work for, though, other's input might be welcome.
1.) Mage freezes foe #1 in tight corridor.
2.) Second foe and mage are blocked from each other.
3.) Mage uses Altfire to strike with impunity.
4.) By the time foe #2 is dead, foe #1 has been shattered in crossfire, or just by expiration.
5.) if foe is still frozen, THAT IS WHAT THE MAGE FLETCHETTES ARE FOR! They are pretty much useless anywhere else.(point open to argue,)
This was my idea's base line of thought, I wasn't SHOUTING at you in particular. I'll leave it totally up to you to make a final decision before v.5 is released, after all, that is what you have the work for, though, other's input might be welcome.
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NeuralStunner
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Re: ZHeXen: Exorcism 2 RELEASED! Mappers would be appreciated.
Ah, OK, I see your idea here. (Didn't think you were shouting, just thought you were referring to the rapid-fire idea I'd posted already.) Giving it the damage type Ice would probably undermine its ability to shatter, however. Although of course the foe would break eventually anyways. Something like a long spike of ice perhaps? It could be quite powerful, and just "melt" or poof out after a short range. The wand would be more suited to long-range sniping anyhow.
As for the mage flechettes... a rehash of the Time Bomb of the Ancients, which are rather difficult to use effectively... While on that subject, how about turning them into a sort of floating mine, that explode only when touched or shot? I am also trying to think of a unique effect for the Exorcist, whenever I get around to doing him. Perhaps I could leave the Mage's effect alone and use the mine concept for this one instead. Your thoughts?
Dunno when I'll have a new revision, things have been rather ugh lately. Hope you've got your system back together though.
As for the mage flechettes... a rehash of the Time Bomb of the Ancients, which are rather difficult to use effectively... While on that subject, how about turning them into a sort of floating mine, that explode only when touched or shot? I am also trying to think of a unique effect for the Exorcist, whenever I get around to doing him. Perhaps I could leave the Mage's effect alone and use the mine concept for this one instead. Your thoughts?
Dunno when I'll have a new revision, things have been rather ugh lately. Hope you've got your system back together though.