[RELEASE]The Nadir - a Hexen project

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Virtue
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Re: [WIP]The Nadir - a Hexen project

Post by Virtue »

otsego wrote:
Ben2k9 wrote:Is that my Lava Demon I see working its way into a mod already? :P
The Dark Gargoyle too! I couldn't have found them at a better time either, as at the time I was coming up with a few ideas for a lava-based area. I bumped up the demon's projectile speed to make him a bit more dangerous too.

Thanks for posting those in resources (unless of course you want them taken out, that can be done too ;))
no its fine :) lol did you remember to add the sounds from Heretic in there? they both use a few from Heretic.
otsego
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Re: [WIP]The Nadir - a Hexen project

Post by otsego »

Ben2k9 wrote:no its fine :) lol did you remember to add the sounds from Heretic in there? they both use a few from Heretic.
I didn't actually. I didn't notice any sound problems at all with the Dark Gargoyle. With lava demon I ended up changing his roaming sound (the sizzle of the lava step can get to be a bit too much when there are multiple roaming around ;)) and gave him the default Wendigo attack sound. These were just quick solutions, I wasn't really picky about giving him brand new sounds. Thanks again for uploading those fellas to the resource forum.

The project is nearing completion. I have two small areas left to design and script, and then it's polish time. I'm excited to play through the final product when it's done... the last project I managed to bring to completion was some overhaul Wolfenstein 3D episode I did with new sprites and all. Yeah, that certainly was a LONGGG time ago ;)
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Fury3
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Re: [WIP]The Nadir - a Hexen project

Post by Fury3 »

You might want to... Decorate, I made. But I see you made good reason.

http://forum.zdoom.org/viewtopic.php?f=37&t=26063

Seems that Dark Garygoyle look the same Fire Imp those eye's colors from Hexen 2 I think.
otsego
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Re: [RELEASE]The Nadir - a Hexen project

Post by otsego »

The project is complete! Go ahead and get it

here

and let me know what you think of my first attempt!

EDIT: Of course, on yet another playthrough I discover a bad bug that manifested during work on the later parts of one level. It breaks one of the puzzles involving water rising, resulting in it being unsolvable if the sequence is completed too late. The fixed version is up, hopefully anyone who grabbed the first zip didn't encounter this. Sorry about that.
Last edited by otsego on Fri Jun 18, 2010 8:50 pm, edited 5 times in total.
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neoworm
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Re: [RELEASE]The Nadir - a Hexen project

Post by neoworm »

I played and i liked it. Only few things: Do the staff have really shorter range than mace?
And once more I am going to pimp my resources:
Image
And UltimateDooMer made powered up version for his Serpent Ressurection.

EDIT:
I just finished it - Boss fight is awesome! That mod is how HeXen should have been.
Last edited by neoworm on Tue Jun 08, 2010 7:45 am, edited 2 times in total.
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ShadesMaster
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Re: [RELEASE]The Nadir - a Hexen project

Post by ShadesMaster »

Yeah, use that staff!!!!
Gez
 
 
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Re: [RELEASE]The Nadir - a Hexen project

Post by Gez »

Hint: put in a [wiki]GAMEINFO[/wiki] lump to make it choose Hexen.wad automatically.

There are some polyobject HOMs when the double-doors slide in the castle entrance on the first map.
Also at map02 after getting there through the flamemask and activating the two moon switches. You need to learn how to make sure polyobjects don't create these glitches. (It's a very annoying and finicky thing.)

MAP02, the secret area with the icon of the defender, behind a tri-eyed skull wall, cannot be opened from the inside. If you get trapped by the closing door, you can't get out.

The fall from the walkway in that same map is not enough to kill you.
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The Ultimate DooMer
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Re: [RELEASE]The Nadir - a Hexen project

Post by The Ultimate DooMer »

Other bugs I discovered:

The sapphire wand has a purple dynamic light - you left all of Serpent's light definitions in (which includes the spell that I recoloured the wand shot for), I'd recommend taking out the ones you don't need.
If you take a wrong turn in the big lava pit with the giant stepping stones (rock pillars), you can't get back w/o the chaos device.
Missing texture on one of the steps near the big drop (with lift) in the lava section.
The line for the holy relic is not set as repeatable (so if you press it once w/o it you can't open it with it).
ZDoom's default air supply (unlimited) is being used, I'd recommend changing it to 15 seconds.
There's no ammo display for the purple mana and crossbow bolts, I'd use either ACS or SBARINFO to add a display for those of us who don't use the status bar.
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ETTiNGRiNDER
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Re: [RELEASE]The Nadir - a Hexen project

Post by ETTiNGRiNDER »

That was quick. I'll definitely give it a try, but given the above two posts, I think I'll wait for a bugfixed version.
otsego
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Re: [RELEASE]The Nadir - a Hexen project

Post by otsego »

Gez wrote:Hint: put in a [wiki]GAMEINFO[/wiki] lump to make it choose Hexen.wad automatically.

There are some polyobject HOMs when the double-doors slide in the castle entrance on the first map.

MAP02, the secret area with the icon of the defender, behind a tri-eyed skull wall, cannot be opened from the inside. If you get trapped by the closing door, you can't get out.

The fall from the walkway in that same map is not enough to kill you.
Thanks, all have been fixed.

Polyobjects are such a pain. I never had trouble with that moving wall in the second map that you talked about, but I fixed up the existing polyobject anyway just in case. The door in the castle level is another example of something that went wonky somewhere down the road, because that had always worked for me before. I must have flown by it in my final playtests and just missed it. It appears to be fixed now.

I wasn't aware of that GAMEINFO trick, thanks! That's been added as well.
The Ultimate DooMer wrote: The sapphire wand has a purple dynamic light - you left all of Serpent's light definitions in (which includes the spell that I recoloured the wand shot for), I'd recommend taking out the ones you don't need.
I had no idea what you were talking about for a while ("Serpent definitions? I didn't use any Serpent resources...") until I went and looked and found all of that forgotten stuff there. After trying to figure out where it came from for a half hour, I realized that I had put that in there a long time ago because I thought the lighting in my game was broken or missing (at this point, I didn't know about including lights.pk3... ha!). That was my attempt to try to put all the proper dynamic lights into a game that I thought was missing them ;). It's all been removed, sorry about that.
Loved Serpent by the way!
The Ultimate DooMer wrote: If you take a wrong turn in the big lava pit with the giant stepping stones (rock pillars), you can't get back w/o the chaos device.
Missing texture on one of the steps near the big drop (with lift) in the lava section.
Amazing some of the things you can miss while playtesting your own work. I usually run around in a 'what if the player does this?' mindset but it clearly wasn't working the times I went through that section. Thanks!
The Ultimate DooMer wrote: The line for the holy relic is not set as repeatable (so if you press it once w/o it you can't open it with it).
ZDoom's default air supply (unlimited) is being used, I'd recommend changing it to 15 seconds.
There's no ammo display for the purple mana and crossbow bolts, I'd use either ACS or SBARINFO to add a display for those of us who don't use the status bar.
Line has been fixed, it seemed to be missing from just one of the inputs (the last one).
I'm not sure where you've been finding unlimited breathing, as I drown if I linger in water!
And yes, I will likely take a look at SBARINFO. I'm so used to using the fullscreen default status bar that I never really considered this a whole lot.

Thanks for reporting these. They've all been fixed and uploaded.
ETTiNGRiNDER wrote:That was quick. I'll definitely give it a try, but given the above two posts, I think I'll wait for a bugfixed version.
Seeing a bit of interest gave me a lot of motivation to complete it much sooner than I expected! Being in the process of trying to find a job lends a lot of time to do hobbies... :P

I had hoped that there would be no big issues when I first put it up, sorry it has put you off! I was afraid that might happened if I missed something in my playtests.
neoworm wrote:I played and i liked it. Only few things: Do the staff have really shorter range than mace?
And once more I am going to pimp my resources:
Image
And UltimateDooMer made powered up version for his Serpent Ressurection.

EDIT:
I just finished it - Boss fight is awesome! That mod is how HeXen should have been.
The staff shouldn't have a shorter range. I didn't define any range in the decorate (didn't know it could be easily done if so).

Those spirtes would probably look a bit more appropriate and awesome for the mage version :) I might pick those up and put them in somewhere down the road, if that's alright with you!

I'm glad you enjoyed it and didn't run into any problems :) I was afraid I wouldn't be able to do anything interesting for a boss fight because of my limited knowledge of scripting, but I like what I came up with.
Gez
 
 
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Re: [RELEASE]The Nadir - a Hexen project

Post by Gez »

Start a new game, and before dropping off the starting tunnel, look carefully at the upper texture just above the tunnel's exit... It scrolls just like the lower texture on the other side! Looks kinda weird. (Can be fixed with some ACS trickery, or by making an extra-thin sector so that it's not the same linedef that has both the waterfall and the upper edge.)
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neoworm
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Re: [RELEASE]The Nadir - a Hexen project

Post by neoworm »

Default range of melee weapon is 64 units. Hence most HeXen weapons have minimal range of 128. If you left default values it have shorter range, which is kinda innaprpriate for staff-like weapon. Its just one parameter in A_CustomPunch function. Also I noticed that staff is selected instantly when changing weapons - it doesnt have raise animation.
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Virtue
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Re: [RELEASE]The Nadir - a Hexen project

Post by Virtue »

you made the steel key barriers use the castle key, even though the pattern is the steel key :P
darkerner
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Re: [RELEASE]The Nadir - a Hexen project

Post by darkerner »

I got the Second Steel Key from the Holy relic place and i don't know where to place it.any1 know where?
otsego
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Re: [RELEASE]The Nadir - a Hexen project

Post by otsego »

Ben2k9 wrote:you made the steel key barriers use the castle key, even though the pattern is the steel key :P
Hah yeah, I wanted a metal barricade that requires a castle key to get... well, further into the keep. There is no nice castle keyhole with a steel background, so I used the steel texture instead. The steel key fits elsewhere. I'm in the habit of checking ALL locks and doors to make sure I know which key goes there, so I didn't think it would cause any confusion.
darkerner wrote:I got the Second Steel Key from the Holy relic place and i don't know where to place it.any1 know where?
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