Brutal HeXen - BETA RELEASED
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BloodShot
- Posts: 26
- Joined: Wed Dec 05, 2012 7:44 pm
Re: Brutal HeXen - BETA RELEASED
Finally got around to playing this. Have people really been complaining about the Axe combo? It's insanely easy to pull off.
Maybe the crossbow should have a different sprite, the heretic xbow seems oddly out of place. Maybe the bow sprite from WGRealms 2?
Maybe the crossbow should have a different sprite, the heretic xbow seems oddly out of place. Maybe the bow sprite from WGRealms 2?
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Blox
- Posts: 3728
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Re: Brutal HeXen - BETA RELEASED
It's not that it's hard to pull off, it's that the axe is generally a pain in the ass to use.
Why? Because if you miss the combo - then you're greeted with a slow raising animation where you're unable to do anything.
Why? Because if you miss the combo - then you're greeted with a slow raising animation where you're unable to do anything.
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twinkieman93
- Posts: 1075
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Re: Brutal HeXen - BETA RELEASED
It's kind of funny that he made the axe function as it does to make combat more fluid, but then goofed and in my opinion it feels less fluid than the actual Timon's Axe. At least that had a rhythm to it, the current axe just feels... well, chaotic is the best way I can put it.Blox wrote:It's not that it's hard to pull off, it's that the axe is generally a pain in the ass to use.
Why? Because if you miss the combo - then you're greeted with a slow raising animation where you're unable to do anything.
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Gothic
- Posts: 813
- Joined: Thu Jun 16, 2011 6:49 pm
Re: Brutal HeXen - BETA RELEASED
what about this?BloodShot wrote:Maybe the crossbow should have a different sprite, the heretic xbow seems oddly out of place.
http://www.mediafire.com/?c76f7x44cu7ibtf
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SallazarSpellcaster
- Posts: 577
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- Location: Mexico
Re: Brutal HeXen - BETA RELEASED
Greetings gentlemen.
First off, I would like to congratulate Sarge and everyone who is contributing to this mod, it is an incredible, masterful piece and it's great to see HeXen getting some community love, it truly does deserve it.
I have gotten to play this mod and so far, I've found it to be quite pleasant, gory and fun. I disagree with many comments which state that the axe is difficult to use; while it does take a while to get used to, after a few minutes it does feel natural, once you get the hang of it it's a really fun weapon. As a recommendation for people who dislike this, how about making it so when you hold the attack button, instead of having it hold the attack, having it behave like it usually does, you know, a continuous swing?
I agree with something someone else posted somewhere, that maybe the fighter should have a sword instead of an axe as his starting weapon to match his sprite, and well I would like to propose a possible alternative for the Thunder Crossbow, which seems to displease some people. How about keeping Timon's Axe as slot 2 weapon, but making it so its secondary attack releases a shock wave of sorts? Similar to Quietus' secondary attack. Of course to keep balance, this could be assigned to a perk, 'round level 2 or 3, making it a melee weapon to start with and having it upgraded to a ranged one later on.
As for the Hammer of Retribution, I think it is quite enjoyable as it is, albeit rather overpowered, I mean, you can literally murder the ever loving hell out of everything with one hit; of course this is countered by the early, excruciatingly slow speed but once you get the perk it's pretty much a fast room clearer.
I found a bug with Quietus, don't know if anyone else has encountered as I haven't seen it mentioned; it just doesn't show up. Now, I reach Heresiarch's Seminary and pick the final piece of Quietus, but the weapon sprite on the side of the ZDoom hud shows normal Quietus, the brutalized version nowhere to be seen, and it is impossible to manually pick this weapon. However, upon using the Give All cheat, brutal Quietus does appear and is fully usable.
As for the weapon itself, compared to the Hammer and the Axe, its melee attack feels rather underpowered but I guess that's another of the things still being improved on.
On the issue of maps well, I have to agree the original maps are rather bland in their execution, though to be fair there are many map packs that truly enhance the game experience. For example, if I may, I would like to show you another mod called "Serpent Resurrection" by TheUltimateDoomer; now I don't know if it is appropriate to reference other mods in a comment, I mean no offense or slight; however from this mod what I would like to point out is the maps and their quality. They keep the original formula of being "glorified switch/item hunts", done however in such a way that whenever you find one of said switches or items, it feels really gratifying when you find them seeing as they are very well hidden and require thought and exploration to find them. In all, the maps are huge, full with traps and puzzles but very, very enjoyable. So what I'm trying to propose here is either asking TheUltimateDoomer for a version of his mod without the RPG system it uses, or perhaps doing a community effort to improve on Hexen maps or make a megawad, something like that.
As an afterthought, well I think that at its core HeXen is meant to be RPG-like, though in its commercial execution this wasn't done very well. I agree with the idea of different marked roles for each character class (e.g Parias, the cleric being a supporter), so a noticeable distinction might be fun for the mod.
Anyhow, I would like to thank Sarge and everyone again for this incredible mod, and I hope it gets bigger and better and hopefully, rise up there with Brutal Doom in its level of quality.
EDIT: For anyone experiencing the same issue with Quietus, open up the console and type "Give Thequietus", that gives you the new version.
First off, I would like to congratulate Sarge and everyone who is contributing to this mod, it is an incredible, masterful piece and it's great to see HeXen getting some community love, it truly does deserve it.
I have gotten to play this mod and so far, I've found it to be quite pleasant, gory and fun. I disagree with many comments which state that the axe is difficult to use; while it does take a while to get used to, after a few minutes it does feel natural, once you get the hang of it it's a really fun weapon. As a recommendation for people who dislike this, how about making it so when you hold the attack button, instead of having it hold the attack, having it behave like it usually does, you know, a continuous swing?
I agree with something someone else posted somewhere, that maybe the fighter should have a sword instead of an axe as his starting weapon to match his sprite, and well I would like to propose a possible alternative for the Thunder Crossbow, which seems to displease some people. How about keeping Timon's Axe as slot 2 weapon, but making it so its secondary attack releases a shock wave of sorts? Similar to Quietus' secondary attack. Of course to keep balance, this could be assigned to a perk, 'round level 2 or 3, making it a melee weapon to start with and having it upgraded to a ranged one later on.
As for the Hammer of Retribution, I think it is quite enjoyable as it is, albeit rather overpowered, I mean, you can literally murder the ever loving hell out of everything with one hit; of course this is countered by the early, excruciatingly slow speed but once you get the perk it's pretty much a fast room clearer.
I found a bug with Quietus, don't know if anyone else has encountered as I haven't seen it mentioned; it just doesn't show up. Now, I reach Heresiarch's Seminary and pick the final piece of Quietus, but the weapon sprite on the side of the ZDoom hud shows normal Quietus, the brutalized version nowhere to be seen, and it is impossible to manually pick this weapon. However, upon using the Give All cheat, brutal Quietus does appear and is fully usable.
As for the weapon itself, compared to the Hammer and the Axe, its melee attack feels rather underpowered but I guess that's another of the things still being improved on.
On the issue of maps well, I have to agree the original maps are rather bland in their execution, though to be fair there are many map packs that truly enhance the game experience. For example, if I may, I would like to show you another mod called "Serpent Resurrection" by TheUltimateDoomer; now I don't know if it is appropriate to reference other mods in a comment, I mean no offense or slight; however from this mod what I would like to point out is the maps and their quality. They keep the original formula of being "glorified switch/item hunts", done however in such a way that whenever you find one of said switches or items, it feels really gratifying when you find them seeing as they are very well hidden and require thought and exploration to find them. In all, the maps are huge, full with traps and puzzles but very, very enjoyable. So what I'm trying to propose here is either asking TheUltimateDoomer for a version of his mod without the RPG system it uses, or perhaps doing a community effort to improve on Hexen maps or make a megawad, something like that.
As an afterthought, well I think that at its core HeXen is meant to be RPG-like, though in its commercial execution this wasn't done very well. I agree with the idea of different marked roles for each character class (e.g Parias, the cleric being a supporter), so a noticeable distinction might be fun for the mod.
Anyhow, I would like to thank Sarge and everyone again for this incredible mod, and I hope it gets bigger and better and hopefully, rise up there with Brutal Doom in its level of quality.
EDIT: For anyone experiencing the same issue with Quietus, open up the console and type "Give Thequietus", that gives you the new version.
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Quadruplesword
- Posts: 275
- Joined: Sat Jul 19, 2008 6:26 pm
- Location: Off hunting demons
Re: Brutal HeXen - BETA RELEASED
I actually want to give Hexen a try now
but I think I might wait until Mark has all three classes at least partially done.
Which brings up the question. What are your plans for the other two classes? Or is that still up in the air, since you haven't completely finished the fighter yet?
Which brings up the question. What are your plans for the other two classes? Or is that still up in the air, since you haven't completely finished the fighter yet?
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Miron
- Posts: 23
- Joined: Fri Nov 05, 2010 2:32 pm
Re: Brutal HeXen - BETA RELEASED
Hey man! Is this mod dead or something? I really wanna try the Brutal Mage and Brutal Cleric.
If you need some help, let me know
If you need some help, let me know
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Valherran
- Posts: 1414
- Joined: Tue Oct 27, 2009 12:58 pm
Re: Brutal HeXen - BETA RELEASED
Far from dead sir. Sarge is focusing on Brutal Doom v0.18 at this time.Miron wrote:Hey man! Is this mod dead or something? I really wanna try the Brutal Mage and Brutal Cleric.
If you need some help, let me know
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Sergeant_Mark_IV
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: Brutal HeXen - BETA RELEASED
Not dead yet.
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DoomRater
- Posts: 8270
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Re: Brutal HeXen - BETA RELEASED
I actually feel like most of his weapons became more generic this way.
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Ghastly
- ... in rememberance ...
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Re: Brutal HeXen - BETA RELEASED
I agree. All of the mage's weapons in Hexen were unique. The Sapphire Wand was a pinpoint, ripping projectile (good for crowds of weaker targets), Frost Shards was like a shotgun (high DPS at close-range), the Arc of Death was a great single-target annihilator, and the Bloodscourge was very distinct from all the other weapons in the game. This basically removed everything that was unique about the originals and made them all basic projectile attacks (albeit some explosive). I'm not automatically condemning it, just saying, consider what made them unique in the first place.DoomRater wrote:I actually feel like most of his weapons became more generic this way.
Also, one other point, the new Arc of Death looks like a nightmare to use in corridors, as shown at 1:55 and 3:45. I'd tighten up the projectile's radius a bit, to reduce the chance of it just catching on a wall like that.
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Sergeant_Mark_IV
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Re: Brutal HeXen - BETA RELEASED
Ghastly_dragon wrote:I agree. All of the mage's weapons in Hexen were unique. The Sapphire Wand was a pinpoint, ripping projectile (good for crowds of weaker targets), Frost Shards was like a shotgun (high DPS at close-range), the Arc of Death was a great single-target annihilator, and the Bloodscourge was very distinct from all the other weapons in the game. This basically removed everything that was unique about the originals and made them all basic projectile attacks (albeit some explosive). I'm not automatically condemning it, just saying, consider what made them unique in the first place.DoomRater wrote:I actually feel like most of his weapons became more generic this way.
Also, one other point, the new Arc of Death looks like a nightmare to use in corridors, as shown at 1:55 and 3:45. I'd tighten up the projectile's radius a bit, to reduce the chance of it just catching on a wall like that.
Well, I think I have to agree with this.
I think I will restore the original Arc of Death attack for the alt fire, make the Frost Shards act more like the original in the normal mode, and his alt fire as a volley of ice shards instead a ball that throws ice shards in random directions.
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Unholypimpin
- Posts: 771
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Re: Brutal HeXen - BETA RELEASED
Those weapons look soo overpowered its not even funny. From what im watching in the videos it looks like your destroying the balance of all the maps. Having practically all the weapons explode like tnt and having unrealistic explosive range. I agree with Ghastly_dragon, the weapons all seem to do the same thing but explode in a different color.
I do like the gore though and the fatalities make me laugh like i am playing a jokewad, but the changing of attacks just for the sake of making things blow up just seems plain silly. Course this is still in beta so I am sure you will make alot of effort to balance this mod so that it doesnt destroy the gameplay of w/e wad it gets placed in.
I do like the gore though and the fatalities make me laugh like i am playing a jokewad, but the changing of attacks just for the sake of making things blow up just seems plain silly. Course this is still in beta so I am sure you will make alot of effort to balance this mod so that it doesnt destroy the gameplay of w/e wad it gets placed in.
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hideousdestructor
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Re: Brutal HeXen - BETA RELEASED
ftfyAlwaysDoomed wrote:Those weapons look soo overpowered its fun rather than tedious now. Excellent work.
But yeah, everything after the wand (which is awesome) does look kinda generic now, I didn't even remember the bloodscourge was supposed to be the mage's ultimate until I counted how many weapons there were, so something a little more like an exaggerated version of the original behaviour for non-wand weapons would be nice.
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Valherran
- Posts: 1414
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Re: Brutal HeXen - BETA RELEASED
That's alot of explosives you have that Mage. lol
I would pretty much do as you said above, Sarge.
However, later on in this MOD, you can add more weapons to all the classes. Which IMHO, is BADLY NEEDED.
I would pretty much do as you said above, Sarge.
However, later on in this MOD, you can add more weapons to all the classes. Which IMHO, is BADLY NEEDED.