This was a 1-day mod i just "finished", it simply brings some weapons from heretic into hexen (obviously they don't behave 100% like the originals) with new sounds.
The Elf class replaces the Cleric.
The weapons are:
Crimson Wand: Behaves like the original Golden Wand, no ammo needed.
Greenite Crossbow: Fires a highspeed bolt with high damage, uses blue mana.
Wyvern Claw: Behaves like the Dragon Claw, uses green mana.
Skull Rod: Separated in 3 pieces, uses both mana pools.
It's kinda simple, i'd like to know what changes or additions could be made.
Credits: Raven Software, Activision and Bethesda.
Download: Here.
[Test]Elf Class for Hexen
Forum rules
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.
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.
-
- Global Moderator
- Posts: 1503
- Joined: Mon Dec 02, 2013 6:01 pm
- Graphics Processor: Intel (Modern GZDoom)
- Location: Where corruption is redefined daily.
[Test]Elf Class for Hexen
Last edited by YukiHerz on Sun Jun 08, 2014 1:56 pm, edited 1 time in total.
-
- Posts: 65
- Joined: Sun Dec 29, 2013 3:55 pm
Re: [Test]Elf Class for Hexen
everythingHazeBandicoot wrote: It's kinda simple, i'd like to know what changes or additions could be made.
wand does more damage than crossbow
crossbow takes only one ammo
skullrod does puny damage compared to other weapons
TWO HITSCANS (you never had any hitscan weapons in hexen)

-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [Test]Elf Class for Hexen
So, why can't a new class have hitscans?Tux wrote:TWO HITSCANS (you never had any hitscan weapons in hexen)
-
- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: [Test]Elf Class for Hexen
It's kind of unfair to the monsters because you can trap them behind scenery and plink them with impunity, as there are no hitscan monsters in Hexen.
Although with the range on Timon's Axe you can do the same thing...
Although with the range on Timon's Axe you can do the same thing...
-
- Posts: 330
- Joined: Sun Nov 02, 2008 11:52 am
Re: [Test]Elf Class for Hexen
My thoughts:
- Sounds need some work. The wand sound is fine but the others feel somewhat hollow compared to everything else. Needs more bass, maybe? Not sure how to describe my thoughts here.
- The starting weapon needs a MAJOR nerf. It should not deal that much damage. Really, it should deal about the same as or less than the Mage's wand.
-
- Global Moderator
- Posts: 1503
- Joined: Mon Dec 02, 2013 6:01 pm
- Graphics Processor: Intel (Modern GZDoom)
- Location: Where corruption is redefined daily.
Re: [Test]Elf Class for Hexen
Updated the link.
-Damage values have been changed, but i'm sure they're not totally ok, i'm gonna need some input on these.
--Crimson Wand is now weaker, made into a projectile.
--Greenite Crossbow has been buffed and now consumes 4 blue mana.
--Wyvern Claw now spreads, and made into projectile weapon.
--Skullrod's behavior has been changed, i hope it's powerful enough now.
-Sounds have been changed, this is something hard to get right.
-Damage values have been changed, but i'm sure they're not totally ok, i'm gonna need some input on these.
--Crimson Wand is now weaker, made into a projectile.
--Greenite Crossbow has been buffed and now consumes 4 blue mana.
--Wyvern Claw now spreads, and made into projectile weapon.
--Skullrod's behavior has been changed, i hope it's powerful enough now.
-Sounds have been changed, this is something hard to get right.
-
- Posts: 65
- Joined: Sun Dec 29, 2013 3:55 pm
Re: [Test]Elf Class for Hexen
killed korax with 5 skullrod shots
yeah it's def. powerful
please nerd wand further, still op
there's no point in using claw if it uses 6 ammo and your 4th uses 4 ammo
crossbow is balanced but could use SLIGHT damage nerf
yeah it's def. powerful
please nerd wand further, still op
there's no point in using claw if it uses 6 ammo and your 4th uses 4 ammo
crossbow is balanced but could use SLIGHT damage nerf
-
- Global Moderator
- Posts: 1503
- Joined: Mon Dec 02, 2013 6:01 pm
- Graphics Processor: Intel (Modern GZDoom)
- Location: Where corruption is redefined daily.
Re: [Test]Elf Class for Hexen
Updated yet again 
Wand nerfed a lil' bit more. (from 15 damage to 10)
Crossbow also nerfed. (from 25 to 20)
Claw now uses 5 green mana.
Rod now uses 3 each mana.

Wand nerfed a lil' bit more. (from 15 damage to 10)
Crossbow also nerfed. (from 25 to 20)
Claw now uses 5 green mana.
Rod now uses 3 each mana.
-
- Posts: 65
- Joined: Sun Dec 29, 2013 3:55 pm
Re: [Test]Elf Class for Hexen
HazeBandicoot wrote: Rod now uses 3 each mana.
didn't test the current version, but
but
skullrod was op in last version

i'd change the mana cost to 35, not 3 just because it's pretty op right now
-
- Global Moderator
- Posts: 1503
- Joined: Mon Dec 02, 2013 6:01 pm
- Graphics Processor: Intel (Modern GZDoom)
- Location: Where corruption is redefined daily.
Re: [Test]Elf Class for Hexen
Silly, ok, UPDATES!Tux wrote: skullrod was op in last version

Any suggestion for a second player class? something to replace the Fighter with.