[WIP] [Hexen] The Red Keep - hubs 1-3 of 6

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alexsa2015sa
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Re: [WIP] [Hexen] The Red Keep - hubs 1-2 of 4

Post by alexsa2015sa »

fluffyshambler wrote:I started playing hub 2 as the fighter with a fresh start. I had to give myself the 2nd weapon with the console because it's insanely hard without it. And still pretty difficult until you get the 3rd weapon. In general, I think the new Bishop enemies are overused. Bishops are already a little annoying when spammed, but these guys constantly spawning in enemies gets tedious. Also, the Wendigo variants should be more visually distinct.

There are a couple things on the Necromancer map: https://imgur.com/a/l7HLIxB
1. You can get stuck in this area by jumping down without having the prerequisite keys
2. Mana in wall

Also, I was able to open a lot of other doors/objects with the horn key symbol despite not having it.
The axe to the immediate left of your start spot isn't noticeable enough as grey on grey, got it. It's only mage who actually starts without weapon 2 here - frost shards aren't much of an upgrade over wand at long ranges.

The place to get stuck you pointed out is not actually a deadend, lack of keys or not. You "merely" need to find one or maybe two secret passages, depending on which paths are open. I guess I should add a visible path instead.
The doors which didn't need horn key were fixed. The mana in the wall is actually in a niche - I'll make it bit taller since it doesn't fit.

The wendigo variants not having any visual differences was a backburner issue. I will see what I can do but they do have speed differences and melee = bad idea either way. As for necromancers, I guess I got too good at killing them in general. At longer range, they default to summon over missile which makes them less of immediate threat, and there are two tricks to their summons too: they turn to smoke on attack/pain if master is dead, and dispell outright when blasted by repulsion. So you shouldn't spend mana killing these. I could make them dispel automatically if you think them not disintegrating on master's death makes them too annoying.
whirledtsar
Posts: 109
Joined: Mon Mar 12, 2018 10:06 pm

Re: [WIP] [Hexen] The Red Keep - hubs 1-2 of 4

Post by whirledtsar »

alexsa2015sa wrote: The axe to the immediate left of your start spot isn't noticeable enough as grey on grey, got it. It's only mage who actually starts without weapon 2 here - frost shards aren't much of an upgrade over wand at long ranges.
...
As for necromancers, I guess I got too good at killing them in general. At longer range, they default to summon over missile which makes them less of immediate threat, and there are two tricks to their summons too: they turn to smoke on attack/pain if master is dead, and dispell outright when blasted by repulsion. So you shouldn't spend mana killing these. I could make them dispel automatically if you think them not disintegrating on master's death makes them too annoying.
Ah, I feel foolish for not seeing that. However, I reopened the map and found it slightly difficult to find even when specifically looking for it. So yes, maybe a different spot.

Anyways, I played awhile longer and found a few more things: https://imgur.com/a/CZCLikV
1. This switch doesnt seem to do anything
2. Torches floating away from wall
3. Another switch that doesnt seem to work
4. These door tracks should be lower unpegged

Regarding the necromancers - it's not that theyre too hard. Its that theyre so common and they summon so many ghosts, they make clearing areas take way longer than it should, which gets tedious. It doesnt help that it feels like they summon enemies even when you're not in their view. Honestly for me they almost ruin the experience with their shenanigans.
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PRIMEVAL
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Re: [WIP] [Hexen] The Red Keep - hubs 1-2 of 4

Post by PRIMEVAL »

I'm liking this. I'm liking this a lot!
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Emmanuelexe
Posts: 196
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Re: [WIP] [Hexen] The Red Keep - hubs 1-2 of 4

Post by Emmanuelexe »

Is there some news about hub 3? :)
good luck with your cool expansion! 8-)
alexsa2015sa
Posts: 55
Joined: Fri Apr 24, 2020 2:12 pm
Location: Possibly behind *that* curtain

Re: [WIP] [Hexen] The Red Keep - hubs 1-2 of 4

Post by alexsa2015sa »

Manhs wrote:Is there some news about hub 3? :)
good luck with your cool expansion! 8-)
Has it really been over a month?.. Time flies fast.

I've been busy, and didn't do very much on hub 3. It takes me a lot of time to make a mob spritesheet that doesn't look too awful. Had to scrap one already. Eh, at the very least it is a different kind of interesting.
Also, the hub 3 is whole 10 levels long, unlike the previous two ones. That is, indeed, a lot of work and I probably will end up cutting some corners.

By loose estimate, I don't expect to be done until October at earliest.
Edit: Make it late October. Hopefully not November because I did plan to get done this year.
Last edited by alexsa2015sa on Sat Oct 03, 2020 2:34 am, edited 1 time in total.
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Emmanuelexe
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Re: [WIP] [Hexen] The Red Keep - hubs 1-2 of 4

Post by Emmanuelexe »

Sure, take your time! Cool :)

A question, is there some starting weapons at the beginning of hub 2?
I played the first hub with the fighter but i can't continue directly with hub 2, if i use changemap, i will start with no weapons except the fists.
alexsa2015sa
Posts: 55
Joined: Fri Apr 24, 2020 2:12 pm
Location: Possibly behind *that* curtain

Re: [WIP] [Hexen] The Red Keep - hubs 1-2 of 4

Post by alexsa2015sa »

Manhs wrote:Sure, take your time! Cool :)

A question, is there some starting weapons at the beginning of hub 2?
I played the first hub with the fighter but i can't continue directly with hub 2, if i use changemap, i will start with no weapons except the fists.
You mean the old save doesn't work because the level doesn't match and/or you don't want to play hub 1 again, right? Hub 1 -> Hub 2 transit should work otherwise. Also, console command isn't needed, you can start hub 2 directly from menu. Unless I messed up something with last uploaded version.

The second weapon is almost at start of hub 2, yes: the serpent staff right ahead and the axe to the left, if difficult to see. The mage gets the short stick and must climb up to get the frost shards, but I put ice damage reduction on wendigo variants anyways so it's not like it works well until later. The third weapons (five each, I think?..) are scattered unequally. If you can't find any and your green mana is full you are very likely looking not just a wrong place, but a wrong level.

Edit 29/03/2021: I think I should leave a notice that 3rd hub is actually almost ready since December 2020. The sticking point is spritework which I need to finish. This takes me forever. And yes, 4th hub is actually half-done too...
alexsa2015sa
Posts: 55
Joined: Fri Apr 24, 2020 2:12 pm
Location: Possibly behind *that* curtain

Re: [WIP] [Hexen] The Red Keep - hubs 1-3 of 6 beta

Post by alexsa2015sa »

Hello not-world, due to reasons I've posted the new update over on Doomworld. Mostly attachment size.

...I also forgot the screenshots, but hey. There is mostly-free-to-use stuff in there; I didn't have the will to write out CC -whatever-4 individually.

https://www.doomworld.com/forum/topic/1 ... ee-beta-1/

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