Some of you may remember me from the abysmal mod for hexen, GZBlackMarsh. Well, I have done it again, but I think this will be better than it. I stuck(Mostly,) to decorate coding, with very little map changes. The monsters all are stronger have better AI, but are randomized in occurrence. So don't be surprised to find tougher monsters in winnowing hall, though it is unlikely. I haven't finished the accompanying text file, so I haven't included it in the first release. I hope that is okay. Please report back after every Hub, on how you liked the bosses and such. Keep an eye out for secrets, and keep in mind that you can reenter hubs.
Okay, now for some screenshots:
[spoiler]The view at the beginning.
http://img15.imageshack.us/i/startingview.png/
The boss of Seven Portals.
http://img200.imageshack.us/i/hub1boss.png/
Shadow Wood(with my own, unreleased, unfinished hires texture pack for hexen.)
http://img34.imageshack.us/i/shadowwoodhires.png/
View from the top of the world: Darkmire swamp, from a waterfall which can be accessed later.
http://img197.imageshack.us/i/darkmerev ... terfa.png/
[spoiler]Single player final boss battle w/Korax, mage playing single player.
http://img26.imageshack.us/i/finalbossf ... lepla.png/
Another screenie of the same battle.
http://img200.imageshack.us/i/anothershot.png/[/spoiler]
EDIT: New Screenshots:
Episode 2 end boss:
http://img706.imageshack.us/i/screensho ... 00314.png/
Quietus fury:
http://img705.imageshack.us/i/screensho ... 00314.png/
Ah, sweet Retrebution!
http://img697.imageshack.us/i/screensho ... 00314.png/
Up with sword, down with Slash!
http://img717.imageshack.us/i/screensho ... 00314.png/
The bells, they deafen me.
http://img101.imageshack.us/i/screensho ... 00314.png/
Ice doesn't need a guardian, does it?
http://img641.imageshack.us/i/screensho ... 00313.png/
Episode 3 miniboss fight.
http://img715.imageshack.us/i/screensho ... 00314.png/[/spoiler]
A small foretaste.
XPack v2 Released!
XPack version 2 finished. 5 ludicrously hard levels,.
NOTE2: THIS MOD *REQUIRES* THAT YOU HAVE ZHEXEN TO RUN IT!!!!
Version 0.2:
Changes: Zombies made waaaaay(10000x) tougher, but more
vulnerable(3000x) to certain attacks.
Undead knights, shadow beasts, ghouls, made weaker. Knight attacks
changed to fire.
Levels vastly overhauled, *much bigger* and more detailed.
Exorcist class balanced out more.
Good Luck, please critisize the level work, if you finish it. I had to do it on skill 1, and died over 15 times, but I play zhexen on skill 3, and die maybe 4-5 times out of stupidity in the whole game.
I found out that winnowing hall doesn't work in XPack v2, will try to fix it next release.
Don't waste ammo on the zombies, find the vulnerability and use it!!
Last but not least, the download link:
http://www.mediafire.com/?sharekey=fb6e ... f6e8ebb871
XPack v1 Released!
XPack version 1 finished. 5 hardish levels, 1 player class, 4 weapons, and 7 enemies. NOTE- I built this in two days, so the levels are playable, but veeery poor quality. NOTE2: THIS MOD *REQUIRES* THAT YOU HAVE ZHEXEN TO RUN IT!!!! Versions 1+ should work.
NEW VERSION
It's been awhile, and this is a massive bump, but I updated ZHeXen again with the more recent builds of zdoom. I added the nourishment system in, as well as making 5 new maps for a more enjoyable worldmap, in my opinion. Also, the ettin, when they appear, are better in groups then they were before, with the new command system. Both are only basically tested, but i'd like feedback. It's not perfected yet, and my computer died shortly after putting this on a pin drive, so I have no idea when it will be updated again.
http://www.mediafire.com/?uqpei9ziiq2cl8r
Spoiler:[spoiler]OKAY!!: Version .5 is out, the last "New Featury" Version.
Download
http://www.mediafire.com/file/mei4mkmgn ... %20V.5.zip[/spoiler]
New Features:
[spoiler]-I included Neuralstunner's entire Hexenhanced, slightly modified to fit the gameplay of zhexen
See his topic for more info.
-Added unfinished immolation death sequences for ettin, centaur, chaos serpent, bishop
-4 new death sequences (5 if you count the rarely/never seen xdeath version of one of them,) for ettin based on weapon.
-Redid the Bishop tree, not done yet.[/spoiler]
Crouching still not done, sorry. Will be skipped for now.
Now version .4, not many new features untill I finish the crouch.
New Features: Hub 5 bosses teleport
Friends can perform 3 types of jumps: Jump(High/Short), LungeJump(Medium/Medium), Lunge(Low/Long))
New in version 0.3
Fixes: Wraithverge now has powered mode
Bloodscourge now has powered mode
Secondary fires balanced out
Winnowing Hall map fixes
New in Version 0.2:
Fixes: Friends now follow you anywhere
Parias and Daedilon friends now correct color
Stamina invulnerability bug fixed
Stamina weapons can still use primary attacks when overused
Quietus now has powered mode
Changes: Stamina refill benefit when eating *much* larger
Fatigue(Stamina Loss) now displayed in inventory bar for reference
Some deep water in Darkmire
Improved monster AI(Not in changelog.)
New Features: New support weapons: Torches and melee weapons for each class
I don't remember any other changes.
Not: I think that the save files 2 versions are incompatible w/ each other so far, due to AI changes.
Todo:
Powered versions of Wraithverge and Bloodscourge
More ZDooM level effects(e.g. Deep Water)
More interhub links
Fix mage torch graphics
Please suggest further change ideas.[/spoiler][/spoiler]
BTW, anybody willing to help w/mapping? if you are, just open the "ZHeXen-Maps.pk3" file, and choose to update one of the existing maps.
Just detail increases, deep water, traps, and things like that. email the updated maps to jingodrake@gmail.com. If you choose MAPs 2,13, 22, or 35, make sure that you add a script 666 that cancels the Korax Intro("Greetings, mortal. Are you ready to die?") and executes any additional scripts that would be normally called from the intro script.e.g. MAP27 had a lift that started at the end of the taunt. I made 666 start it as well.[/spoiler]
P.M. me if you are willing to help.
Proposed goals v 2.0:
Nine more DM maps(Hexen themed, deathmatch aimed)
10 dungeons:
DUN01 - DUN10
Description
Code: Select all
Single maps with one portal for entrance and exit.
No hubs.
They [i]may[/i] use keys found in the world, but [i]may not[/i] contain keys.
They may only use puzzle items that are unique to that map.
Final room contains a unique monster(boss,) and a teleporter back to the start room.
No weapon pickups.
No DM starts.
Mana, artifacts, monsters are fine.