ZHeXen-Game enhancements for HeXen on zdoom ZHeXen: V1.0 out

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Drake Raider
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ZHeXen-Game enhancements for HeXen on zdoom ZHeXen: V1.0 out

Post by Drake Raider »

Hello.

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.

If anyone wishes to contribute, feel free.
Last edited by Drake Raider on Tue Aug 23, 2011 22:46, edited 15 times in total.
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Drake Raider
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Re: ZHeXen-Game enhancements for HeXen on zdoom

Post by Drake Raider »

Hmmm. No replies here or on zdoom forums from intrested parties. I do need coding counsul and mapping help, as is mentioned of the third page.
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Paul
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Re: ZHeXen-Game enhancements for HeXen on zdoom

Post by Paul »

Please be patient on the context of comments. Some people wait more than half of year for some.

Anyway, I've read the thread on Zdoom and it is looking like an interesting thing for Hexen. That's good, you can never have too many Hexen mods. It wouldn't also hurt to put some more detail description here on DRD rather than just a link to the threat at Zdoom forums.
The description was kinda lacky in info. Can you outline a bit more about your project? I see this is a weapon/monster modification, but what about those maps and why are they named like the stock ones from Hexen? What else?

Also...
From my experience, if you want people to post comments on your work, post some screenshots and make them appear interesting, you know, screenshots of interesting places, heatened combat, lots of going on on the screen and somesuch. And post plenty of screenies.
Rather than relying on comments from forum bypassers, have you thought about collecting a team of fellows? Ask some people to help you with your project and communicate with them either via Private Messages or emails.
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Drake Raider
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Re: ZHeXen-Game enhancements for HeXen on zdoom

Post by Drake Raider »

Exellent point. Thank you. Now updating.

EDIT: The stock map names are there because it is an improvement to the origonal hexen, not a Megawad conversion.
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Firebrand
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Re: ZHeXen-Game enhancements for HeXen on zdoom

Post by Firebrand »

I must say this is a good idea, but it feels completely unbalanced to have super fast ettins once you hit them with only melee weapons, also some of the new weapons do to much damage, I would suggest you to revise this stuff to make the game better, I know it takes time to get it right, but it's better if you start early in development ;).

As for the "new" maps, I didn't see any differences, but monster placement and windows that don't break in winnowing hall :P. I would suggest if you are going to do new maps, that you add something more to them using advanced features or something, because actually it doesn't looks appealing to me...

Now for the new monsters, they aren't bad... but they need some more work, I'm sure you will add some more interesting versions of monsters instead of monsters that use "recycled" attacks from the original game :).
I'm the ruler of the Fire Power.....
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Drake Raider
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Re: ZHeXen-Game enhancements for HeXen on zdoom

Post by Drake Raider »

Sorry about winnowing wall, I triedd to use H_Glass_Break, but it didn't work, and I must have forgot to revert all the windows.

But keep watching it!
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Alter
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Re: ZHeXen-Game enhancements for HeXen on zdoom

Post by Alter »

This project looks very interesting, i'll keep an eye on it as it has a good potential (I'm sure it won't be wasted) :)
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Drake Raider
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Re: ZHeXen-Game enhancements for HeXen on zdoom, new version out

Post by Drake Raider »

Now v.4 is finished, includes jumping friends and some teleportation code in hub 5 bosses, enjoy!!

I noticed that this thread is slipping in popularity, but I will keep updating(thus bumping,) it until version 1.0 is complete, then I will wait and see. Hey, I like doing ZHeXen, so even if no one else likes playing it, I want to try to finish.

I still need mapping help, please!!!
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Alter
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Re: ZHeXen-Game enhancements for HeXen on zdoom, new version out

Post by Alter »

Drake Raider wrote:Now v.4 is finished, includes jumping friends and some teleportation code in hub 5 bosses, enjoy!!

I noticed that this thread is slipping in popularity, but I will keep updating(thus bumping,) it until version 1.0 is complete, then I will wait and see. Hey, I like doing ZHeXen, so even if no one else likes playing it, I want to try to finish.

I still need mapping help, please!!!
I do like playing it despite having a long way to go. It's fun! Though most of those "LOL DETAIL" asses won't care about your project, I sure do. Since I was starting with low-detailed good-gameplay projects too way back in 2005/2006 :D! If I had more time, I would have helped ya but all I can provide possibly, is some constructive critism. I'm mostly busy because of school and Xenus 3 haha. So much work :o
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Drake Raider
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Re: ZHeXen-Game enhancements for HeXen on zdoom, new version out

Post by Drake Raider »

There is a rather lengthy post by NeuralStunner on the Zdoom forums thread on a possible weapons and playerclasses redux for this mod. If anyone wants to comment, feel free to do so.
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Drake Raider
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Re: ZHeXen-Game enhancements for HeXen on zdoom XP version 2 out

Post by Drake Raider »

Exorcist XPack version 2 out, check first post.
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Drake Raider
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Re: ZHeXen-Game enhancements for HeXen on zdoom XP version 2 out

Post by Drake Raider »

My computer is on the fritz, so work will be slower, I may not have an update for a while. Also, I have to wait for the collaberator's version work to be finished before I can add an upgrade.
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Drake Raider
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Re: ZHeXen-Game enhancements for HeXen on zdoom XP version 2 out

Post by Drake Raider »

Any feedback on the exorcist upgrade yet? I tried to detail the levels, but the gameplay is the main thing that I am wondering about.

I put the poll on so those who choose not to reply could vote. If you played the mod, please do.
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Drake Raider
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Re: ZHeXen-Game enhancements for HeXen on zdoom VERSION .5 OUT!!

Post by Drake Raider »

New version out. No backwards compatability. See first post. No text file included, as I accidently deleted the original, and will retype.
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Drake Raider
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Re: ZHeXen-Game enhancements for HeXen on zdoom VERSION .5 OUT!!

Post by Drake Raider »

Whoa, slow down the responses....

Though, those who do not wish to reply, persay, please at least mark the poll.
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