Hexen Mod - Looking for Mappers

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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The_Spartan
 
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Hexen Mod - Looking for Mappers

#1

Post by The_Spartan » Fri Oct 12, 2012 1:58 pm

Hi guys, i don't wanna explain you all in a lot of words and lines, so here it is:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Yep, essentially is an hexen mod with all new scripts' improvements :lol:

So... Anybody interested in helping me mapping/modding? :)

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RE: Hexen Mod - Looking for Mappers

#2

Post by HexaDoken » Mon Oct 15, 2012 12:42 pm

You will have to explain us all in a lot of words and lines. Otherwise, your chances of gaining any help are next to zero. Nobody wants to work on a project he doesnt know a single thing about.

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RE: Hexen Mod - Looking for Mappers

#3

Post by The_Spartan » Mon Oct 22, 2012 9:57 am

Alright... Well, it's quite simple. I have a lot of decorate properties that allows you to change colors to all of your things, so i'd like to insert more monsters and artifacts, that ,i think, are few in the standard Hexen Game. Two new classes, the Vampire and the MarksMan, with great weapons and powers.

Then, I'd like to create a new world full of castle,forests and marshes, most in Hexen II style, a completely new campaign, using 3d models and complex-programmed things, like slopes, 3d floors, 3d water, and so on.

All ended with a strong 3d boss, that I hope i'll find by myself, picked up from other games or even specially designed.
Optionally, we could some deathmatch maps, if time allows.

P.S. Sorry if i didn't explain you all before...
Last edited by The_Spartan on Mon Oct 22, 2012 9:57 am, edited 1 time in total.

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RE: Hexen Mod - Looking for Mappers

#4

Post by Monsoon » Wed Oct 24, 2012 9:34 pm

i smell a troll.

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RE: Hexen Mod - Looking for Mappers

#5

Post by The_Spartan » Thu Oct 25, 2012 8:22 am

Sorry, what?

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Luke
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RE: Hexen Mod - Looking for Mappers

#6

Post by Luke » Sat Oct 27, 2012 12:37 pm

Monsoon wrote: i smell a troll.
If that isn't yourself, you're wrong.
I guarantee it. :)

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RE: Hexen Mod - Looking for Mappers

#7

Post by The_Spartan » Sat Oct 27, 2012 2:10 pm

Thanks, dude :)

TheNoodleGod
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RE: Hexen Mod - Looking for Mappers

#8

Post by TheNoodleGod » Tue Feb 26, 2013 9:33 pm

I guess i can map a bit :D
message me and ill get in touch or something

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RE: Hexen Mod - Looking for Mappers

#9

Post by TheMisterCat » Wed Feb 27, 2013 1:33 am

yet another ripped resource clutter project

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RE: Hexen Mod - Looking for Mappers

#10

Post by Watermelon » Wed Feb 27, 2013 1:38 am

TheMisterCat wrote: yet another ripped resource clutter project
Yet another constructive post from TheMisterCat

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RE: Hexen Mod - Looking for Mappers

#11

Post by TheMisterCat » Wed Feb 27, 2013 3:39 am

Well let's see this guy prove me wrong. Oh wait -- he admitted himself that he'd be ripping resources. Chances are this will end up with half the R667 bestiary in it. Not original and not worth downloading 80mb for.

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RE: Hexen Mod - Looking for Mappers

#12

Post by The_Spartan » Wed Feb 27, 2013 10:37 am

TheMisterCat wrote: yet another ripped resource clutter project
What you mean with this?

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RE: Hexen Mod - Looking for Mappers

#13

Post by TheMisterCat » Wed Feb 27, 2013 10:58 am

I mean your new classes/monsters and stuff will just be taken from realm667. If you really wanna make this project good then make some original material. If you're not good at spriting I can understand but even then you can find people who are. Just please don't do what everyone else does and rip resources from commercial games, which is not only boring but illegal

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RE: Hexen Mod - Looking for Mappers

#14

Post by The_Spartan » Wed Feb 27, 2013 12:54 pm

TheMisterCat wrote: I mean your new classes/monsters and stuff will just be taken from realm667. If you really wanna make this project good then make some original material. If you're not good at spriting I can understand but even then you can find people who are. Just please don't do what everyone else does and rip resources from commercial games, which is not only boring but illegal
I swear i won't do anything like that. I don't remember where i took the bow, but it is not from realm667 as you think. The other vampire's weapons ARE from realm, i can say this. Substantially, this mod would just modify the normal maps with some new ones, following a style that is similar to Hexen 2. Except some minimal object from other games, this mod will look a lot different from realm667 resources and other games.
Last edited by The_Spartan on Wed Feb 27, 2013 12:54 pm, edited 1 time in total.

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RE: Hexen Mod - Looking for Mappers

#15

Post by n3mesis » Wed Feb 27, 2013 1:21 pm

Not worth downloading 80mb when i have hexen and hexen II on my PC
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RE: Hexen Mod - Looking for Mappers

#16

Post by The_Spartan » Wed Feb 27, 2013 1:23 pm

It's just not worth to download a doom mod, if you have doom installed on your pc. What kind of argument is this?

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RE: Hexen Mod - Looking for Mappers

#17

Post by Tango » Sun Mar 03, 2013 4:31 am

n3mesis wrote: Not worth downloading 80mb when i have hexen and hexen II on my PC
maybe you shouldn't bother posting either, else you might waste valuable internet resources doing that too

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RE: Hexen Mod - Looking for Mappers

#18

Post by The_Spartan » Fri Mar 08, 2013 8:50 pm

UPDATE:
TheNoodleGod is now on the project and he is mapping the third level! Soon some screenshots!
Last edited by The_Spartan on Fri Mar 08, 2013 9:05 pm, edited 1 time in total.

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