[WIP] HeXen III The Land Of The Serpent Riders

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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[WIP] HeXen III The Land Of The Serpent Riders

#1

Post by Taurustar » Wed Jan 17, 2018 10:40 pm

Hi

I've posted this project so many years ago in the old mighty Skulltag forum (using the link that is here I found the old topic: https://x1.rfc1337.net/stforum/viewtopi ... 9f0bf35272 )but now that I'm back not only playing but also in mod development I'd like to restore this little kid.

What's the big idea?
The story begins so many years later of the defeat of Pareveus in "HeXen II. Portal of pareveus". heroes of the worlds of Chronos, Pathoris and Thyrion see a black cloud in the skies, they go there and find a portal that's open and leads the way to the land of the serpents riders. They decide to go through it and close it by inside, making them trapped but their worlds safe.

More Details
3 New Classes: The Monk of Cronos, The Dark knight of Thyrion and the Hermit from Pathoris (Added in the 2010 wad but ripped from the Demo actually published)
New Enemies and Bosses
Fight against the Serpent Riders Ghosts with also powerup
24 Playable Maps, divided in 4 hubs.

The Dark Temple
  • Map01: Dark Temple
  • Map02: Shadow Cavern
  • Map03: Heresiarcal Temple
  • Map04: Swamp of Torik
  • Map05: Orchard of Evil
  • Map06: D'sparil's Tomb
The Korax Fortress
  • Map07: Korax's Fortress
  • Map08: Korax's Village
  • Map09: South Tower
  • Map10: Inner Castle
  • Map11: Korax's Castle
The Dark Kingdom
  • Map12: The Dark Kingdom
  • Map13: Castle of Piria
  • Map14: Hartus's Fortress
  • Map15: Judgement Place
  • Map16: Capital Court
  • Map17: Serpent's Cave
The Lost Lands
  • Map18: Lost lands
  • Map19: Temple of Alquimia
  • Map20: Dark Castle
  • Map21: Portal Place
  • Map22: Some place of Pathoris
  • Map23: Thyrion Blacksmarsh
  • Map24: Return to Winnowing Hall
1 Secret Hub with more maps for fun.

The Torik Citadel
  • Map90: Torik's Citadel
  • Map91: Silent Suburbs
  • Map92: Infinity Chappel
  • Map93: Laos Observatory
Any progress so far?

PUBLIC TEST V2.0: http://hexentic.com/wads/HeXen3_PublicV2_0.wad
SERVER HOSTED ON [HEXENTIC] Servers
Spoiler: Changelog 2.0 (Open)
Changelog
  • Level Design
  • Zandronum bug in the 1st Hub that allows you to skip the Rusted Key in the Swamp of Torik in cooperative is fixed.
  • Shadow Caverns has an extra script when you pick the ring of fire
  • Chaos holder zone in Korax Fortress now is more easy to recognice, besides the zone was enhanced a little with better design
  • The hall near to the Inner Castle entry in the Korax Village was enhanced
  • Some textures were changed in Hub 2
  • The area near of Bell's guard was enhanced
  • The entry of Torik Citadel is now open

    Game
  • Secret Hub was added
  • Burai Encounter
  • Even if Burai's encounter is optional, it will affect the ending of the final game, it also grants you the portal directly to Korax Fortress (Otherwise you will return to the South Tower after you finish the hub)
  • Designers Map was put as official map
  • 5th weapon was added to DarkKnight: "Serpent Riders Staff" it allows you to summon other dark knight to help you, if you are using the powered version it summons an invisible warrior
  • 5th Weapon was added to Monk: "Serpent Riders Staff" it allows you to summon a ghost to revive dead monsters, if you are using the powered version, it summon a wraith ghost that revives monsters but also attacks the enemy
  • 5th Weapon was added to Hermit: "Serpent Riders Staff" it allows you to summon a Elemental Bishop to help you, if you are using the powered version it summons 3 elemental wendigos (fire, poison and ice)
  • Monk ghosts now disappear after a little time (preventing the spamming that you can do in the first beta in cooperative)
  • Hermit 3rd weapon was replaced
  • Monk 3rd weapon was changed to a different weapon and moved to the 5th slot. Also new weapon was added to replace the 3rd slot
  • Melee weapons are fixed with their puffs and damage (Monk and Hermit are not done as weapon itself)
  • Taurustar Decorate was changed, now he attacks better


    Graphics
  • Purple Mana sprites changed
  • Credits pic was added
  • Frame animations of some weapons were changed
  • Dark Knight weapon sprites are done.
Screenshots?

Here are some screenshots of the demo in 2010
Spoiler: 1st Hub (Open)
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Spoiler: 2nd Hub (Demo published) (Open)
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And some of the enhancements and new stuff added now
Spoiler: Inner Castle WIP (Open)
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Map 09: South Tower Enhancement
Spoiler: Then (Open)
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Spoiler: Now (First Floor) (Open)
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Spoiler: Now (Second Floor) (Open)
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Spoiler: Now (Third Floor) (Open)
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I'd like to hear your comments, I know there's a lot of work to do with the maps(Textures unaligned, height problems, details, common sense, etc), even with the actually done and published in the demo server that actually is on Zandronum in TSPG servers. Also I'm looking for a partner that would like to help me making levels or doing some decorate stuff, if someone is interested please contact me here or Zandronum IRC or Discord.

The mod is completely OpenGL Intended (there are some 3D Slopes and GL Only effects)
Spoiler: Credits (Open)
Level Design:
  • Taurustar (Map01, Hub2 and Hub 4)
  • Rolls (Map11)
  • GG_Fritog (Map02, Map03)
  • Koresiarch (Inner Castle Demo version)
Decorate
  • Realm667 enemies
  • Taurustar
  • Madcat
  • Comeister (Making testing and debugging)
Sprites
  • Realm667 Enemies and things
  • Rolls (Bloody Demon and Spider)
  • Madcat (Oblivion Knights and Eidolon)
Textures
  • Realm667 HeXen 2 Textures
  • Yuggsogoth Texture compilation of HeXen 2 and Blood
  • Heretic Textures
Music
  • Pred_Ahiram (Map11 Music and Map02 Demo music)
  • Madcat (Zedek's Tomb remake, used in Map02)
  • Some music ripped from HeXen 2 by kevin Schilder
  • Some music found on "Carnage Galore 3" (used in Map17 Serpent's Cave)
  • Metroid - Kraid (used in the main hub Map18 Lost Lands)
FX
Hope you enjoyed... Regards
Last edited by Taurustar on Sat May 26, 2018 8:42 am, edited 5 times in total.
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#2

Post by Taurustar » Mon Jan 22, 2018 6:08 am

New Screenshots, this time for the second Hub Map10: Inner Castle (In the demo I used a very little map, the plan is replace that for the real one)

There's more work that needs to be done
Spoiler: Inner Castle WIP (Open)
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Last edited by Taurustar on Wed Jan 31, 2018 8:24 pm, edited 1 time in total.
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#3

Post by Ivan » Mon Jan 22, 2018 10:45 am

Good looking screenshots overall but you need to fix those misalignments :(
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#4

Post by Taurustar » Mon Jan 22, 2018 6:21 pm

Ivan wrote:
Mon Jan 22, 2018 10:45 am
Good looking screenshots overall but you need to fix those misalignments :(
Yea most of them I fixed with Lower/Upper Unpegged and Auto-Align but some of them needs manual aligment
Last edited by Taurustar on Wed Jan 31, 2018 8:24 pm, edited 1 time in total.
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#5

Post by Taurustar » Thu Jan 25, 2018 8:05 am

Hi

new progress, now I'm putting more details and some new zone on Map09 "South Tower" (Second Floor still not finished as structure and the 3rd Floor I just done the outsides, Still a lot of work to do)
Spoiler: Then (Open)
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Spoiler: Now (First Floor) (Open)
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Spoiler: Now (Second Floor) (Open)
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Spoiler: Now (Third Floor) (Open)
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Last edited by Taurustar on Wed Jan 31, 2018 8:24 pm, edited 1 time in total.
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#6

Post by Taurustar » Wed Jan 31, 2018 8:11 pm

New Progress in the maps Layout and also the 2nd Floor on the South Tower
Spoiler: South Tower 2nd Floor (Open)
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Spoiler: Inner Castle (Open)
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With this, the maps layout are almost done, now I need to add enemies, props, ammo, health, items and detail the sectors...

Also I edit the info on the first post showing to you the map list

I Still need help with the mapping and testers. :(

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[WIP] Re: HeXen III The Land Of The Serpent Riders

#7

Post by Taurustar » Sun Feb 04, 2018 10:18 am

News:

-"Korax's Fortress" Hub is complete.
- Now I'm getting my efforts on the last hub of the mod "Lost Lands" (See the spoiler below)
- I'm having collaboration from Madcat for Bosses. He made the first of the Oblivion Knights that protects the 3 first hubs
- I've got some new monsters from Realm667, but I'm still needing to add some stuff by my own
- Classes works well, but I'm still needing some help with the sprites.
Spoiler: The Lost Lands (Open)
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#8

Post by Mr.Fegelein » Sun Feb 04, 2018 7:05 pm

Can't wait to play this
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#9

Post by Taurustar » Mon Feb 05, 2018 4:03 am

Hi

Here's a little video of one of the Serpent Riders Spirits that you must fight in the game. Elemental D'sparil

Behaviours
  • - Has the Stealth Flag
    - He can teleport to some areas in the map
    - Makes a barrier that reflects attacks (Very little chance)
    - When he dies spawns a couple of thunders near to his body making area damage
Attacks
  • - The original Blast Attack
    - A fireball (The one of Phoenix Rod Heretic Weapon)
    - An Ice Ball (From Wendigo)
    - A couple of poison attacks (That's from Stalker)
    - An instant thunder attack (Thunder is from Realm667 and the missile is from a poison dart from original HeXen)
    - Summons 2 Dark bishops (Instead of 2 Disciples, maybe I'll add them too, also probably I'll give him the chance to summon Taurustar Disciples)
    - Throws some ghosts to follow and kill you (Same as Traductus attack)
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#10

Post by Taurustar » Wed Feb 07, 2018 6:11 am

New progress in Map18 Lost Lands
Spoiler: (Open)
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Some details:
  • -This is the first map that will spawn monsters over the time (each 3 minutes will respawn a certain number of Death Knight, it will depend what difficulty level are you playing)
    -This hub will be the harder on the mod, but also will have a very generous ammoun of artifacts, health and mana to survive
    -Is the shorter Hub in the mod(Technically it has 7 maps, from 18 to 24, but the "hub" area are the only 3 first maps)
    -There's only 1 Torik message in this hub
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#11

Post by Taurustar » Thu Feb 08, 2018 8:14 am

New progress... this time on "Temple of Alquimia".
Spoiler: Read by your own risk... Literally spoilers here (Open)
Plot
Alquimia is a powerful sorceress that has been captured by Torik's Death knights... You must free her to get one of the items needed to complete the hub.
Spoiler: Map19: "Temple of Alquimia" Screenshots (Open)
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#12

Post by Taurustar » Mon Feb 12, 2018 5:50 pm

Map 20: "Dark Castle"
Spoiler: (Open)
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With this the mod is almost 50% complete in maps... I still need to do more maps and also some fixing with the decorate (Specially new classes), If someone is interested in help Please I need it... at the moment, Hubs 2 and 4 are completed, the final part will be a series of different maps that aren't a hub but are part of the same cluster...
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#13

Post by Taurustar » Tue Feb 20, 2018 7:58 pm

Hi

I had a really busy week in my job but now I can show something here hehehe

phpBB [media]


This video is the fight in the real map with the Serpent Rider D'sparil. Also it shows how Monk class is (with also his powered weapons).

I've also:
  • D'sparil now has more chance to teleport and attack when he has low health
  • D'sparil can summon now Taurustar Disciples, D'sparil Disciples and Dark bishops as I show in the last video.
  • D'sparil is not Stealth anymore, but it has traslucency and also he has +GHOST flag (so, some attacks won't work on him)
  • New sounds were added to the game
  • Dynamic Lights were added in some weapons projectiles and also in the new monsters projectiles or states
  • Some of the Heretic Monsters were added (Golem, NitroGolem, D'sparil Disciple, Saberclaw and Ophidian)
  • I've changed the Hermit class 2nd Weapon from "Infested Bow" to "Ethereal Crossbow", both uses Blue mana
  • I've fixed the damage done by weapons, specially with the 4th weapons of classes, also I fixed the ammount of mana that they use/give
Also here are some pictures of Map02 Dark Cavern. Level made by GG_Fritog
Spoiler: These were taken in GZDoom (Open)
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#14

Post by Taurustar » Tue Feb 27, 2018 6:38 am

Hi

Sorry for the inactivity, but I've been really busy on this and my job...

But it makes the rewards... I'll show you 2 maps now:
Spoiler: Map21: Portal Place (Open)
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Spoiler: Map 22: Some place of Pathoris - This is an Enhanced version of the E1M1 of Heretic (Open)
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#15

Post by Taurustar » Fri Mar 02, 2018 6:17 am

Hi

Here are some info and progress so far now... I've tested the mod in the last couple of days online in Zandronum, and I realized some stuff (same as test it singleplayer on Zandro and GZDoom)
  • For any strange reason, Texture Scale doesn't work in Zandronum Online (it makes the textures look with the normal scale instead of the scale that I set, This problem doesn't happen in Zandronum singleplayer and GZDoom, but I have a problem if the scale is negative in GZDoom)
  • Same as texture scale, Floor panning and Floor Rotation has some issues on GZDoom (And Zandronum Online), at the moment I've been trying to figure making more tests, but I've seen that some cases that doesn't work correctly and in others work very well.
With this in mind probably I'll guide my efforts in focusing only in one of these engines and try to fix whatever problem or whatever akward effect on there.


Ok, now some little progress in the new map, I'm progressing really slow because I'm trying to make it similar as possible, I hope I will get some really good result at the end of this map.
Spoiler: Map23: Thyrion Blacksmarsh - HeXen II King's Court Replica (Open)
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#16

Post by Taurustar » Tue Mar 06, 2018 4:18 am

Hi

Finally I finished the map. It's an enhanced version of the HeXen II map called "Kings Court" in the Blacksmarsh hub. I'm really confident that is a good result after all, I still need to figure some differences of the map between Zandronum and GZDoom (some offsets looks completely different and some slopes don't work correctly), it's the first map that I use UDMF, and that makes more easier to achieve some effects there.

Anyway Hope you enjoy the screens.
Spoiler: Map 23: Thyrion Blacksmarsh (Open)
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#17

Post by Taurustar » Wed Mar 28, 2018 4:55 pm

Hello

I've been really busy these last weeks in my job, but that doesn't mean that I was doing nothing about this project

Some updates in the first hub: the maps Map03: Heresiarch Temple and Map04: Swamp of Torik are completed... Here are some screenshots
Spoiler: Map 03 "Heresiarch Temple" by GG_Fritog & Taurustar (Open)
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Spoiler: Map04 "Swamp of Torik" by Taurustar (Open)
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#18

Post by Taurustar » Mon Apr 02, 2018 6:11 am

I have a good news about this... Probably it could be too soon to announce it but actually I have a demo that I'm going to publish to GZDoom in a couple of days. Besides I'm going to make a server in TSPG servers with this mod in a open server (Yea, this time I'm going to make it as Public test). The reason of this is because I have the first 2 hubs completed, I'm still having the help of Madcat that is helping me with the 3rd Hub, besides there's a lot of work to do but I'm going to reserve the details of the demo that I'm going to publish in my next post.

Anyway so here are the screenshots of the 2 maps that I haven't post it yet of the 1st hub.
Spoiler: Orchard of Evil (Open)
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Spoiler: D'sparil Tomb (Boss map) (Open)
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[WIP] Re: HeXen III The Land Of The Serpent Riders

#19

Post by Taurustar » Mon Apr 02, 2018 9:24 pm

So finally After a couple of months of work here is a Public testing wad for Zandronum/GZDoom of HeXen 3

What does this contain?

Actually this has the first 2 episodes of HeXen 3: The Land of the Serpent Riders, The Dark Temple and Korax Fortress. Besides the new classes that were supposed to have in the old beta from 2010 but ripped in the demo version that I launched when I restarted the project.
Some levels has been improved, with the idea to give a better feeling of this.

So this still as WIP

Yea, it is, actually I must add more content, specially for the weapon stuff that is going to modified for the last version (It will have 6 weapons per class and not 4, besides a new type of Mana is added), also some sprites must be changed, and there still a decorate work to do.

I must say that this project is taking so long, but I guess you will enjoy some moments of it. There's still work to do and I appreciate if you have some feedback. have fun with it and share your comments here.

Link:
https://allfearthesentinel.net/zandronu ... icv1_0.wad

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[WIP] Re: HeXen III The Land Of The Serpent Riders

#20

Post by Taurustar » Tue Apr 03, 2018 2:45 am

There's one critical bug on Map05 and Map02 with line blocking, it doesn't change the line properties well via script in Co-Op, in the map02 I had to use Rcon to run the script again (with Puke) and it fixes the problem, but with the Map05 I can't do anything, that makes the hub impassable because there's a puzzle item needed on the house.

Besides there's a line blocking door in Map03 in mp and sp... but is not critical (you can just use the other door instead)

I reccommend to play it in singleplayer to avoid any problems
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