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)
Spoiler: 2nd Hub (Demo published) (Open)
And some of the enhancements and new stuff added now
Spoiler: Inner Castle WIP (Open)
Map 09: South Tower Enhancement
Spoiler: Then (Open)
Spoiler: Now (First Floor) (Open)
Spoiler: Now (Second Floor) (Open)
Spoiler: Now (Third Floor) (Open)
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