Cyberdemon
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Hexen: Rise of the Fallen Rider
Pages (2): [1] 2 »  
Author
All times are GMT. The time now is 18:30. Post New Thread    Post A Reply
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05


This is a GZDoom mod I have been working on for quite a while(not really, though, just a lot of procrastination :p). It will be 3 episodes. Four maps for the first, Six maps for the second and 8 maps for the 3rd. I am also going to include two new classes, which will be the Necromage(I couldn't fit Necromancer in) and the Summoner. Currently, I am almost done with the first map of the mod and will release a 1-map proof-of-concept demo. :)

http://img339.imageshack.us/img339/5162/screenshothexen20090731.png
http://img10.imageshack.us/img10/6313/screenshothexen20090311.png
http://img27.imageshack.us/img27/7503/screenshothexen20090821.png

Old Post 09-05-09 08:06 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
sonic_13
Mini-Member


Posts: 53
Registered: 07-06


This looks really cool!

I highly anticipate progress on this wad.

Old Post 09-05-09 21:56 #
sonic_13 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05


http://img196.imageshack.us/img196/3538/screenshothexen20090828.png
http://img179.imageshack.us/img179/815/screenshothexen20090906.png
Two new screenshots!

Old Post 09-07-09 17:41 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Khorus
Strife!


Posts: 1113
Registered: 04-05


The rooms look rather empty. More texture variation would be good too, but I like that you're using alot of open space (just hope that there isn't too many jumping puzzles :P).

Old Post 09-07-09 20:17 #
Khorus is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05



Khorus said:
The rooms look rather empty. More texture variation would be good too

I wish that's something that Hexen had more of. x_x

but I like that you're using alot of open spac

Thanks =)


(just hope that there isn't too many jumping puzzles :P).

There's not too many.

Old Post 09-07-09 20:32 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
udderdude
Senior Member


Posts: 1342
Registered: 04-02


Cool concept, but the maps themselves look like they need a lot of work.

And I think I see some jumping platforms in there .. I hate those, but whatever :P

Old Post 09-07-09 20:32 #
udderdude is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05



udderdude said:
Cool concept, but the maps themselves look like they need a lot of work.

And I think I see some jumping platforms in there .. I hate those, but whatever :P


I think that once I'm done with this map and after I finish others, I'll work on this one some more and spruce it up a bit. I don't know, though, a lot of testers have said they like how it plays and how it looks so far..

Old Post 09-07-09 20:35 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Doom64Marine
Junior Member


Posts: 153
Registered: 05-09


hm.... i like. id be willing to help map if you need a hand, im good with acs and 3d floors, etc.

Old Post 09-08-09 03:19 #
Doom64Marine is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05


Could you show me an example of your work? Sorry, but I'm a little picky and nobody has ever really asked to help map for any of my stuff before.

Old Post 09-08-09 04:32 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Doom64Marine
Junior Member


Posts: 153
Registered: 05-09


http://www.mediafire.com/download.php?fnomt4jmo5d

Made an example map. its not my best work but it shows some of my basic ability's.

Old Post 09-08-09 22:44 #
Doom64Marine is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05


That's, uh, very dark and the water color is blinding. x_x

Old Post 09-09-09 00:18 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Doom64Marine
Junior Member


Posts: 153
Registered: 05-09


Isn't that what hexens all about X)
and again, its just a rough sketch, not even close to my best. i threw that together in all of about 20 minutes.

Old Post 09-09-09 01:03 #
Doom64Marine is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Nomad
Senior Member


Posts: 1508
Registered: 04-04


I think he meant that you can't see shit when you're in the water. That sector color for the water is bad, especially for how dark that map is.

Old Post 09-09-09 01:20 #
Nomad is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Patrick
someone employed to clean and maintain a building


Posts: 2005
Registered: 02-07


too much grey

Old Post 09-09-09 01:39 #
Patrick is offline Profile || Blog || Search || Add Buddy IP || Edit/Delete || Quote
Doom64Marine
Junior Member


Posts: 153
Registered: 05-09


Fixed.

* Brightened the map about 15%
* Fixed underwater visibility

http://www.mediafire.com/download.php?zta21xyiymr

Better?

New
http://img142.imageshack.us/img142/4562/screenshothexen20090908.png

Old
http://img143.imageshack.us/img143/4562/screenshothexen20090908.png

Last edited by Doom64Marine on 09-09-09 at 01:50

Old Post 09-09-09 01:41 #
Doom64Marine is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Use3D
Forum Legend


Posts: 4366
Registered: 04-02



Doom64Marine said:
Isn't that what hexens all about X)
i threw that together in all of about 20 minutes.



He asked for an example of your work, not something thrown together.
Not my first choice of action when applying for a project.

Old Post 09-09-09 03:22 #
Use3D is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
DarkJedi188
Forum Regular


Posts: 803
Registered: 06-04


Interesting! I'm curious about the differences between the Mage and the Necromage and the Summoner.

Old Post 09-09-09 10:40 #
DarkJedi188 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 6129
Registered: 06-06


Hey, I like it, it reminds me of some Quake episode 3 maps! The second screenshot especially.

The fourth screenshot may need some light adjustment. Make the ceiling dark, so that it looks like lava's glowing.

I hope support for carrier objects appears in 3d ports (if possible). Second screenshot looks like it can have them.

Old Post 09-09-09 11:06 #
printz is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05



DarkJedi188 said:
Interesting! I'm curious about the differences between the Mage and the Necromage and the Summoner.

Well, both the Necromage and the Summoner aren't COMPLETELY done yet. But in the demo, with the Necromage. You'll be able to summon skeleton warriors and mages ala, Diablo II and you can also throw skull grenades for the second weapon. For the Summoner, well, you'll be able to summon enemies to fight for you. I'm still not sure on how to make it so the player will be able to tell which enemies are which. :p

Old Post 09-09-09 17:17 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Nomad
Senior Member


Posts: 1508
Registered: 04-04


If it's for GZDoom, just give the player controlled actors a dynamic glow or something. Or some kind of particle smoke. Shouldn't be too difficult.

Old Post 09-09-09 17:26 #
Nomad is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05


That's actually a good idea, I don't know why I never thought of that before. x_x

Old Post 09-09-09 17:45 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05



udderdude said:
Cool concept, but the maps themselves look like they need a lot of work.

And I think I see some jumping platforms in there .. I hate those, but whatever :P


I wanted to requote this post saying that some of those screenshots are old and the textures have been changed in some of them making it look nicer, at least, in my opinion. :)

Old Post 09-10-09 07:02 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05


I figured I'd bump this old topic here and add some new screenshots of maps I have been working on recently. :)
http://img192.imageshack.us/img192/7158/screenshothexen20100128.png
http://img407.imageshack.us/img407/2923/screenshothexen20100204.png
http://img19.imageshack.us/img19/60...xen20100216.png (too large to use [img] on)
http://img404.imageshack.us/img404/6612/screenshothexen20100221.png

Old Post 02-24-10 17:24 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Per-Scan
Member


Posts: 295
Registered: 10-05


Looking good! Any ETA?? :)

Old Post 03-03-10 14:50 #
Per-Scan is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Archfile
Mini-Member


Posts: 52
Registered: 01-10


Wow, we sure need more HeXeN wads, and i must say, that is one of the greatest.

Old Post 03-03-10 15:40 #
Archfile is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05



PFL said:
Looking good! Any ETA?? :)

No, not really. I am thinking of releasing a wad with a finished map01 though when I finally get it done. :)


Archfile said:
Wow, we sure need more HeXeN wads, and i must say, that is one of the greatest.

Thanks a lot for the comment. :D
Obviously I see in some areas in it where I still need to improve, though.

Old Post 03-03-10 18:10 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Patrick
someone employed to clean and maintain a building


Posts: 2005
Registered: 02-07


still too much grey

Old Post 03-03-10 20:26 #
Patrick is offline Profile || Blog || Search || Add Buddy IP || Edit/Delete || Quote
PRIMEVAL
Senior Member


Posts: 1200
Registered: 03-09


From what I've seen earlier today (this computer doesn't display larger images unless linked), it's looking good. Keep at it! Very Quake-like, just what I like.

Old Post 03-03-10 21:16 #
PRIMEVAL is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
BlazingPhoenix
I was KingofFlames


Posts: 410
Registered: 10-05



Patrick said:
still too much grey

Blame Hexen's textures and a majority of the Baker's Legacy textures..

Old Post 03-03-10 21:21 #
BlazingPhoenix is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
DeathevokatioN
Senior Member


Posts: 1967
Registered: 03-10


Looking good man, can't wait for this to get released!

Old Post 03-18-10 16:17 #
DeathevokatioN is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 18:30. Post New Thread    Post A Reply
Pages (2): [1] 2 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Hexen: Rise of the Fallen Rider

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory