Search the Community
Showing results for 'hexen-mods' in files.
Found 33 results
-
An odd wad in which you play a Hexen class while fighting Heretic monsters in Heretic-textured levels. Surprisingly, it works pretty well, and is an interesting change of pace from either game. It retains Hexen's hub design, although it's not at all puzzley, just a "go and collect 3 items and return to the hub" quest. It's very combat-focused (there's almost 400 enemies in the final level), but unlike some Heretic maps, it doesn't end up feeling like a slog. Perhaps Hexen's weapons are just more powerful than Corvus's. The level design is very good, besides a couple of sore spots (the cramped areas of the lava level, the metal maze in the final level). The boss, D'Sparil, is much easier to kill than he was in Heretic; he probably should've been modded to have a better chance against Hexen's warriors.
-
Version
640 downloads
This is a mod that provides mirrored death animations for Doom and several other IWADs. It also provides colorized blood for Doom, Freedoom, Hacx, and several Doom megawads. It makes no changes to gameplay at all in the IWADs or megawads that the included files are compatible with. Usage is simple: Load only one of these files, and load it after whatever WADs you want to use. Files other than the one for Doom can be found in the "extras" folder. For Doom or Doom megawads use the "Doom" file, unless a specific file is provided for that WAD. Hacx, Heretic, Hexen and Strife have their own files for mirrored death animations as well. If a WAD includes custom monsters it will not work as intended unless a compatible version of one of these files is used with it. This is a list of the included files: (IWAD) Doom: smm4doom.pk3 (IWAD) Freedoom: smm4frdm.pk3 (IWAD) Hacx: smm4hacx.pk3 (IWAD) Heretic: smm4hrtc.pk3 (IWAD) Hexen: smm4hxen.pk3 (IWAD) Strife: smm4strf.pk3 (Mod) Ancient Aliens: smm4aans.pk3 (Mod) Bloodstain: smm4blds.pk3 (Mod) Elf Gets Pissed: smm4efgp.pk3 (Mod) Resurgence: smm4rsrg.pk3 (Mod) Scythe 2: smm4scy2.pk3 (Mod) Strange Aeons: smm4stas.pk3 (Mod) Valiant: (also Sawdust) smm4valt.pk3 Death animations and corpses have a chance of being flipped horizontally, or "mirrored". This allows for visual variety after clearing out a horde of monsters. Additionally, in Hexen "Poison Mushrooms" can flip after bursting, and in Strife both wooden and explosive barrels can flip when destroyed. Hexen's "Ice" deaths can flip, as can Strife's "Fire" and "Disintegration" deaths. All monsters can "flip", with a few exceptions: In Doom: Pain Elementals (to prevent changes to release of Lost Souls; the monster and its death animation are too symmetrical to need flipping, anyway) In Heretic: D'Sparil (final boss; mirroring unnecessary, potential to break scripting) In Hexen: All bosses In Strife: All bosses, the Inquisitor (the Inquisitor drops an arm when destroyed, this is done using a "Restricted Function" and cannot be mirrored; to flip the corpse would only highlight this, so it isn't flipped either) In Elf Gets Pissed: The Annabis In Strange Aeons: All bosses, and others (the "Starspawn", the "Spidergods" and Leng Spiderlings, due to issues with using "A_SetScale" on them; A_SetScale is used in DECORATE to change their visible sprite size in-game, using it to "flip" them must also reset their "size" so they cannot be shown as the correct size AND be mirrored, sadly) As for "colorized" blood: In Doom: Cacodemons have blue blood, Hell Knights and Barons have green blood, Spectres have matching "fuzzy" red blood, and Lost Souls don't bleed. In Freedoom: "Cacodemons" bleed red, Worms bleed yellow, "Spectres" bleed "fuzzy" yellow, "Knights" have tan blood to match their color-scheme while "Barons" have white, both Lost Souls and Pain Elementals do not bleed. In Hacx: Thorn Things have green blood. In Ancient Aliens: "Stealth Alien Troopers" have purple blood. In Valiant: Cacodemons bleed blue, Spectres have fuzzy blood, and Lost Souls have no blood, but all other monsters bleed red. (Note: Crushed corpses will automatically match their new blood colors, but that is actually a feature of the ZDoom engine, not this mod.) As for other mods, these are not intended for use with mods like Brutal Doom, Beautiful Doom, etc. Those mods provide more extensive alternatives to the functions of this mod, which is intended only to provide a light enhancement to the game. This mod is fully compatible with Revenant100's "Doom 2 Minor Sprite Fixing Project" and "Heretic Minor Sprite Fixing Project": Load the files for either of those, then a megawad if desired, then this mod's matched file. (if you also want to use NightFright's "gzd_brightmaps.pk3" put it after the sprite fix) A suggested loading order: D1SPFX18.WAD or D2SPFX18.WAD or HRSPFX10.WAD D1DEHFIX.DEH or D2DEHFIX.DEH gzd_brightmaps.pk3 "Optional megawad of your choosing" "A matching file from this mod" "Only with Heretic sprite fix: HRWIDE10.WAD" BONUS: Also included in the "bonus" folder is an alternative to the main versions of this mod: "Simple Colored Blood" which only includes the changes to blood colors in Doom, Freedoom, Hacx, Ancient Aliens, and Valiant. To use these, just load one of them instead of their "main version" counterparts. File list: (IWAD) Doom: scb4doom.pk3 (IWAD) Freedoom: scb4frdm.pk3 (IWAD) Hacx: scb4hacx.pk3 (Mod) Ancient Aliens: scb4aans.pk3 (Mod) Valiant: (also Sawdust) scb4valt.pk3 -
I can name three available stompy mech suit mods off the top of my head. Of those three, not only is NecroDoom one of them but the cream of the crop. It's polished and done, for one. Two, the weapons are satisfying to use (but that's been a staple of just about every Xaser gameplay mod I've tried out). Three, it strikes a balance between being fair while also making you feel like a total badass piloting a stompy mech suit blowing up demons. Four, you can even get out of your stompy mech suit and detonate it if you so desire. But don't worry! If you go back to the start spawn of the level you're on there's a shiny new mech waiting for you so you can resume your murderous shooty-bang rampage. If you don't feel like blowing up demons, give D'Sparil's and Korax's minions a beatdown. Yep! You can use NecroDoom in Heretic and Hexen! It also works in Strife for the three people who play that game! If you like gameplay mods like I do, this is a must-have for your download library. <3
-
Options and things: * GZDoom. * Have played with "Complex Doom" modification. * Difficult - "Hurt me plenty". "Ultra-Violence" is too much for that WAD / in case of combo with mod stuff. * Didn't care about secrets much. Finished 30 levels, didn't get into 2 secret onces. * MAP019 has first cyberdemon on it. * Save/load. Sometimes a lot in case of settings I've chosen. * #37 in community top. Pros: 1. + MAP012 (Transduction), MAP013 (Hangsman's Curse), MAP014 (Abandoned Port), MAP015. (Nukage Zone), MAP017 (Spider Colony), MAP020 (Portal Facility), MAP24 (ЯƎᗡЯUM) - great design and sounding. 2. + MAP016 (Devil's Den), maze, Hexen like style, but good one. If you solve one complex puzzle - you can get the BFG. 3. + Combines fine with "Complex Doom" modification. 4. + As a good sequel to "Evilution" - enough to count such. Contras: - 1. Episode 2 seems to the best here, when Episode 1 is kinda mediocre one. 3 just fine, nothing special. - 2. MAP010 as example. Has like up close to 300 monsters. You can call that I prefer more 90's like style gameplay, not today "shoot and run" between tonns of enemies, in which for many mods and maps stays today (Brutal, Guncaster, ...), still. I think it's too much. Few maps has big number of monsters too, but in case of better design it looks normal. (?) *. Perhabs it is a matter of "Complex DOOM", still. In case med-packs thing works fine, but in case of ammunition - you never feel that there are not enough cartridges or so. I.e. difficult has no mention in that case. Monsters still kill you very fast, in case of what "Complex" represent, but it doesn't stick to things of weapons.  (?) *. MAP015. (Nukage Zone). There is a place with teleport when you can get into the trap. You can grab the chainsaw, but there is no exit from this location in case tower with chainsaw is always going down. Unless you will get the ammo pack first using another teleport - in that case there will be teleport in the location. Perhabs I've missed that one before, when using switch, but seems to it's not working in first case.
-
As a TC, it's very impressive with its original content. However, the gameplay is mostly tedious and painful. First, most of your weapons feel incredibly weak, and the better 2 ones are extremely limited in ammo. They're very slow to fire, take ages to kill anything, and hitting an enemy often has the same response as hitting a wall - a "tink" sound with no blood or reaction from the enemy. For the enemies, you've got melee fighters who move so slowly that they're an unthreatening waste of time; arrow shooters whose projectiles are almost invisible; janky Lost Soul reskins who can hit you 10 times in one second and take massive chunks of your health; and guys with shields who become invincible for several seconds upon being hit - like the Centaurs in Hexen, except even worse because there's no weapon that can kill them remotely quick. To its credit, the level design is simple and intuitive, and doesn't go crazy with massive size, mazes, or obtuse puzzles, for the most part. One problem, like someone else said, is that there's not enough health and way too much armor. Then there's the end boss - spoilers - where you need to shoot huge pillars to break them and aren't given any hint for it. These pillars look like normal level geometry, and don't even have any cracks. After that, the boss has to be defeated by hoping he moves through a narrow area, and steps onto a certain platform which damages him, and then hoping he moves back out, making the platform reset so you can repeat the process. I get that you want to show off Zdoom's technology, but as far as final bosses go, it was tedious and anticlimactic as hell. I was facing an Egyptian god, but it felt like I was trying to teach object permanence to a baby. Overall it's another example of an ambitious mod that tries all sorts of new things, but neglects the core gameplay. Fascinating to look at, not very fun to actually play. I give it 3 stars just for its original content.
-
Version
25 downloads
This is a mod that automates the process of pistol starting in Doom and several other IWADs. It makes no other changes to gameplay in the IWADs or other mods that the included "pistol starters" are compatible with. Usage is simple: Load only one pistol starter, and load it after whatever WADs you want to use. Autosaves should be enabled, and the game should be played as in normal continuous play. The process of pistol starting will be performed for you automatically via ACS scripting. At the start of each level a script will run. It will remove from all players all weapons, armor, ammo, etc. and give them the default weapons and ammo and reset their health to 100. If autosaving is enabled the game will then save your progress as it would otherwise. You will be able to play the entire game with no need for cheats or further configuration. These pistol starters should only be used with IWADs, megawads and other mods that include multiple levels and are "pistol start friendly", such as Ancient Aliens, Sunlust or Valiant. For Freedoom use the pistol starters for Doom or Brutal Doom. Chex Quest 3, Hacx, and Heretic have been given pistol starters because of the similarity of their structure and gameplay to Doom. Other IWADs such as Hexen and Strife were not, due to their unsuitability for pistol starts. If any other mod or IWAD is hub-based or otherwise dependent on continuous gameplay, it may be "broken" by these scripts. If a WAD only includes one map these scripts would be pointless. If a WAD includes custom weapons it will not work as intended unless the pistol starter is compatible. Pistol starters for several mods have been included: Beautiful Doom v6.1.0.2 Brutal Doom v20b Elf Gets Pissed v1.1 PerK's Smoother Weapon Animations Enhanced Strange Aeons v5.4 Valiant The pistol starter for Brutal Doom v20b includes a patch for the error that prevents Brutal Doom from working with recent versions of GZDoom, which is the reason why this pistol starter is in ".pk3" format instead of ".wad". It will also "remember" whether the initial "crack knuckles and load rifle" and shotgun-pump animations have played and skip them in future maps as they would be skipped normally. As for the pistol starter for Elf Gets Pissed: It will remember whether or not the Lightbringer was found, and will give it back to the player on pistol start, along with the amount of ammo that would have been given on pickup. (120 on skills 0 and 4, 80 otherwise) For Strange Aeons: It will remember the Yithian Lightning Gun, giving it back after pistol start if it was found, along with the ammo given on pickup. (80 on skills 0 and 4, 40 otherwise) This is a list of the included pistol starters: (IWAD) Doom and Freedoom: pstlstrt.wad (Mod) Brutal Doom v20b: btlpstrt.pk3 (Mod) Beautiful Doom v6.1.0.2: bdpsstrt.wad (Mod) Elf Gets Pissed v1.1: egpsstrt.wad (IWAD) Heretic: evwdstrt.wad (IWAD) Hacx: hxpsstrt.wad (IWAD) Chex Quest 3: mzchstrt.wad (Mod) PerK's SWAE: pkpsstrt.wad (Mod) Strange Aeons: sassstrt.wad (Mod) Valiant: vlpsstrt.wad The pistol starter for Brutal Doom is compatible with Freedoom if used with Brutal Doom v20b. It is not intended for use with mods based on Brutal Doom, such as Project Brutality. (It may work correctly, it but probably won't.) The pistol starter for PerK's Smoother Weapon Animations Enhanced can be used with either the brown or black gloves editions, and is also fully compatible with Smooth Doom. The Valiant pistol starter is intended for use with skillsaw's "Valiant.wad" and "sawdust.wad". For Valiant: Vaccinated Edition use either the Doom pistol starter, or the one intended for whatever mod you want to use with it. The original ACS script source files have been left inside each pistol starter WAD, and are commented for reference. The source files could be used to make more pistol starters for other mods and IWADS. -
CHUXEN: Beyond Hexen (all right, maybe not --but definitely worth the download!)
Guest reviewed a file in a-c
-
Excellent mod that fixes much of the monotony in Hexen combat and adds more replay value, but the January 15 version no longer works no matter what version of Gzdoom I use. Specifically, it fails to roll attributes and leaves the player walking around defenseless, while spitting out constant unknown script 973 and 999 errors. The version I had downloaded early last year worked perfectly well.
-
-
-
-
Not bad at all. It's an enjoyable mod that almost feels like the beginning to an official addon. It fits well, except for the Duke Nukem Pistol hybrid sprite. He also doesn't feel medevil enough. Maybe some plate armor for his chest and a helm that doesn't show his face, and he'd fit right into the Hexen world. 4/5 for such a fresh idea, we need more class mods!
-
As much as I been waiting for a good Hexen mod, this is not it. I'll be honest. Heretic and Hexen are two separate games, and honestly, need to be treated as such. Seeing Heretic in Hexen or Hexen in Heretic is really out of place and do not belong. This is referring to the weapons and new monsters mostly. The level design was pretty good, but the Heretic like weapons really killed it for me. New weapons in Hexen must either be done carefully, or not at all but this is just my 2 cents. 2/5
-
Not bad, although the balance was a little off. I also thought that the use of stimpacks in similar fashion to quartz flasks in Heretic/Hexen was a nice touch. I haven't played the previous version of this weapon mod, but I feel this is excellent work. DuduCrazy: if you're reading this, please make some more mods for our community. The community could use more modders like yourself. You get 5 stars from me. -Eisenfaust
-
I was a bit intimidated when I unzipped this; at first it looks like one of those pre-source port mods that has to be patched up in order for it to work. Thankfully it seems to run fine if you just load up Eternall.wad. I can understand the plaudits. The first three levels are awful, but after that it turns into a set of gorgeous, large-scale levels with a Hexen/Heretic flavour. It's ferociously tricky.
-
-
-
-
-
Version
48 downloads
Hello, this is my first mod. Please don't bite. This is really a simple mod. Two of the biggest complaints I've had with Hexen is that A: the classes don't feel like actual people or characters, and B: for having so few weapons, none of them feel very fun to use. The game quickly became tedious. So, because I really wanted to play Hexen, I decided to make a new class. Enter Terry Holtzer the Ranger, a gunslinger woodsman with a snarky attitude. While many would disparage an inclusion of guns in Hexen, and for very good reason, I tried my best to make the guns have an archaic or medieval feel to them. There's no rapid-fire gatling rockets, no BFG energy weapons that spray ion proton neutrons or other science stuff, it's strictly early black powder, kinetic energy, a lot of historical inaccuracy, and a little magic. Hopefully it works, and hopefully this helps other people to enjoy the underrated game that is Hexen. Thank you very much for your time. Please, have fun. -