Matthias Posted August 2 (edited) Hexen - The Community Pouch I think there is not enough HeXen community projects and if so, they are usually too Zdoomy/UDMFy. So how about this? Let's make a simple vanilla Hexen just as a form of appreciacion of the original HeXen. And that's it. Nothing more, nothing less. Let's make one hub, 6 maps. I created the first map. The first map is a hub that connects the remaining 5 maps. 4 maps will have to contain a puzzle item and that's their goal - a player has to get the item. Each item will be used in the first map to open the final map. The final map 6 will be a boss fight. Could be Korax, could be Heresiarch. It's up to whoever will claim this slot. And that's it. Let's make a list of puzzle items: Map 1 - Five Portals (by Matthias) - DONEMap 2 - Puzzle item: D'Sparil Heart (assigned to broy6481)Map 3 - Puzzle item: Fire Mask (Assigned to DRON12261)Map 4 - Puzzle Item: Yorick's Skull (assigned to Moustachio)Map 5 - Chille Tid! (by DynamiteKaitorn/Heich) - DONEMap 6 - A boss fight (assigned to Raith138) Few important notes: 1) If you put a map in this project, you have to agree that I will edit it. You know, fixing bugs but also potential inconsistencies. For example if one mapper uses steel key in his map and another one also uses steel key, that can cause potential troubles if player returns from one map and travels into the other. I might simply replace the key with some other one. And so on. 2) If you never made any map for Hexen, feel free to try it. :) Could be a small teeny tiny map. Nothing too crazy. 3) You really don't need to know ACS coding to make a map for Hexen and many actions can be set manually in Ultimate Doom Builder. 4) But if you need something specific in ACS and you can't code, just let me know what you want and I could try to create it on my side. :) 5) To limit-removing or not to limit-removing? Look, would be great if you could use only vanilla-compatible actions and never exceed 160 visplane limit, but I understand it might be difficult, especially if you are a hexen mapping newbie. So if some maps will exceed some limits, I could accept that. Just don't use any modern thingies - this is Vanilla! I repeat, this is Vanilla. :) 6) If you want to use new graphics, remember that you can't just copypaste it from Doom, but it needs to be converted into the Hexenish graphic palette. Slade 3 can do it with few clicks fortunately. I have already added @ETTiNGRiNDER textures. 7) Would be great if someone created a Titlescreen and a logo. :) 8) Please, don't use Wings of Wrath and Chaos Device items in your maps. They might broke other maps. 9) If literally no one responds to it, whatever - at least I tried :) I have already accepted that I am a cringe. Anyway... If you provde your map, don't forget to tell me the name of the map. And also if you want something specific to be set for the map (specific sky texture, music, ambient sounds, fog etc.). Resources to download: https://liquiddoom.net/upload/files/CP_0.0.1.zip That's all! Edited August 21 by Matthias 21 Share this post Link to post
Walter confetti Posted August 2 Really interesting project, good luck with It! 4 Share this post Link to post
Raith138 Posted August 2 I like the idea but I am not sure something as interconnected as a hexen wad will really work as a cp I am happy someone is trying though. 0 Share this post Link to post
DRON12261 Posted August 7 On 8/2/2024 at 12:59 PM, Matthias said: 5) To limit-removing or not to limit-removing? Look, would be great if you could use only vanilla-compatible actions and never exceed 160 visplane limit, but I understand it might be difficult, especially if you are a hexen mapping newbie. So if some maps will exceed some limits, I could accept that. Just don't use any modern thingies - this is Vanilla! I repeat, this is Vanilla. :) As far as I understand we don't have something like ChocoHexenLimits? I think, if possible, it wouldn't hurt to attach a link to some tutorial on vanilla hexen mapping, or just describe important differences between vanilla doom and vanilla hexen mapping. I think this could be a barrier for many people, since many people don't know how to work with it. And so, maybe even I would participate, if I have time in the near future (and you give some links to tutorials, because I haven't worked with this format before). 1 Share this post Link to post
ETTiNGRiNDER Posted August 7 (edited) As far as info to help with Hexen modding, there are some notes on various oddball things with making maps here:https://moddingwiki.shikadi.net/wiki/Hexen/Modding_Tips The mentioned official specs are here:https://www.doomworld.com/idgames/docs/editing/hexspc09 4 Share this post Link to post
Matthias Posted August 7 (edited) 6 hours ago, DRON12261 said: As far as I understand we don't have something like ChocoHexenLimits? I think, if possible, it wouldn't hurt to attach a link to some tutorial on vanilla hexen mapping, or just describe important differences between vanilla doom and vanilla hexen mapping. I think this could be a barrier for many people, since many people don't know how to work with it. And so, maybe even I would participate, if I have time in the near future (and you give some links to tutorials, because I haven't worked with this format before). Well, from my personal experience, there are these differences: 1) The visplane limit was increased from 128 to 160. 2) There is no need to use ACS scripting in your map, but there should be inserted this at least: #include "common.acs" script 1 (void) { } Without it, it won't load in vanilla/chocolate. 3) the ACS code is a bit tricky, because Zdoom later added more commands and it's not much clear what are vanilla compatible and what not. And if you use non-vanilla code and you launch the map in Gzdoom for example, it will work, so you won't even suspect that it's not vanilla compatible, unless you try to run it in vanilla/Chocolate :) Fortunately there is this document that can help: https://doomlegacy.sourceforge.net/hosted/hexenspec09.txt It's far easier nowdays, because UDB simply let you add almost everything manually. 4) The polyobjects are probably limited. It's not clear what is the limit, but if you do something simple like a rotating column, no issue. But I created a rotating semi-circle and it kinda broke the map :))) Edited August 7 by Matthias 3 Share this post Link to post
Matthias Posted August 7 (edited) I would also add that using non-vanilla ACS is no big deal... When I said I want it to be vanilla, I was rather refering to not to use Zdoom/UDMF things like 3D floors and such. Using non-vanilla ACS probably make the wad non-functional in vanilla and Chocolate Hexen, but 99% of players will use Gzdoom anyway, so... For example vanilla Hexen supports strings messages like "Greetings, Mortal. Are you ready to die?" but doesn't support break-lines, so if you use "Greetings, Mortal. /nAre you ready to die?", it won't work in Vanilla/Choco, but Gzdoom renders normally Quote Greetings, Mortal. Are you ready to die? 1 Share this post Link to post
broy6481 Posted August 7 Hello there! It sounds great because I like Heretic and Hexen, and vanilla stuff, but, well, I have many projects I take part in. I don't know, if I will participate here. But if there is no that much requirements and you can fix some key mistakes in maps - I guess I will make a map which will take about ~20 minutes to beat, I guess. Well, I have some questions. You know, there are 4 weapons in Hexen, and only the first one is given at start. How many of them can I place in my map? Also, although I am familiar with ACS scripting, I don't know how to code in Hexen format. By the way, the only thing I will need is to display text like "a bridge has lowered" and whatever. Thus, I need some tutorials... 0 Share this post Link to post
Matthias Posted August 7 (edited) 9 minutes ago, broy6481 said: Hello there! It sounds great because I like Heretic and Hexen, and vanilla stuff, but, well, I have many projects I take part in. I don't know, if I will participate here. But if there is no that much requirements and you can fix some key mistakes in maps - I guess I will make a map which will take about ~20 minutes to beat, I guess. Well, I have some questions. You know, there are 4 weapons in Hexen, and only the first one is given at start. How many of them can I place in my map? Also, although I am familiar with ACS scripting, I don't know how to code in Hexen format. By the way, the only thing I will need is to display text like "a bridge has lowered" and whatever. Thus, I need some tutorials... ACS scripting is the same as for Zdoom, because basically Zdoom "stolen" the idea from Hexen. Only added some more modern stuff, like I don't know... 3D Floors, change cameras and such... Soo the txt file what is possible in Hexen https://doomlegacy.sourceforge.net/hosted/hexenspec09.txt Regarding to the weapons... personally I would give second weapon soon to the player, as the first weapon might be boring. Then later could be a third weapon in the same map. No matter which map the player visits first, he gets second weapon and then the third... However if you decided not to give the players the weapons, make sure the map is not annoying, because if the Cleric has only his first meelee weapon, then it's not a good idea to fight against a group of Affrits, right? If you added parts of the last weapon, I won't be against that, but personally I think it would be great if the player got it in the last level before the final boss:) 2 Share this post Link to post
broy6481 Posted August 7 1 minute ago, Matthias said: ACS scripting is the same as for Zdoom, because basically Zdoom "stolen" the idea from Hexen. Only added some more modern stuff, like I don't know... 3D Floors, change cameras and such... Soo the txt file what is possible in Hexen https://doomlegacy.sourceforge.net/hosted/hexenspec09.txt Regarding to the weapons... personally I would give second weapon soon to the player, as the first weapon might be boring. Then later could be a third weapon. No matter which map the player visits first, he gets second weapond and then third... However if you decided not to give the players the weapons, make sure the map is not annoying, because if the Cleric has only his first meelee weapon, then it's not a good idea to fight against a group of Affrits, right? If you add parts of the last weapon, I won't be against that, but personally would be great if the player get it in the last level before the final boss:) Ok, If there is no deadline, I would like to take part in this project. Let's say, I will take the second slot. For now I don't have a name for a map. 0 Share this post Link to post
Matthias Posted August 7 1 minute ago, broy6481 said: Ok, If there is no deadline, I would like to take part in this project. Let's say, I will take the second slot. For now I don't have a name for a map. ok, assigned to you :) Thanks for having balls to join :) 2 Share this post Link to post
DRON12261 Posted August 7 Well, I've started probing how it all works (never mapped to Hexen and hardly ever played it myself), but something is starting to feel right. Also through DOS and DESCRIPT decompiled all ACS scripts of the original Hexen, I think this will be a good example of vanilla scripts (thanks to them I figured out how to work with polyobject doors). I don't promise that something full-fledged will come out of it, but little by little I'll try. I'm a bit interested in it. I'll be testing in Chocolate Hexen and hopefully Visplane Explorer in UDB won't let me down. 4 Share this post Link to post
Matthias Posted August 7 24 minutes ago, DRON12261 said: Well, I've started probing how it all works (never mapped to Hexen and hardly ever played it myself), but something is starting to feel right. Also through DOS and DESCRIPT decompiled all ACS scripts of the original Hexen, I think this will be a good example of vanilla scripts (thanks to them I figured out how to work with polyobject doors). I don't promise that something full-fledged will come out of it, but little by little I'll try. I'm a bit interested in it. I'll be testing in Chocolate Hexen and hopefully Visplane Explorer in UDB won't let me down. wow! Looks nice Do you want me to assign a slot to you? 0 Share this post Link to post
DRON12261 Posted August 7 2 minutes ago, Matthias said: wow! Looks nice Do you want me to assign a slot to you? I think for now you can, but if I suddenly don't show signs of life for a long time, don't be afraid to cross me off and free up a slot. 0 Share this post Link to post
Matthias Posted August 7 1 minute ago, DRON12261 said: I think for now you can, but if I suddenly don't show signs of life for a long time, don't be afraid to cross me off and free up a slot. assigned then :) 1 Share this post Link to post
Darman Macray Posted August 7 Oh, I'm all about this. I'll be keeping an eye on this. I'm very excited to see how it turns out! 1 Share this post Link to post
Darman Macray Posted August 7 On 8/2/2024 at 9:21 AM, Raith138 said: I like the idea but I am not sure something as interconnected as a hexen wad will really work as a cp I am happy someone is trying though. XUMP was a lot of fun. I think the key to a Hexen CP is a simple HUB that allows the levels to be more self-contained. Like OP has mentioned--it has rarely been undertaken, but it can be done! 1 Share this post Link to post
Moustachio Posted August 7 (edited) Seems neat! I’d like to take Slot 4: Yorick’s Skull. 4 Share this post Link to post
DynamiteKaitorn Posted August 7 I hope I can grab slot 5 for the book. 4 Share this post Link to post
Raith138 Posted August 7 (edited) I can try making a boss :) I am planning on using the axe key in my map. Edited August 8 by Raith138 4 Share this post Link to post
Astar Posted August 8 Sounds awesome! I've never mapped for Hexen, but... I'd take any slot (except boss) if something goes wrong :) 2 Share this post Link to post
Matthias Posted August 8 7 hours ago, Moustachio said: Seems neat! I’d like to take Slot 4: Yorick’s Skull. assigned :) 7 hours ago, DynamiteKaitorn said: I hope I can grab slot 5 for the book. assigned:) 6 hours ago, Raith138 said: I can try making a boss :) I am planning on using the axe key in my map. also assigned 3 hours ago, Astar said: Sounds awesome! I've never mapped for Hexen, but... I'd take any slot (except boss) if something goes wrong :) thank you very much :) 2 Share this post Link to post
Astar Posted August 8 By the way, if there is such a need, I can write custom music for someone’s map! 4 Share this post Link to post
Matthias Posted August 8 1 hour ago, Astar said: By the way, if there is such a need, I can write custom music for someone’s map! really? You are a composer? 1 Share this post Link to post
Astar Posted August 8 3 minutes ago, Matthias said: really? You are a composer? Yeah, pretty much :D 2 Share this post Link to post
Darman Macray Posted August 8 Me too! I would gladly compose some music for this as well! 3 Share this post Link to post
Mocros Posted August 8 I'm not really a mapper but if possible I would be glad to make some tracks for the project! Nice project and goodluck! 3 Share this post Link to post
Matthias Posted August 8 Thanks for all the music. Would be also great if someone creates a Titlepic because I suck at graphics:D 0 Share this post Link to post
Darman Macray Posted August 8 3 hours ago, Matthias said: Would be also great if someone creates a Titlepic because I suck at graphics:D I've never made a titlepic before, but here's an attempt 4 Share this post Link to post
Matthias Posted August 8 (edited) 5 minutes ago, Darman Macray said: I've never made a titlepic before, but here's an attempt Not bad, I like it... However it would be cute to have there somewhere an actual "pouch" :D You know, the pouch thing is a little parody to "community chest" actually... :) Also also, it's a hight res PNG... god knows how it will look like converted to a small tiny hexenish pallete... :/ 1 Share this post Link to post