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It's very difficult to find quality developers willing to dedicate hours of their free time towards a fan project.
You can make a donation of your time if you are an artist, level designer or programmer.
The next release will have 5 more levels and consist of the first and second hub for the cleric's story. The release is still a ways away but we've been pretty quite over the last 6 months and wanted to show off a little of what we've been up to.
The mod will not run on the BFG edition. Sorry!
It sounds like based on your performance problems and graphical issues that you might have another mod installed in your /base directory. Do you have any type of graphics mod or texture mod installed like Sikkmod or Wulfen? If so, are they in your /base directory?
It's simply a free fan sequel to the franchise. It's story line takes place some years after all of the events of the Hexen games. You can read the full story at Hexenmod.net
I don't see us changing over. The amount of work it would take to port everything over would be a lot for single player updates we wouldn't really maximize.
If you mean some of the RPG-like elements then we will not be. The project is more on the lines of hack n slash without any type of leveling. More Hexen I in feel. Sorry!
We decided to go with something different and away from the typical 'holy' viewpoint. We wanted something dark and battered to reflect the dark times that have engulfed our hero's world.
Thanks for the support! We've actually gotten some traffic through it believe it or not! Were wondering where it actually came from and then found this post.
It will be a standalone release.
Most tests we've done with having monsters go ragdoll have hurt performance significantly more than is worth it by having all the monsters laying around. At the moment, monsters aren't expected to ragdoll
That's because the first episode revolves around the Cleric.
Hey Bloodshot, glad you like the music! We won't be incorporating or remixing any older tracks into the project. We'll have some that might feel very old school, but they will be original.
What name did your brother go under?
Those pits come turned off by default. The player has to turn them on in order for them to start appearing. In the Options-->Game Menu turn off Hellion Pits and that will turn them off. Hopefully this will make your enjoyability greater :)
This will not really be an indie game in any commercial sense. It's a free game made by fans and always will be.
Also we'd have to be complete idiots if we hadn't had some communication with the IP owners even when just a mod for doom 3.
We've been looking into it since release. It looks like it's something we will be able to do, however it is going to take a fair amount of work to execute. We've currently pulled all tasks of our programmer to allow him to fully focus on getting the code, defs, and scripts all set up. Then our texture artist will need to fill in any holes we have where we pulled from Doom 3. There aren't many, but it's just a lot of little loose ends to tie up. Then we'll need to finish a player model as we currently pull the Doom 3 player model(this is the only model in the whole project from doom 3!). So yes we're attempting it, but it will take a serious undertaking!
Thanks! More the better!
All of our level textures are team made! :)
Well the overall goal over the length of the project is a full episode for each class. Each episode contains 9 full levels and 3 smaller levels. The next release will contain the entire cleric episode.
For several reasons we have to release in parts. The largest of which is motivational based and team expansion. If we hadn't released the demo, the current active team almost wouldn't even exist. It pretty much saved the project.
We are going about classes in a different way compared to the past. Each class will not be able to play in all the levels. Instead each class will have their own set of levels following their own unique story to each other.
Thanks for the support! We are hoping to make next release exponentially better than our first.
It's been in discussion as something we would like to do. We aren't making any plans though until the engine is actually released. Right now it's 'business as always' on the project.
Any form of porting isn't just a copy/paste. It would pretty much be starting all over again with the exception of raw art files. Everything else pretty much needs to get dumped even if just moving between similar engines like Doom 3 to Quake 4.
Thanks! We really wanted to show a progression with all the images.
Heh, that would be our lead artist! His direction to the art team is fantastic.
Our newer artist Maxetormer. He joined us a little while after the demo release. Started with a few nice statics to get his feet wet and has now begun spending his time on some of our character needs. We are thrilled to have him as he is extremely talented!
more work is more work.