heXen:Edge of Chaos will be a new and free game, based on the original Hexen game that was developed by id Software and Raven Software. In order to play this game you will need to own the fantastic game called Doom3 installed, which was released end of 2004 by id Software.

The Doom3 engine (also called IDTech 4) is still a great engine that can compete with the latest games coming out today. It was with this in mind that we began, over 4 years ago, the development of heXen:Edge of Chaos. 

Edge of Chaos is being developed by a team of fans who have always loved the original Hexen since it came out. In fact, most of us spent countless hours with the entire series. When id Software released Doom3, we immediately saw immense potential in the engine itself; the 'Hell' maps gave us the inspiration to make a hack-and-slash game based, primarily, on the original Hexen. You'll even be able to visit some places that you've seen before in the course of your previous adventures. 

Our story ties into the expansion packs and also touches upon the Heretic narrative; especially the incredible atmosphere painted into these rich worlds and their darkling journeys. We are still looking for talented teammembers, so if you have some work to show and think you might be able to help us, make sure to drop us a line!

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Let us peer over the shoulder of our level designer Michael Richardson (Ruckus) today and discover how he approaches cartography digital-style. No outdated blueprints and paper drafting for this one! Just a mouse, a monitor, a computer (we assume) and perhaps a highly-caffeinated crystal vial to nurse him through the late mapping twilight hours.

Q: Where are you from and what do you do for a living, can you tell us something about yourself?
I live in Toronto, Canada. I work at Real Programming 4 Kids. Realprogramming.com

Q: Have you worked on other mods or TC's before Hexen:Edge of Chaos?
I worked on a Doom 3 mod called Project 0 for a few years before joining the EoC team.

Q: What is your role in the team?
I am a Level Designer.

Q: When did you join the team?
I joined in spring 2007.

Q: When did you hear first of the TC, and how?
I heard about the mod when it was first announced on Planetdoom.

Q: What style of developer are you? Do you rush into things, or do you plan a lot in advance?
I rush into the planning phase. Seriously though, I am very hands on. I rarely plan out a level on paper, unless of course I'm not at home. I find working on simple layouts within the editor yields the best results.

Q: What was your first experience with the Hexen/Heretic series, and how did it impact your view on computer games?
I first saw Heretic when I was about 11. I was pretty fascinated, but Doom had really stolen the thunder away since I had seen it first.

Q: What things besides gaming do you currently feel strongly about?
I'm a musician and I am very passionate about my music. I play in a band which covers subjects that matter to me in the lyrics. So it is pretty rewarding.

Q: Which game are you currently playing?
I play World of Warcraft and a Warcraft 3 mod called "Defense of the Ancients."

Q: Some modders play the games they mod for on a regular basis. Other modders actually just primarily enjoy modding. Which would you say you are?
First person shooters have become less fun for me over the years, however, they provide the greatest outlet for creativity in design as they are generally on the cutting edge of graphics. I really enjoy design.

Q: Are you working on any other mods or TC's right now?
Not on any other teams, but I have a few projects going.

Q: What do you like best about the Doom3 engine? What would you improve?
There is nothing particularly awesome about the Doom engine. It does allow for some stunning visuals though. I have done a lot of level design on Quake 4 and I feel it improved the engine quite a bit, especially in regards to lights and lighting. Also the packaged editor is quite a bit better.

Q: If you could have any new feature added to the Doom 3 tools, what would it be?
Drag-scaling lights, and Freelook in the Camera view. Something like GTKradiant (which EoC doesn't work in!).

Q: How has this TC influenced your life (either on a personal or professional level) so far?
The mod gives me a nice solid goal to aim for, which is nice.

Q: What's been your worst experience so far with making the TC?
Lack of inspiration, all artists get it now and then. It's really tough when you want work on something you have no ideas for.

Q: What part of (working on) the TC do like best so far?
I enjoy the creative freedom. I like to challenge myself to make the best levels that this engine can support.

Q: Which part of the TC are you currently working on?
I am currently working on two levels for the end portion of the game.

Q: Which aspects do you consider to be crucial in keeping the original Hexen feeling going in this TC?
For the story and characters, as well as the weaponry, to follow pretty closely to the original HeXen universe.

Q: Describe the best feature in the TC in your opinion? What should the person look for that they might miss?
There are a lot of cool new features we are adding. Every person should look carefully at the little details in the world we have created. A lot of talented designers have put a lot of hard work into the smallest things.

Q: Describe the weapons, what weapon you will use the most and why?
I'm not going to spoil anything for you. (Ed: Aww, but interviews with spoilers are the best!)

Q: What is the hardest part about working on Hexen:Edge of Chaos?
Collaboration over the internet can be difficult at times. Keeping up with all the members is an interesting challenge.

Q: Any final thoughts?
I'm very pleased and honoured to be a part of this team. It’s shaping up to be a great TC.

Comments  (90 - 100 of 138)
Gurra300
Gurra300 Jan 2 2009, 3:03pm says:

when is it able to vote mod of the year, i would easy vote this one :3

+1 vote     reply to comment
dave_5430
dave_5430 Dec 25 2008, 5:39am says:

Oh I'm not worried this will die.
Besides, if the mod dies, the creators will possibly blow up in a billion pieces for letting everyone down.

I'm praying that this will atleast see a demo in 2009
Or a christmas update? x3

+1 vote     reply to comment
Gurra300
Gurra300 Dec 29 2008, 4:13am replied:

i dont belive it will die at all, cuz last time they didnt update for a year, all they did was working hard on this mod, will happend the same or they will be finished this winter ;)

+1 vote     reply to comment
Mars_3K
Mars_3K Dec 16 2008, 8:42am says:

Did you manage to find a mapper? I'd have thought Doom3 mappers would be practically begging for a place on your team.

+1 vote     reply to comment
Gurra300
Gurra300 Dec 22 2008, 9:06am replied:

i think they ahve got mappers, this team are working hard, they just dont post updates often ;) so no worry that this mod is going to die :)

+1 vote     reply to comment
Gurra300
Gurra300 Dec 1 2008, 10:51am says:

ok, im really hoping for this mod soon, around 24 decembre as a christmas present :P

+1 vote     reply to comment
Mars_3K
Mars_3K Nov 26 2008, 2:14pm says:

I just wanted to tell you good luck, we're all counting on you!

Seriously though, you're onto something pretty special, here. I for one am really looking forward to the final product. Your perseverance is bound to pay off, in the end. :-)

+1 vote     reply to comment
Gurra300
Gurra300 Oct 5 2008, 8:32am says:

I think this mod deserves reviews in gaming magazines like PC gamer, this mods looks sooo sweeeet, have this been worked on since doom 3 came, its been 4 years and it seems like this will be a completley new game ;)

+1 vote     reply to comment
Maggol
Maggol Aug 27 2008, 8:01am says:

I think with small number of mappers you can re-organize faster and coordinate better. You can easily watch their work and create better quality map. Remember quality is better than quantity, or you can make it episodic.

+1 vote     reply to comment
Gurra300
Gurra300 Aug 19 2008, 12:18pm says:

Yay new update, come on all mappers, help them out! :P

+1 vote     reply to comment
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