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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6 comments by HexenEdgeOfChaos on Nov 30th, 2009 digg this super bookmark


Last night, the wife stopped me while I was heading back down to my dungeon. She asked what it was that I had been doing down there these past years and why I've been spending so little time with her. It led me to realize that it's been five years since we first announced that we were making the Hexen:Edge Of Chaos total conversion. It's high time for a retrospective to take a small look at where we started, where we’ve been, and most importantly where we are now. 

EoC began in 2004 with the desire to pull forth Hexen from the shadows of the mid-to-late 90s. Right after Doom3 came out, we realized that its engine would lend itself perfectly to a Hexen game. And besides, it was time for a first-person dark fantasy shooter to once again grace computers everywhere! We went about recruiting those interested and talented people who wished to see another incarnation of the lands of Cronos. Over the next year, a core group of artists came together -- a small group that has largely remained to date.

Many members have come and gone in the meantime, but the steadfast aim to create a special game has always remained. During the intervening years of 2005 to 2007, much was tinkered with to adapt everything for the Doom3 engine. Simple things like ammo, new weapons, items and artifacts. Crazier things like monsters and AI pathfinding that requires at least one enemy to traverse a room in a -- shall we say -- very three-dimensional way. And of course we worked out bringing in some familiar faces alongside our own ideas: namely baddies like the Ettin and Afrit.

In those days we spent a lot of time discussing many details and finer issues, nearly losing sight of the bigger picture. Towards the end of 2007, however, it became apparent that there was a worrying lack of unity in level-by-level progression both in terms of map architecture and the story itself. The overall narrative was certainly there on a broad level, but without the necessary components to tie it all together. Aside from these issues with the otherwise good-looking maps, there was an issue of navigation for both the player and the enemies.

We saw we were making Doom3 in a Hexen setting. And this is of course not what Hexen is about. Hexen is about exploration, epic battles with hordes of monsters, and environmental and magical puzzles. To much dismay, we had to choose quality over quantity: the executive decision was made to scrap the maps we had till that point and reformulate them around a more cohesive whole. 

This is where our current design brings us, with the entire story taking place over three episodes. The first episode’s narrative arc has been broken down to fill three hubs, each hub then broken down into three levels. All along the way the story expands by bits and pieces while the player slaughters hordes of evil minions and puts on a thinking cap to solve a variety of puzzles. It wouldn’t be Hexen without either!

For us this time also meant a new wind in our developing methods. We decided to start working on a new website and open up a community forum which wasn't finished until early 2009. We did a lot of groundwork in 2008, particularly with respect to coding and blocking out the maps. We went from a very difficult-to-manage FTP-based distribution system for members to a central code and asset repository, using SVN version control (which we still use today). The entire repository and its history currently count in at 17GB and the game currently weighs in at around 2GB.

For some months now, our ranks have been filled with new talented mappers. They are a tremendous aid in ushering us to a release! If we can beat that dead horse further (poor Eddy…), level design has always been our limiting factor. Coding and scripting are mostly done, as well as sound design. The weapons and artifacts are entirely complete. Everything else is also in the final stages. So if you’re an interested mapper, drop us a line since we can always use help in that area.

We wish to extend a very special thanks to everyone who has followed our long journey thus far. To old Hexen-lovers, Siege-players, and newbies that say “Korax who?”: your continued support and encouraging emails are greatly appreciated. Thank you very much!

Comments  (70 - 80 of 143)
Gurra300
Gurra300 Mar 24 2009, 5:37am says:

website is open, teaser and other goodies will come tommorrow, yay :D

+1 vote     reply to comment
Mars_3K
Mars_3K Mar 24 2009, 6:21am replied:

well that was a bit of an anti-climax! :P No new media until 25th? May aswell have kept the old website in place until then. Background music is funky, though. :D (Well met, Justin!)

I can't believe you're still looking for new mappers! >_< I would've thought you'd have talent begging to get on your team with a project like this.

+1 vote     reply to comment
Gurra300
Gurra300 Mar 24 2009, 11:41am replied:

i think they have still worked alot but..maybe need mappers to try realese it asfast as possible..anyway..guna start mapping O: atleast give it a try :P

+1 vote     reply to comment
Mars_3K
Mars_3K Mar 24 2009, 11:45am replied:

I have a feeling if you want in on the mapping, you need to have something reasonably impressive at hand to demonstrate your ability as a mapper, so it migth be a bit late to start learning now when really what they need are seasoned veterans in the D3 mapping scene.

Most unfortunate really. But good luck, all the same.

+1 vote     reply to comment
Gurra300
Gurra300 Mar 24 2009, 12:51pm replied:

noo i dont mean to join the team..i just wanted to try out some mapping on doom 3..cuz i really wanted to try..just download tutorial videos to watch and see how it will turn out to be..not guna join a team xD :P

+1 vote     reply to comment
Mars_3K
Mars_3K Mar 24 2009, 12:54pm replied:

Ah, well then! I look forward to playing on your first map! :D

+1 vote     reply to comment
Gurra300
Gurra300 Mar 24 2009, 2:26pm replied:

well.....it will not be good i promise you..and i havnt even started, will watch some tutorial videos now touh :P

+1 vote     reply to comment
Gurra300
Gurra300 Mar 23 2009, 12:17pm replied:

well..still monday for me, and probably still monday in germany...well just wait a bit more or till tommorrow :)

+1 vote     reply to comment
Mars_3K
Mars_3K Mar 23 2009, 1:38pm replied:

Death by anticipation :-)

Would be great if they had some public forums. This is the next best thing, i suppose.

+1 vote     reply to comment
Gurra300
Gurra300 Mar 23 2009, 4:53pm replied:

probably :P not necessery but would be good :D but mod will be realesed soon anyway :P

+1 vote     reply to comment
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