So far the testing proved some of the maps unplayable because of the engine limits. It all really started falling apart once all the entities were on place. I have no more news right now as to how will I continue or whether I'm going to alter the maps so they fit into engine limitations. Nonetheless I'm not be able to release it anytime soon. Sorry for this news, I really want to release it as I spent lot of time building it. One of the options would be porting it into Quake and release it as a Quake mod, though without all the puzzle/story elements around which the maps revolves. I will keep you informed.
Bad News
Does the Hammer of Thyrion source port help with the issue?
Sadly no, the mod is built specifically for HoT because of BSP2 support, so we are talking HoT limits.
I remember there were issues with limits and the Arcane Dimensions mod for Quake and a number of source ports, there were changes made to the ports to allow it to run.
Would it be worth reaching out to the people that work on HoT? I don't know how active it is?
Yeah, that's one of the options I'm working with, but of course I cannot guarantee if or when would it happen. Quake's community is incomparably bigger than Hexen's.
With a little luck the limits can be raised in the source port. It'd be a shame for your work not to be as you'd hoped it would be.
It's a real damn shame, to be honest. I thought HoT (uHexen2) port would have lived to Quake's modern port standards but, after I see this post about this issue then It seems I was wrong after all. If the outcome of asking those who worked on HoT don't have any solutions to make the maps playable without reaching the engine limits, then this mod is just done for as far I'm concerned. Though, from here: Perhaps, time will tell and see other methods that could be done.
It can still be released, but some things simply have to be cut away, which will affect both visual and fun experience. And I think I will need a little break before spending time erasing something I have spent time creating.
In that case, that's totally fair enough.
Just my two cents, as a fellow Hexen modder: it is better to delete an entire level (or several) than compromise on the visual detailing and complexity of the whole thing. At least, that's the path i would take. In my current project - i run into Hexen limitations all the time, - so eventually i would cut certain sections off, but not decrease the visual design factor. That's my experience.
Did you tried playing your maps with FTE engine? It's for Quake, but it can load Hexen2 levels too... and i don't think the size of the maps will be a problem for it :)
In FTE the issue is gone. While I would love to use that engine for it, it's Hexen 2 compatibility is not 100% and thus caused other issues.