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I would like to make this mod cross-port compatible. There's a portal here that doesn't work but I'm guessing it's where I have to go:
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The horn key in Postern Gate is difficult to collect-I had to crouch-jump into its niche which I doubt was intended. Postern Gate has a section of cliff textured as wood: As mentioned earlier, all mandatory jumps in a Hexen WAD ought to be tested with the Mage as he is the slowest class and has the most difficulty with such things. You sometimes have strange things inside breakable pots, including one that had a swamp stalker in it who proceeds to "swim" in a brick floor when freed. Or how the GothicDM WADs did a lot of light and shadow stuff. What I mean are things like how, in the first level of Heretic, the pillars cast shadows, things like that. You seem to pick one light level and paint a whole section of the map with it instead of having things be brighter near flames, darker where things would be shadowed, etc. Doing more with light and shadow would go a long way towards making your levels prettier. In your maps, the only indication is to see that there don't appear to be any unmapped areas left, and backtrack at that point. In the stock levels, the chain switch was used to indicate a switch that would affect something in a different level, and there was usually a little message like "a door opened on such-and-such-level". What I mean is, switches that affect things in a single level aren't set apart in any way from switches that affect things in a different level. It's generally unclear when and how progress is being made. I'm not necessarily opposed to a Hexen map requiring the player to find a hidden path to progress, the IWAD levels did that sometimes (Dungeons) but there has to at least be some hint that the player would want to investigate there. Which leads into: secrets, including mandatory secrets, aren't always well-indicated.
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This also means that secret doors that were maybe meant to be hinted by alignment don't really stick out. Texture alignment is poor there's little excuse for this in the days of editors that can auto-align stuff for you. That said, though, there are some definite things you could improve on across the board: It feels like "real Hexen" in a way that not many releases of the past decade or so do. Generally having fun with this set-thanks. I think I might have reached a point where I'm stuck, though. I've played a good way into this now with ZDoom 2.8.1, as the Cleric class, Cardinal skill. For the most part you'll need to adjust the alignment whenever adding curvature to a wall.
Hexen mods mortilla full#
For the time being I was mostly interested at the chance to play a full vanilla Hexen megawad, so I'll mention what I've seen thus far: I quickly tried out the same in ZDoom with no problems and I'll likely continue playing through the mapset with it (and will reply again to the thread when I do). I agree with ETTiNGRinDER that you should mention what source port it was designed for, however: if nothing else, stating it was tested via Zandronum would imply that it's not guaranteed to work with other ports.Īs for my own experience with the WAD, it's not vanilla compatible: ice and fire maps don't work with HEXEN.EXE nor Chocolate Hexen. That said, if your intent isn't to allow for it to be playable via HEXEN.EXE, that's fine. In Hexen's case this is less significant than Doom, as there are far fewer source ports that seek vanilla-like compatibility (Chocolate Doom being the main one off the top of my head). Vanilla has a great deal more limitations than ZDoom or its downstream ports (such as Zandronum), though it is also technically more accessible.