![]() ![]() If something just happened in the same room as the player, they should be able to realize that on their own if it's not something very subtle. If something is happening across the map or in another map, it's reasonable to give some additional indication of what happened. To use an NES analogy (has it got to the point that I'm dating myself to do this?) if Doom is Contra, Hexen is Metroid or Zelda.Īlso, there's a line between offering hints and assuming the player is an idiot. If you want to make a kill-all monster-bashing slaughterfest in a fantasy game, then for the love of make it for Heretic, unless you're doing some pretty heavy modding of the gameplay to fit that sort of play, as Hexen's default balance isn't cut out for it at all. One thing I particularly dislike is Hexen maps that are made as if they were Doom maps. As it turns out, there's another handy tutorial on the subject. Just as with back-tracking in a regular map, if you require back-tracking between maps in a hub, make sure there's some combat action when the player returns to areas previously cleared out.Īlso, you'll want to learn about creating inventory items. [Use +INVENTORY.HUBPOWER or +INVENTORY.PERSISTENTPOWER.ģ. Make sure that inventory items can be carried from one map to the next. Otherwise, it will get as confusing as it sometimes was in HeXen.Ģ. If you require an action (e.g., pressing a switch, picking up an inventory item, activating some object, etc.) that is completed in one map to trigger some action in another map of the hub, make sure you provide some clues as to what the action does. ![]() In addition to that general information, it's important to be aware of the following: The tutorial only outlines the mechanics of creating the hub. If you intend to make several maps, I suggest you try to implement them in a hub.Ī simple tutorial on creating a hub can be found here. One of the things that impressed me most about HeXen (and was occasionally most frustrating) was the introduction of the 'hub' concept. Keeping it simple is the best way to go for the time being. ** I'm not looking to make something big here. Maybe because my brain is like a ghost town when it comes to modding ideas in general and mapping ideas in specific. * I usually don't have the motivation to do any kind of mapping at all. Not in the sense of how one makes Doom maps anyway. I think I'm going to give it another shot soon, but this time with ZDoom (just to be safe).įrom what I've gathered from the wiki, it doesn't sound like a trivial task to make a Hexen mapset. I tried to replay the game on two separate occasions in 2010, but GZDoom had decided to crash on me on both (apparently GZDoom doesn't like Hexen that much ). Unfotunately, I only completed the game once (the original plus the expansion) about 3 years ago, so I'm not that well versed about what makes a proper yet still entertaining Hexen project. Hey guys, while I was reading about Hexen at the Doom Wiki the other day to get to intimately know different aspects of the game, suddenly and for some myserious* reason I got the urge to make a Hexen project**. ![]()
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