
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. 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. There are numerous alignment errors in the texturing: while it doesn't affect the gameplay, I make a note of it in case you're looking to polish up the aesthetics.It's a little big considering the monster density/difficulty, but it definitely stimulates the desire to explore. As far as the first hub map is concerned, I like the spacious, open-ended aesthetic design.
#Zdoom hexen mods 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.
