Standalone map: Shifting Sands

Hexen II map development and discussion
whirledtsar
Posts: 13
Joined: Mon Apr 08, 2019 3:06 am

Standalone map: Shifting Sands

Post by whirledtsar »

Image

Shifting Sands is a new medium-sized (~25 minutes) map in the Egyptian theme. It uses the Shadows Of Chaos mod and Shanjaq's uhexen2 engine. Instructions for installation can be found on the download page or in the readme.

https://www.moddb.com/games/hexen-ii/ad ... ting-sands

Mathuz
Posts: 55
Joined: Tue Apr 02, 2019 6:40 am

Re: Standalone map: Shifting Sands

Post by Mathuz »

Wow! Looks great!

Mathuz
Posts: 55
Joined: Tue Apr 02, 2019 6:40 am

Re: Standalone map: Shifting Sands

Post by Mathuz »

Really enjoyed the map! Challenging and balanced, with just about right amount of ammo and articafts. Is there going be any continuation? I would welcome the entire hub of this :D Though sadly, there was no Maulotaur, nor Reiver to be found. These are actually two enemy types I wanted to see in Hexen 2.

whirledtsar
Posts: 13
Joined: Mon Apr 08, 2019 3:06 am

Re: Standalone map: Shifting Sands

Post by whirledtsar »

Glad you enjoyed it Mathuz. The Reiver and Maulotaur are in the mod, but unfortunately I couldnt find a good use for them in this map. No, there will probably be no continuation. I still have to finish a Roman hub in progress, and also have ideas for a swampy castle.

Mathuz
Posts: 55
Joined: Tue Apr 02, 2019 6:40 am

Re: Standalone map: Shifting Sands

Post by Mathuz »

Looking forward to your other work as well. Is the code for the new entities available? I could surely find some use for them.

whirledtsar
Posts: 13
Joined: Mon Apr 08, 2019 3:06 am

Re: Standalone map: Shifting Sands

Post by whirledtsar »

Mathuz wrote:
Thu Jun 04, 2020 7:14 am
Looking forward to your other work as well. Is the code for the new entities available? I could surely find some use for them.
Yes, the source code is available here: https://github.com/whirledtsar/Hexen-2- ... Chaos-fork

The relevant files are maulotaur.hc and reiver.hc, unsurprisingly. They arent too hard to adapt to vanilla progs. Their gore fx uses the blood models in SoC, so that would have to be removed or replaced with particles. They also use a few modified & new functions found in other files, such as Knockback in combat.hc.

Mathuz
Posts: 55
Joined: Tue Apr 02, 2019 6:40 am

Re: Standalone map: Shifting Sands

Post by Mathuz »

Thanks a lot whirledtsar, man, all those new monsters are very well made!

whirledtsar
Posts: 13
Joined: Mon Apr 08, 2019 3:06 am

Re: Standalone map: Shifting Sands

Post by whirledtsar »

Mathuz wrote:
Fri Jun 05, 2020 7:24 am
Thanks a lot whirledtsar, man, all those new monsters are very well made!
Thanks, although I only coded the maulotaur and reiver, the others were by Bloodshot.

Mathuz
Posts: 55
Joined: Tue Apr 02, 2019 6:40 am

Re: Standalone map: Shifting Sands

Post by Mathuz »

So I was testing the maulotaur a bit more and found a strange bug. It was tested right within this mod, so there may have been updates since the release. I put 3 maulotaurs into an arena and after some time of running around, they become leaned to the side as you can see in the video.

https://youtu.be/_jVT-9BCEP4

whirledtsar
Posts: 13
Joined: Mon Apr 08, 2019 3:06 am

Re: Standalone map: Shifting Sands

Post by whirledtsar »

Thats quite strange. Does this happen gradually over time, or suddenly? Their fireball spread attack also appears to bug out. I updated the maulotaur last week, but the changes probably didn't affect this bug. If you have your own progs.dat setup you can add the latest code and check if it still happens, or I will investigate and try to fix when I get a chance.

https://github.com/whirledtsar/Hexen-2- ... ulotaur.hc

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