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Go Back Home > Forums > Quake Talk > Other Games > HEXEN II community work and discussion Search Forums

View Poll Results: What Engine is better to play Hexen II ?
Hammer of Thyrion 2 11.11%
FTEqw 5 27.78%
JSHexen2 8 44.44%
UQE 3 16.67%
Voters: 18. You may not vote on this poll

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Unread 03-18-2017, 01:12 PM   #1371 (permalink)
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Some light platforming inspired by some hexen 1 segments

Originally Posted by Mathuzzz View Post
This is one of the maps Im working on right now. It started as a test map for me to learn how to use Trenchbroom, but quickly evolved into larger map, so I decided to finish it. It is kind of reimagination of Docks map from Heretic/Heretic 2.
Wow, that looks great. Seriously great.

If I have one crit, maybe double the size of the rock texture on the cliffs so it doesn't look as repetitive?
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Unread 03-18-2017, 02:41 PM   #1372 (permalink)
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Originally Posted by Bloodshot View Post
Wow, that looks great. Seriously great.

If I have one crit, maybe double the size of the rock texture on the cliffs so it doesn't look as repetitive?
Thanks. Yeah, its work in progress and yes, to double the size on rock bushes is on the to-do list.

One of the issues I have with mapping is SKY. Or actually a horizon. Some engines support skybox. Im not fan of those, because they are static and lifeless, however, standard Hexen 2/Quake sky is a bit unrealistic and the sphere makes exteriors mapping a bit harder. Best solution is the the SKY that was used in Quake 3 engine games, Daikatana or Thief, where you have some static horizon with moving clouds, fading in distance. What trick do you use for this?

Also, platforming. I missed it in Hexen 2, it made Hexen 1 felt much more dangerous, the way you could die not only by enemies hands, but also by not progressing through the environment carefully.
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Unread 03-18-2017, 09:37 PM   #1373 (permalink)
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The problem with the Quake skies as you said is the sphere, so it looks like you are on a floating island.

The first way i kinda get around this is by making the cliff so high that it looks like you are above the clouds when you look down, which helps the illusion a bit



The other way is like you did with the towers in your map, I stick things out of the immediate area as "skybox" decoration. Q3 and HL2 have the best skyboxes because they support sky portals, which let you use real geometry as skybox detail so it looks like those mountains are really there, but Hexen 2 can't do that so you have to add things in the actual level to mask it.



Your cliffs look like they help a lot, but you could probably even take it one step further and add slightly smaller structures behind them, or do things like place a statue with a "scale" value of 0.5 and stuff like that to produce the illusion of size

Also if i were you i'd turn off multitexturing in video options and set r_skyalpha to 0.3, looks much nicer IMO
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Unread Yesterday, 08:26 PM   #1374 (permalink)
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Yes, the sky looks better this way, but I would still welcome external texture support in HoT. In addition to much better looking sky, it would help resolving the issue with some textures loosing their essence when converted to Hexen 2 pallete.

Last edited by Mathuzzz; Yesterday at 08:54 PM..
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Unread Yesterday, 08:55 PM   #1375 (permalink)
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About the alpha, I was playing with it some time ago when I wanted to put some vegetation into my map or fake 2D fire (Im not fan of polygon fire), however, it acts a bit strangely. For example- when you use the web entity, from one side it works ok, but from the back side it blocks the view of other entities, only showing the map geometry.
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