![]() As I add more maps/hubs I will adjust my recommendation. I say again, it is strongly recommended you set the WoC experience multiplier to 275. It is strongly recommended you set the WoC experience multiplier to 275 given the current size of the mod. One of said weapons, you may need to find in the optional "secret map", Winfield Cave. There are only 3 weapons as it is short (1-3 hours long). I consider this a demo or Chapter 1 rather. You may miss out immensely if you put things off or disregard them! Trust the clues. I recommend avoiding lava at all cost as some of it is instant death.Īlso, be mindful of the dialogue and lore as it will guide you. The deeper the lava is the more deadly it may be. Please be aware that lava differs in attributes. Try to clear any area of monsters before "doing the thing". You will find this to be true when you realize how difficult some of the challenges and parkour are. Namely, the parkour (it can get quite dangerous.). While its meant to be less confusing than vanilla Hexen it is harder gameplay. While open ended, the gameplay is quite linear. To fix this, this mod ("hexenremade.wad" and "h_PBR_v450.pk3") has to be loaded last.This is intended to be an extremely co-op friendly adventure & parkour focused Hexen mod with RPG elements, on the Zandronum source port(thus far). Next, apparently mods like Brutal Hexen make changes to the maps too, so in the above example, the floor material gets replaced with the Brutal Hexen texture, which has no specular/metallic map and the height map for parallax just gets autogenerated from greyscale (and is sometimes even inverted). Lighting has to be set to Dark (Doom setting looks like it might work but I'm not sure yet), which is probably why it didn't work well for me out of the box either. Part of it is the lighting mode setting in GZDoom. Also noticeable in Hub 1 Guardian of Steel, where a lot of parts will be unnaturally dark - I'm talking pitch black dark where you can's see anything, because some of the walls don't get lit by nearby lights. If you see the red light reflect on the floor and see the specular shine, it works correctly. That little hint you dropped about the neural textures helped.īest place to spot this is in the room near the start of the first level with the red portal in the center. Okay I figured out the problem I was having. ![]()
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March 2023
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