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Scerebi Forest
by The Architect
new comments Hexen, single player
in progress, ZDoom
screenshot #1screenshot #2screenshot #3


Hub for Hexen.

5 maps So far, the 5th is a WIP:

MAP01: Scerebi Forest (hub) - Abandoned retreat with many portals and pool complexes.
MAP02: Beray Knoll - Twilit forest with a pool complex and mountainous areas.
MAP03: Voidspire - large airship map, complete with dodgy scaffold walks, cabins, ballroom and ettin orchestra.
MAP04: Aftermath - Canyon map
MAP05: Roale - Quaint palace type area.

Utilizing custom ambient sounds, including; howling wolves, startled pigeons, crows, crunching shrubbery, airship props and metal/wood creaking, and of course an orchestral extract for the ettin orchestra. Also has a custom organ complete with sounds, and a Dark Bishop choir.

Have resumed work on this recently, worked out how to do smashable glass, random monster spawns, "rotating" valves and a user-controlable magma river that burns open a new area of the map!

DoomLover234 writes:(new) 30.06.2015, 15:25 GMT+1

I like the design. A LOT. Good luck making those things you planned. I really like the proposed ideas. When you finish, know I'll be one of the first guys to check it out.

Also, does the Cleric mean that we should play as Cleric to get through the WAD? (joke)

The Architect writes:(new) 30.06.2015, 19:09 GMT+1

Hah, nah just happened to be what I randomly chose to play through and get some screenshots.

Airship map is pretty much complete. Level ends with the player hitting a switch in the cockpit and crashing the whole thing into the ground. Map04 ("Aftermath") starts the player next to a giant burning airship a la Hinderburg.

PFL writes:(new) 06.07.2015, 12:31 GMT+1

I still have to try your Hexen maps but I have much to do before. Be patient as I'll have a taste for them somehow.

The Architect writes:(new) 07.07.2015, 03:46 GMT+1

Thanks PFL! you're a very diligent tester and I'm sure the community appreciates it!

DoomLover234 writes:(new) 07.07.2015, 03:58 GMT+1

We sure do appreciate it!

DeathevokatioN writes:(new) 22.07.2015, 09:49 GMT+1

Judging by the screens I think you can do a lot more to add contrast in texturing, lighting, details, architectural ideas, height variation to make the open sections become more interesting and atmospheric.

Even little things like using a torch to cast shadows across rooms goes a LONG way.

Lucille F. Parham writes:(new) 05.08.2019, 12:28 GMT+1

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