Frequently Asked Questions about the Mod

Talk about the mod here, could contain spoilers!
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BloodRayne
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Frequently Asked Questions about the Mod

Postby BloodRayne » Sat Aug 08, 2009 7:47 am

Here you will find many questions that are frequently asked.

When will the game be released?
Gradually. We are currently working on the release of a 3 map demo for the game. This will serve as a build to receive community feedback as well as to weed out any bugs or compatibility issues.

When will the demo be released?
November 2010

Will I need Doom 3 installed to play Hexen?
Yes, the Doom 3 game is the engine for our game, you will need to have it installed and patched to v1.3.1

I don't own Doom 3 but I still want to play your game!
Hop on over to and you'll find lots of sites and shops that still sell Doom 3 for as little as $9.99, if not cheaper!

Is this a remake of the original Hexen?
No, it's a continuation of the story with Hexen 1 as the primary starting point for our adventure. The story takes place after Hexen 2 and ties in to the entire storyline of Hexen. For more information on the story, please visit the Journals of Roden http://hexenmod.com/roden

Will you be remaking the original maps from the Hexen?
No, but there will be some places that you'll recognise if you've played the originals.

Will you be using different characters classes like Hexen 1?
Yes, there will be a Cleric class, warrior class and a Sorcerer class. The game, in whole, is broken up into 3 episodes. Each episode will player through 1 character class. Each episode consists of 3 hubs. Each hub consists of 3 maps plus 1 map leading the player to the next hub.

Will you guys take advantage of later engines like Rage, Wolfenstein, Prey or Quake 4?
No, we do not need any of the additions in those engines, what we do need we can add to the Doom 3 engine ourselves.

Can I join your team?
Sure! Send us a line over PM and we'll see what's possible!

Why are there no banners or advertisements on this website?
Because we do not believe in commercial exploitation of the Internet. We believe that the internet should be free from corporate influences suffocating visitors with oversized banners and browser wrecking Flash commercials.
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RaVeN
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Re: Frequently Asked Questions about the Mod

Postby RaVeN » Wed Dec 09, 2009 2:59 pm

HeXen: EoC - will support multi language? and feature to add your own translation. Original in English right?





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Re: Frequently Asked Questions about the Mod

Postby orudie » Wed Dec 09, 2009 3:23 pm

Скорей бы эта игрушка вышла...

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Re: Frequently Asked Questions about the Mod

Postby deadite4 » Fri Dec 11, 2009 8:13 pm

While we are making some dam nice progress on the first 4 maps(finally!), a more feasable actual release time would realistically be around february(give or take). However, do expect an announcement by the end of this month that might greatly interest certain people around here.
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Re: Frequently Asked Questions about the Mod

Postby redeemer812 » Sun Dec 13, 2009 4:00 pm

Oh boy. Sounds of great interest. :)

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Re: Frequently Asked Questions about the Mod

Postby baratus64 » Wed Mar 17, 2010 12:56 am

guys what is the status of the game development? are you guys like 99% done or something....when can we expect the demo?

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Re: Frequently Asked Questions about the Mod

Postby RaVeN » Tue Sep 14, 2010 1:00 pm

Did you planning release EoC on October 30th, Devil's Night, like Original First Hexen released =) Its symbolic date ^.^





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Re: Frequently Asked Questions about the Mod

Postby heXen » Mon Sep 20, 2010 10:53 am

yee!!! the perfect date! ^ ^

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Re: Frequently Asked Questions about the Mod

Postby crhinehart » Wed Oct 27, 2010 1:11 am

This looks awesome, guys. Truly a labor of love. Very much looking forward to playing this and getting back into the world of HeXen. It's been a while. :)


Chris Rhinehart

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Re: Frequently Asked Questions about the Mod

Postby deadite4 » Wed Oct 27, 2010 1:16 am

Thanks! We hope everyone enjoys it, and that it causes some helping hands to be interested in helping us in the future. :D
Sounds Great. Do it again.

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Re: Frequently Asked Questions about the Mod

Postby BloodRayne » Wed Nov 03, 2010 3:45 pm

Lunchmeataphobia.
Think! It ain't illegal yet!

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Re: Frequently Asked Questions about the Mod

Postby crhinehart » Mon Nov 08, 2010 2:51 am

BloodRayne:

Thanks! Rune is still one of my favorites as well, and the 10 year anniversary was just over a week ago! There are still regular DM games that occur here at the office.


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smoke.tetsu
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Re: Frequently Asked Questions about the Mod

Postby smoke.tetsu » Mon Nov 15, 2010 3:56 am

You mention Linux in supported platforms but what about Mac? There's a native version of Doom 3 there just waiting for this TC.

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Re: Frequently Asked Questions about the Mod

Postby deadite4 » Mon Nov 15, 2010 4:13 am

No mac. Though there is a native version of Doom 3, it still requires us to compile a new DLL. We just don't have access to a mac for compiling new code.
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smoke.tetsu
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Re: Frequently Asked Questions about the Mod

Postby smoke.tetsu » Mon Nov 15, 2010 4:55 pm

What if someone volunteered to compile it on the Mac?

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Re: Frequently Asked Questions about the Mod

Postby deadite4 » Mon Nov 15, 2010 5:00 pm

Might be able to consider it.

That person would need SDK compiling knowledge, how to set up xcode projects, how to compile for both PPC and Intel systems, and would be required to sign an NDA.
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Re: Frequently Asked Questions about the Mod

Postby b0rsuk » Mon Dec 06, 2010 12:05 pm


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BloodRayne
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Re: Frequently Asked Questions about the Mod

Postby BloodRayne » Mon Dec 06, 2010 1:24 pm

There is a very simple, logistical, reason for not making all episodes playable for all characters. Each character needs it's own balancing and testing as well as enemies that have been tailored to a specific set of talents for each character. We would literally have to test and balance everything 9 times the amount we can test it now.

It's always a bit disappointing to see people ask for features that you might expect in a retail game, and criticize mod teams when they won't/cannot add them. When we are finished perhaps we'll add an update that allows you to do this, it's not like we don't want it ourselves. But only if time allows.
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Re: Frequently Asked Questions about the Mod

Postby b0rsuk » Mon Dec 06, 2010 2:18 pm

Would it not be better to make 1 episode with all 3 characters playable ? Another way of looking at this: the way you're doing it, you have to make 3x more levels, and story.

I don't think it's unreasonable to make lots of levels suitable for all classes provided the foundation (basic class balance) is right. Sure, it wasn't right in Hexen, where Sapphire Wand would still be cost-effective if it used 1 blue mana per shot. But a weapon like Blood Fire (first weapon of Succubus in Hexen 2) is much, much better. You don't have to invent everything from scratch, you can build on other ideas and learn from somebody else's mistakes. But all of this is moot, I guess it's too late to switch gears with this mod.

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Re: Frequently Asked Questions about the Mod

Postby deadite4 » Mon Dec 06, 2010 2:49 pm

Sounds Great. Do it again.


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