Thursday 22nd July 2010: Newsletter

Thursday 22nd July 2010: Newsletter

We have created a user group called 'Newsmembers'. If you want to be updated via email when we post news or media about the mod then you can freely join this group and you will be subscribed to the newsletter. Go to your user control panel (ucp.php) go to 'usergroups' and join the the group from there. :)

Of course, in order to receive the newsletter, you need to register first: ucp.php?mode=register , if you haven't already.


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Wedsnday 14th July: Getting closer and closer.. (Good news!)

I know we've said this often, but it's true this time....
We are getting closer and closer to a release. So start selecting those party hats. No dates/times yet. But just a very good feeling we all are having today about the mod and where we are. Keep checking out those frequent screenshots, we'll be posting screens of the new maps in the coming week!


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Sunday 13th June, 2010...Progress Report

Sunday 13th June, 2010...Progress Report

It's been a merciless year for us so far. We are struggling with map performance, texture compression issues and some code based problems. But nothing like that deters us from working away like workerants on the often tedious tasks that making a game is all about. I would like to thank the members of the team that have kept at it... They have kept committing to the build each day these past few months while for them sometimes it seems like there is a never ending list of tasks that need to be finished.

Image

I would like to point out, and believe I speak for nearly everyone when I say that UV mapping today still is not what it could be. The tools should become even more intuitive than they are now and it takes too much production time to create quality UV maps.

In any case, we've gotten pretty far these past few months and have come very far in terms of implementing gameplay in the first hub. We'll keep you guys posted soon with some new media coming from these maps.

Meanwhile, don't forget to check out the forums, where we often post new screenshots and talk about the development of the mod, we now have 8 pages filled with screenshots and comments in the 'Frequent Random Screenshots' thread here: http://www.hexenmod.com/forum/viewtopic.php?f=4&t=6

We'd also like to point out that the entire backstory to the game can be found in the Journals of Roden:
Click here to read them and familiarize yourself with our backstory and the given circumstances you'll be entering the game with.

Enjoy!


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Youtube Links Fixed!

I've fixed the youtube links, all you need to do is paste the link from the URL, so if the video you want to post is: http://www.youtube.com/watch?v=X6I8hVaqmA0

Post this code:
Code:
[youtube]http://www.youtube.com/watch?v=X6I8hVaqmA0[/youtube]


Which results in:

Link


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Official Hexen:Edge of Chaos IRC Channel

We had one for a while and was never used(or really advertised I think). I've re-opened our public IRC chat room and am relaying our info to the public. It would be nice to set up a base to allow us 'live' discussions with anyone who is interested.......or if you just want to idle there, that's fine as well.

Keep in mind people aren't always around. You could try typing one of the nicknames in the room and it will alert whoever you typed if they are at their computer.

INFO:
Network - irc.gamesurge.net
Channel - #edgeofchaos

http://gamesurge.net/chat/ if you don't have or want a client. When opened type /join #edgeofchaos to enter our channel.

http://www.silverex.org/news/ great free client

Keep it clean, Keep it legal.


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Nov 30th, 2009...A Hexeny Retrospective - 5 Years On

Last night, the wife stopped me while I was heading back down to my dungeon. She asked what it was that I had been doing down there these past years and why I've been spending so little time with her. It led me to realize that it's been five years since we first announced that we were making the Hexen:Edge Of Chaos total conversion. It's high time for a retrospective to take a small look at where we started, where we’ve been, and most importantly where we are now.

EoC began in 2004 with the desire to pull forth Hexen from the shadows of the mid-to-late 90s. Right after Doom3 came out, we realized that its engine would lend itself perfectly to a Hexen game. And besides, it was time for a first-person dark fantasy shooter to once again grace computers everywhere! We went about recruiting those interested and talented people who wished to see another incarnation of the lands of Cronos. Over the next year, a core group of artists came together -- a small group that has largely remained to date.

Many members have come and gone in the meantime, but the steadfast aim to create a special game has always remained. During the intervening years of 2005 to 2007, much was tinkered with to adapt everything for the Doom3 engine. Simple things like ammo, new weapons, items and artifacts. Crazier things like monsters and AI pathfinding that requires at least one enemy to traverse a room in a -- shall we say -- very three-dimensional way. And of course we worked out bringing in some familiar faces alongside our own ideas: namely baddies like the Ettin and Afrit.

In those days we spent a lot of time discussing many details and finer issues, nearly losing sight of the bigger picture. Towards the end of 2007, however, it became apparent that there was a worrying lack of unity in level-by-level progression both in terms of map architecture and the story itself. The overall narrative was certainly there on a broad level, but without the necessary components to tie it all together. Aside from these issues with the otherwise good-looking maps, there was an issue of navigation for both the player and the enemies.

We saw we were making Doom 3 in a Hexen setting. And this is of course not what Hexen is about. Hexen is about exploration, epic battles with hordes of monsters, and environmental and magical puzzles. To much dismay, we had to choose quality over quantity: the executive decision was made to scrap the maps we had till that point and reformulate them around a more cohesive whole.

This is where our current design brings us, with the entire story taking place over three episodes. The first episode’s narrative arc has been broken down to fill three hubs, each hub then broken down into three levels. All along the way the story expands by bits and pieces while the player slaughters hordes of evil minions and puts on a thinking cap to solve a variety of puzzles. It wouldn’t be Hexen without either!

For us this time also meant a new wind in our developing methods. We decided to start working on a new website and open up a community forum which wasn't finished until early 2009. We did a lot of groundwork in 2008, particularly with respect to coding and blocking out the maps. We went from a very difficult-to-manage FTP-based distribution system for members to a central code and asset repository, using SVN version control (which we still use today). The entire repository and its history currently count in at 17GB and the game currently weighs in at around 2GB.

For some months now, our ranks have been filled with new talented mappers. They are a tremendous aid in ushering us to a release! If we can beat that dead horse further (poor Eddy…), level design has always been our limiting factor. Coding and scripting are mostly done, as well as sound design. The weapons and artifacts are entirely complete. Everything else is also in the final stages. So if you’re an interested mapper, drop us a line since we can always use help in that area.

We wish to extend a very special thanks to everyone who has followed our long journey thus far. To old Hexen-lovers, Siege-players, and newbies that say “Korax who?”: your continued support and encouraging emails are greatly appreciated. Thank you very much!


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Nov 3rd, 2009...Mapping the Depths and Dungeon

Let us peer over the shoulder of our level designer Michael Richardson (Ruckus) today and discover how he approaches cartography digital-style. No outdated blueprints and paper drafting for this one! Just a mouse, a monitor, a computer (we assume) and perhaps a highly-caffeinated crystal vial to nurse him through the late mapping twilight hours.

Q: Where are you from and what do you do for a living, can you tell us something about yourself?
I live in Toronto, Canada. I work at Real Programming 4 Kids. http://www.realprogramming.com

Q: Have you worked on other mods or TC's before Hexen:Edge of Chaos?
I worked on a Doom 3 mod called Project 0 for a few years before joining the EoC team.

Q: What is your role in the team?
I am a Level Designer.

Q: When did you join the team?
I joined in spring 2007.

Q: When did you hear first of the TC, and how?
I heard about the mod when it was first announced on Planetdoom.

Q: What style of developer are you? Do you rush into things, or do you plan a lot in advance?
I rush into the planning phase. Seriously though, I am very hands on. I rarely plan out a level on paper, unless of course I'm not at home. I find working on simple layouts within the editor yields the best results.

Q: What was your first experience with the Hexen/Heretic series, and how did it impact your view on computer games?
I first saw Heretic when I was about 11. I was pretty fascinated, but Doom had really stolen the thunder away since I had seen it first.

Q: What things besides gaming do you currently feel strongly about?
I'm a musician and I am very passionate about my music. I play in a band which covers subjects that matter to me in the lyrics. So it is pretty rewarding.

Q: Which game are you currently playing?
I play World of Warcraft and a Warcraft 3 mod called "Defense of the Ancients."

Q: Some modders play the games they mod for on a regular basis. Other modders actually just primarily enjoy modding. Which would you say you are?
First person shooters have become less fun for me over the years, however, they provide the greatest outlet for creativity in design as they are generally on the cutting edge of graphics. I really enjoy design.

Q: Are you working on any other mods or TC's right now?
Not on any other teams, but I have a few projects going.

Q: What do you like best about the Doom3 engine? What would you improve?
There is nothing particularly awesome about the Doom engine. It does allow for some stunning visuals though. I have done a lot of level design on Quake 4 and I feel it improved the engine quite a bit, especially in regards to lights and lighting. Also the packaged editor is quite a bit better.

Q: If you could have any new feature added to the Doom 3 tools, what would it be?
Drag-scaling lights, and Freelook in the Camera view. Something like GTKradiant (which EoC doesn't work in!).

Q: How has this TC influenced your life (either on a personal or professional level) so far?
The mod gives me a nice solid goal to aim for, which is nice.

Q: What's been your worst experience so far with making the TC?
Lack of inspiration, all artists get it now and then. It's really tough when you want work on something you have no ideas for.

Q: What part of (working on) the TC do like best so far?
I enjoy the creative freedom. I like to challenge myself to make the best levels that this engine can support.

Q: Which part of the TC are you currently working on?
I am currently working on two levels for the end portion of the game.

Q: Which aspects do you consider to be crucial in keeping the original Hexen feeling going in this TC?
For the story and characters, as well as the weaponry, to follow pretty closely to the original HeXen universe.

Q: Describe the best feature in the TC in your opinion? What should the person look for that they might miss?
There are a lot of cool new features we are adding. Every person should look carefully at the little details in the world we have created. A lot of talented designers have put a lot of hard work into the smallest things.

Q: Describe the weapons, what weapon you will use the most and why?
I'm not going to spoil anything for you. (Ed: Aww, but interviews with spoilers are the best!)

Q: What is the hardest part about working on Hexen:Edge of Chaos?
Collaboration over the internet can be difficult at times. Keeping up with all the members is an interesting challenge.

Q: Any final thoughts?
I'm very pleased and honoured to be a part of this team. It’s shaping up to be a great TC.


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Hexen: Edge of Chaos needs You!

We're coming very close to a release, but we still have some rough edges that need smoothed out. We don't have much work left to do, we just need somebody skilled to do it. We need:

* Mappers, first and Foremost. We need dedicated mappers.
* 1 Modeller for static models.
* 1 Animator to re-animate an existing creature
* 1 Skin/Texture Artist

If you have these or any other skills you would like to offer us, please contact us via these forums, or send and E-Mail my way: Zeroth@Gmail.com


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Aug 19th, 2009...Scribing the Fate of Cronos

We're going to get into the brain matter of Spookt (hey, that's me!) about his role as our Writer. Words, words, words... but can he get through the interview without making obscure and esoteric quotes? Oh, I doubt it.

But before the questions, we want to let you know that The Journals of Roden are now online! Visit http://www.hexenmod.com/roden/ to read them and familiarize yourself with our backstory and the given circumstances you'll be entering the game with. Please enjoy!

Q: Where are you from and what do you do for a living, can you tell us something about yourself?
From California. You know, that state that's always on fire for some reason. I write (shock!) I watch too many movies in my free time. I am also an asylum escapee.

Q: What is your role in the team?
I’m the writer. I develop the overall arc of the story, the narrative in each episode, as well as the characters, dialogue, objectives, puzzles, and journals. Basically, if more than two words are strung together, that’s me somewhere behind the scenes.

Q: When did you join the team?
August 2007. Ahh, I remember it like it was two years ago...

Q: When did you hear first of the TC, and how?
Many years ago I stumbled upon it and kept checking in every few months or so. I can’t exactly recall, but I was probably searching for what Hexen websites existed and if there was anything cool out there.

Q: What style of developer are you? Do you rush into things, or do you plan a lot in advance?
Both, really. I think an artist’s best work comes when you dive into the trenches and let the winds (bullets?) take you where they will. But raw inspiration is ultimately reckless and never enough, so you do have to stand back and piece together an aesthetic unity. Too much of either isn’t good!

Q: What was your first experience with the Hexen/Heretic series, and how did it impact your view on computer games?
Shareware Heretic running on a demo computer. I was hooked immediately. I only discovered Hexen by accident when one BBS I frequented had the demo. Holy crap! There were leaves falling from the trees. Leaves! Doors opened inward. You could destroy stained-glass! What insanity is this!? To what wondrous realm have I been brought? Both games have always been a shining example to me of the power of atmosphere.

Q: What things besides gaming do you currently feel strongly about?
Any really great story, whether it’s written in a book, a film or a show. I’m particularly interested in the question of technology -– to what extent it shapes us as a race and in what ways it acts as our savior or executioner. Other than that, anything done artistically makes me happy.

Q: Which game are you currently playing?
Tlon - A Misty Story, Fate/stay night, The Last Express, and The Longest Journey (for the billionth time, yes, I said 'billionth'!).

Q: Some modders play the games they mod for on a regular basis. Other modders actually just primarily enjoy modding. Which would you say you are?
Thus far, I’ve been working mostly outside of the game. For this project to be great, the story has got to be tighter than a mummy wrapped in duct tape (an ancient, albeit rare, burial rite turns out). All the pieces fitting, I dive into the game to ensure the pacing is right and the narrative engaging.

Q: Are you working on any other mods or TC's right now?
Nope, just the one in my brain I keep telling myself I want to do, but know I will inevitably have no time for. (Fun Fact! It would be developed for Myth 2's engine!)

Q: What others mods do you like or are you waiting for?
I love Thievery (dead). I had my eyes lovingly on Nightblade (dead). I was excited for Beyond the Red Line... but I think that's dead... boy I sure know how to pick 'em. Nightblade, why hast thou forsaken me! *Sob*

Q: What do you like best about the Doom3 engine? What would you improve?
Will you get mad at me if I... say I haven’t even played Doom 3? Uhhh, you will? Oh okay, then let me distract you with this strategically placed shadow bunny and tell you 'I think its lighting looks pretty!'

Q: If you could have any new feature added to the Doom 3 tools, what would it be?
What’s a Doom 3 Tool? Is it edible?

Q: How has this TC influenced your life (either on a personal or professional level) so far?
Outside the theatre, it's the first collaborative project I've worked on -- and easily the coolest. It's given me more insight into what it's like developing a game collaboratively and a greater appreciation for the work involved.

Q: What's been your worst experience so far with making the TC?
If you didn't already know, there are two demons that besiege any work of fantasy (yea, even dark fantasy). I am proud to announce that I have deftly conquered the first: Stupid Name Syndrome. His brother, Excessive Exposition Disorder, has harried me. But I've been careful with pacing, so I'm confident the narrative is sound. Back, you fiends!

Q: What part of (working on) the TC do like best so far?
Watching what I write get turned into map design. It's not egocentric! For some reason, I have an obsession with maps and cartography... so I love when the blueprints are posted. Overall, I really enjoy seeing what everyone creates.

Q: Which part of the TC are you currently working on?
Writing. I’m wr- didn’t we already go over this? I smash all the words together and make a pretty story. What more do you want from me!? Actually I've finished the script for Episode One. Presently, I'm fleshing out the puzzles and the use of puzzle items, so I'm working more directly with map design and going inside the game.

Q: Which is your favorite character in the game?
If he makes the cut: the Mad Artist. He’s going to be so freaking weird. A very disturbing part of the game if I have any say! But for Episode One characters, it's the Astronomer. She's cool.

Q: Which aspects do you consider to be crucial in keeping the original Hexen feeling going in this TC?
Atmosphere without question. Hexen has this great feeling, sometimes of spookiness, sometimes of desolation. You could just sit in some places and absorb the ambience.

Q: Describe the best feature in the TC in your opinion? What should the person look for that they might miss?
All the small details and how they fit into the larger whole. Metaphorically like seeing pock-marked stone that makes up a massive pillar.

Q: Describe the weapons, what weapon you will use the most and why?
Whatever item turns an enemy into whatever type of animal. Then I will kill it, spit it, and place it over a fire until its delicious blood-candies cook the meats.

Q: What is the hardest part about working on Hexen: Edge of Chaos?
Keeping track of all the puzzles and the order of objectives, while visualizing all the maps - including the parts of the maps that only exist in my head. Since I'm a little scatterbrained, it gets crazy. But so far so good!

Q: Any final thoughts?
Hexapodia as the key insight.


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Justin Lassen Article and Interview with 2DArtist Magazine

Nykolai made a sweet new painting of Justin Lassen, responsible for the music behind Hexen:Edge of Chaos, to support the upcoming article with 2DArtists Magazine, check it out here: http://nykolai.deviantart.com/art/Phoenix-132631991

Quote:
'A portrait of my good friend, composer Justin Lassen.
The image is one of a series of paintings that I am currently working on in between work for a personal project, and it will also be the title image of an upcoming article/interview with Justin in 2DArtist magazine.'


Image

ps: This was the last designchange of the site; I promise... scout's honour!


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Avatar uploading enabled

You can now upload your avatars. :ugeek:

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Aug 7th, 2009...New Forum Opened! + Moving to hexenmod.com

Today we've made the move to our own domain. No more banners or advertisments, just pure mod joyness. :)

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Aug 5th, 2009...Modelling a Darker World

Today we're going to wrack the brain of Slyrr (Greg Fisk) about his part in the mod as our Modeller. Like some primordial and forgotten god, does he mold the digital clay for good or for evil? Or maybe just for fun? Perhaps all three -- let's read on and see!

Q: Where are you from and what do you do for a living, can you tell us something about yourself?
A: I currently live in Provo Utah, where I work at PDC doing graphic design and making ads for yellow page phone books. I draw cartoons on the side, and also do 3D models for FPS games as a hobby.

Q: Have you worked on other mods or TC's before Hexen:Edge of Chaos?
A: I worked for a time on the Unreal Fortress mod, the Team Fortress port for Unreal Tournament1. I designed and animated models for them. They had some excellent ideas, like the sniper wearing a ghille that changed to match the texture of whatever the Sniper was crouched on.

Q: What is your role in the team?
A: Currently, I make 3D meshes, animate them, export them to the Doom3 engine and troubleshoot them. I also participate in the concept art, some minor story writing, and I create the AFs (ragdolls) for the monsters.

Q: When did you join the team?
A: Approx. October of 2005

Q: When did you hear first of the TC, and how?
A: I believe it was suggested by a forum denizen in Jheretic and Jhexen community. I had been working for the DOOMSDAY mod in a minor way, making 3d versions of all the sprite monsters for Raven's Heretic and Hexen games. They suggested I look into a mod that wanted Hexen ported to the Doom3 engine...

Q: What style of developer are you? Do you rush into things, or do you plan a lot in advance?
A: A bit of both I think - I certainly don't rush into anything without studying it out, but I also don't like to dawdle. I prefer being a work-horse, and having lots of boundary and structure. A level-headed mod boss who knows what he wants for the mod will get plenty of mileage from me.

Q: What was your first experience with the Hexen/Heretic series, and how did it impact your view on computer games?
A: I started way back in the mid-90s when Heretic first came out. I couldn't say that I'd NEVER seen anything like it before, because it was essentially a medieval version of Doom2, which was wildly popular at the time. But certainly I'd never seen a game with as much atmosphere, and I found the story line much more cogent than Doom's. Ah, memories...

Q: What things besides gaming do you currently feel strongly about?
A: Let's see... Women, current events, women, politics, women, attending church, women, honesty, women.....

Q: Which game are you currently playing?
A: Half Life2 Episode2, Team Fortress2, Portal, Doom3, Bioshock and Unreal Tournament.

Q: Some modders play the games they mod for on a regular basis. Other modders actually just primarily enjoy modding. Which would you say you are?
A: I like to play the game that I'm modding for, just to see what it's capable of and hopefully cull inspiration. Knowing how the engine works and seeing how it performs can go a long way, and reduce any frustration.

Q: Are you working on any other mods or TC's right now?
A: I'm gearing up to see if I can port my UT2004 models over to the upcoming Unreal Tournament 3. If I can, then I'll certainly try to see how they look.

Q: What do you like best about the Doom3 engine? What would you improve?
A: I like the detail that can go into it, and it seems to run smoothly. I'd like to see the lighting improved. Right now, the Doom3 engine has only two modes: totally washed out or pitch black. There has to be a middle-ground. Beyond that, I'd really like to see id software put more effort into supporting mods for their game engine. Lack of documentation, tutorials and other material have crippled much of the mod community, including us. We've been left to fumble for such solutions as we can contrive. I came from the Unreal modding community, where tutorials and documentation are frequent and plentiful. Working with the Doom3 engine has, alas, been difficult by comparison.

Q: If you could have any new feature added to the Doom 3 tools, what would it be?
A: GUI interfaces! (And tutorials that explain how to use them - EVERY aspect of them)

Q: What's been your worst experience so far with making the TC?
A: High turnover of participants/lack of participants.

Q: What part of (working on) the TC do like best so far?
A: The committed core we have are supportive and strong, plus it's been nice to see some of the monsters I've made in game...

Q: Which part of the TC are you currently working on?
A: I design, model, animated and import monster models. I also make some static map models, including artifacts.

Q: Which is your favorite character in the game?
A: The Ettin - we totally revamped him for the new century, and he's not your grandpa's ettin....

Q: Which aspects do you consider to be crucial in keeping the original Hexen feeling going in this TC?
A: Tough one, but map atmosphere is key. The big thing when Hexen1 came out was that players would spend a lot of time just running around the maps and enjoying the decorations, sights and sounds....

Q: Describe the best feature in the TC in your opinion? What should the person look for that they might miss?
A: I'd say my models are the best feature - but that's just me

Q: What is the hardest part about working on Hexen:Edge of Chaos?
A: See the 'worst experience' question - answer is the same. Beyond that, hammering through the Doom3 modding tools, which are largely undocumented and unsupported, has been the toughest hurdle, and still is.

Q: Any final thoughts?
A: Don't spit into the wind?


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July 29th, 2009...Interview with Zeroth!

We sat down with Brandon Captain - aka Zeroth, Caibbor for in interview about the mod and his role in our team. We hope you enjoy it!

Where are you from and what do you do for a living, can you tell us something about yourself?
I'm a systems administrator from Michigan. Sometimes I get payed for working on the mod when work gets slow

Have you worked on other mods or TC's before Hexen:Edge of Chaos?
EoC is my first real work on a mod. I've done some things back in the day with Doom and Quake, but nothing serious until this project.

What is your role in the team?
I'm the lone programmer. BloodRayne does a lot of the scripting stuff, but when it comes to the SDK it's all on my shoulders. When people need a feature, I'm the one to implement it. I also host the subversion server that has all the game content.

When did you join the team?
I believe it was October 2006. Autumn always sets the mood for me to play Hexen, and thats when I discovered there was a programmer position available after sending an encouragement email to the team.

When did you hear first of the TC, and how?
I don't quite remember, but if I had to guess I'd say it was PlanetDoom.com. I remember watching a video and thinking it was one of the better looking mods and kept my eye on it for a while.

What style of developer are you? Do you rush into things, or do you plan a lot in advance?
I like to have a plan of a attack for every obstacle. Code needs to be easy to understand and easy to figure out, and the only way to do that is to throughly plan it out. But to the contrary, when you're working with someone else's source with little documentation (ala Doom 3), you've just got to hack at things to figure them out.

What was your first experience with the Hexen/Heretic series, and how did it impact your view on computer games?
I first played heretic in about '95 or '96. I hadn't played Hexen until way later. When I first played Hexen it amazed me to see how much the Doom engine had changed and grown. I've always liked and respected the Heretic and Hexen games, but the game that really geared my interests toward gaming and game development was the original Doom shortly after it's release. I was only 8 when I first played doom, but I knew that making games was what I wanted to do.

What things besides gaming do you currently feel strongly about?
I play guitar, for one. I've always been in love with programming, but gaming is truly where my heart is. it is an art to be respected - it is visual, audible, and engrossing.

Which game are you currently playing?
The Orange Box is an all around good product. I loved Portal, and Team Fortress 2 is a daily affair. I also like Fortress Forever, but TFC is still my favorite. I'm waiting in agony to get my hands on the next Fear game. All of these games have completely overshadowed the QuakeWars box on my shelf.

Some modders play the games they mod for on a regular basis. Other modders actually just primarily enjoy modding. Which would you say you are?
I've thought about that quite a bit. I've wondered if I spoiled the game for myself by joining it's development. I don't play single player games on a regular basis in general, but when we release the multiplayer part of the game I'm sure I will. I'll play the single player episodes through at least once each after completion, of course. There are few SP games that I play twice, no matter how excellent they are. A lot of the reason I want to make games is because I'm very picky and don't there there are very many really great ones.

Are you working on any other mods or TC's right now?
No. however, I do have a couple mostly matured ideas of my own for games. I haven't shared them with anyone, and I may try to assemble a team after development with EoC is complete.

What others mods do you like or are you waiting for?
Theres a butt-ton of mods I'm looking forward to. First of all, all of the original Half-Life remakes: Black Mesa: Source, Operation: Black Mesa and Uplink: Source. Others include The Dark Mod, Recall to Hell, Battle for Na Pali, The list goes on and on.

What do you like best about the Doom3 engine? What would you improve?
It's quite easy to understand and change for most things using the SDK, however some lower-level stuff would have been nice to be include. we could avoid hacks and implement things more efficiently.

If you could have any new feature added to the Doom 3 tools, what would it be?
I would love to have all the built-in editors work under Linux.

How has this TC influenced your life (either on a personal or professional level) so far?
Being on this project has taught me a lot about modding, game development, working on a team, and programming. I had no previous experience with modding on a team before this, so it's certainly been a learning experience in many different ways.

What's been your worst experience so far with making the TC?
I haven't had any bad experiences on the team, though being a complete newb with the SDK when I first joined the team was pretty humbling. I've learned a lot about the engine since then, and have come to really like working with it. When I joined, I had to start from scratch because the previous programmers left the team and didn't leave any source behind. However, I think that's worked out in our favor.

What part of (working on) the TC do like best so far?
It's very rewarding to get things done and see the artists make use of the features I implement.

Which part of the TC are you currently working on?
I'm pretty much working on whatever whoever needs at any given time. Today I might be working on a new artifact ability, tomorrow I might be tweaking AI.

Which is your favorite character in the game?
I don't really have a preference. I'll just say the Cleric :)

Which aspects do you consider to be crucial in keeping the original Hexen feeling going in this TC?
The mood of the game must be the same. The mood is set through the colors, architecture, ambiance, music, etc. It's a combination of a lot of things and is really hard to give a specific definition for. I just kind of eyeball things and voice an opinion.

Describe the best feature in the TC in your opinion? What should the person look for that they might miss?
The monsters all look superb, models, skins, animations, and all. Players might miss some of their interesting idle animations we've given them.

Describe the weapons, what weapon you will use the most and why?
Without giving away too many details, the weapons will be faithful to the original. I'm most interested in the crossbow if that makes the cut. I've always had a thing for Heretic's ethereal crossbow.

What is the hardest part about working on Hexen:Edge of Chaos?
Finding ways to work around the limitations brought on through not having the full source code. It results in a lot of interesting hacks. That can't really be a bad thing though, because we really don't have any other choice.

Any final thoughts?
Nah, just play the mod when its released!


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