Don't forget to vote in our poll below!

Did I mention: WE NEED MAPPERS, WE NEED MAPPERS, WE NEED MAPPERS, WE NEED MAPPERS, WE NEED MAPPERS, WE NEED MAPPERS, WE NEED MAPPERS, WE NEED MAPPERS, WE NEED MAPPERS, WE NEED MAPPERS, WE NEED MAPPERS, WE NEED MAPPERS, WE NEED MAPPERS!!!

What would you like to see first?




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We'll keep this short and easy, Edge of Chaos is a 4 years in development total conversion for Doom3. Our current build weighs in at about 2 GB's of assets, models, sounds and textures. We have most monsters, many game play elements, and weaponry in place but our development is being hugely delayed by lack of good maps.

New mappers can count on many assets and a lot of help in the form of elaborate story and design-documents and a dedicated concept artist to help them visualize certain details of maps.

What else can we say to make it interesting for you?

Without trying to be cocky or arrogant, Edge of Chaos:

- already has a huge fanbase, we receive many fanmails daily
- several key game studios have expressed interest in our development team, we've seen some of our members already join game studios as developer.
- we already have contact with many game sites and gaming magazines for lots of exposure when the time of release comes.
- we can't imagine what else a modder would want from joining a mod team like ours; attention from the gaming community at large, an easier way of filling your portfolio with professional work; an international and talented team behind you.

Are you a good, dedicated, mapper and want to be a part of this prestigious Total Conversion?
Then don't wait and contact us now. You can PM us via my account or go over to our website http://edgeofchaos.planetdoom.gamespy.com and fill out the contact form there.



25-06-2008: Interview with Slash, conceptartist and art-director of mapping.

Slash's Conceptwork

Well, this is it guys. Time to let out all the dirty little secrets of the team and have a 1on1 with all of the teammembers. We tried to make the questions diverse to give you an idea on who's who and who's doing what for the game. Today we are interviewing Slash, our conceptartist from Norway. Hope you enjoy the read and get to know our team a little better.

EOC: Where are you from and what do you do for a living, can you tell us something about yourself?
Slash:
I'm from norway. I'm an artist, musician and bum.

EOC: Have you worked on other mods or TC's before Hexen:Edge of Chaos?
Slash: Yes. Looking back i dont even dare start counting. They all had one thing in common tho, they crashed and burned. Because of that i've really learned to appreciate a skilled and dedicated team, because thats the single most important thing in a mod - dedicated team members.

EOC: What is your role in the team?
Slash: I'm the concept artist. I take words and ideas and turn them into pictures to give everyone a clear idea of what we need to do. I'm also a modeler, currently i'm working on the player model for our first episode. I'm also involved in most of the design work in the mod, like everyone else on the team. Thats what i like about this team, every issue is open for discussion, everyone has a say.

EOC: When did you join the team?
Slash: Too long ago... let me check my mail.... January 30th 2006.

EOC: When did you hear first of the TC, and how?
Slash: I first heard about this mod when it was first announced, i think it was on Moddb. I remember wanting to join the team back then, but i forgot to apply. Razz That was back when reskinned trites apparently was a part of the hexen universe! Wink

EOC: What style of developer are you? Do you rush into things, or do you plan a lot in advance?
Slash: I'm the kind of developer who likes to dive headfirst into things. I rarely plan in advance, other than a general goal that i want to achieve. Mostly i just go with the flow. An exception to that are the map layouts. I'm in charge of drawing out the layout of the maps, and from the very beginning of that task i've had a vision as to how the whole map will look.

EOC: What was your first experience with the Hexen/Heretic series, and how did it impact your view on computer games?
Slash: Well, my memory is a little foggy, but i think it was a shareware version of hexen i got from a friend. I remember thinking "It's like doom in a fantasy setting! AWESOME!". It definitely helped cement me into video game fandom. Smile

EOC: What things besides gaming do you currently feel strongly about?

Slash: Art and music have always been my two greatest passions. I also enjoy books, especially those who deal with the breakdown of society and dissolution of moral and ethics or the rise of totalitarian governments. I like to imagine scenarios where stuff goes wrong, and humans have to survive in a setting where normal rules dont apply. Because of this i'm a big zombie and apocalypse/post apocalypse fan.

EOC: Which game are you currently playing?
Slash: The orange box came in perfect bite-size bits. I don't have too much time on my hands for gaming these days, but i've finished episode two and portal. Great games. I've also managed to log about nine hours worth of team fortress 2. That game is completely awesome!

EOC: 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?
Slash: I've played through doom3 quite a few times. It's a great game, and even more so if you play a coop mod with friends. These days its basically just modding tho, not that that is any less fun!

EOC: Are you working on any other mods or TC's right now?
Slash: Nope! well, not officially. I am in the progress of fleshing out a design doc for one of my private little projects, but thats a secret! Wink I also wanted to join the black mesa source team, but i'm gonna have to put that one on hold until i feel i can dedicate enough time to Edge of chaos.

EOC: What others mods do you like or are you waiting for?

Slash: I'm looking forward to the dark mod and black mesa source, to name a few. I'm also gonna try out the hl2 wiimote mod, and out of hell. I'm sure i've forgotten some, but i'm getting a bit nervous with you putting that microphone in my face.

EOC: What do you like best about the Doom3 engine? What would you improve?
Slash: I'm not a very technical guy, so if there's a technical issue i need to complain about in the mod, i have to explain it to the tech guys with sock puppets, and they have to give me sock puppet answers.

EOC: If you could have any new feature added to the Doom 3 tools, what would it be?
Slash: The escapist's yatzee once mentioned something about a force feedback codpiece. I want that.

About Hexen:Edge of Chaos
EOC: How has this TC influenced your life (either on a personal or professional level) so far?
Slash: For one i never have time to be bored! Very Happy I also mentioned this mod in a recent job application, we'll see if i get the gig. Wink

EOC: What's been your worst experience so far with making the TC?
Slash: The worst is probably not having worked as much as i've wanted to on the mod. There has also been periods where the team has been disoriented and some people have gone MIA for various reasons. But all in all there has been very little of that, and there's never any drama in the team.

EOC: What part of (working on) the TC do like best so far?
Slash: I like painting and modelling. Its very rewarding seeing something you thought up and created run towards you on screen trying to slash your face off. I'm also growing quite fond of the map layout process, because this forces me to think in new ways, since im pretty new to that kind of stuff.

EOC: Which part of the TC are you currently working on?
Slash: Map layouts and other conceptart duties. Also the player model for episode 1 (the cleric) but thats been pushed down on the priority list a little.

EOC: Which is your favorite character in the game?
Slash: The witch. I mean, she's hot. And i should know, i created her! Wink

EOC: Which aspects do you consider to be crucial in keeping the original Hexen feeling going in this TC?
Slash: This issue does rise every now and then, and we have a round table sort of discussion, where we measure the asset in a unit we've invented, called "hexeney". While there are no specific guidelines as to what we need to do to keep the original feel, things have to be "hexeney" enough to pass.

EOC: Describe the best feature in the TC in your opinion? What should the person look for that they might miss?
Slash: The best feature would probably be... hmm... the attention to details and quality. Quite recently a large chunk of work on the mod got scrapped entirely, because it wasn't quite up to par. We want to reward exploring players, and we've thought up a few cool easter eggs.

EOC: Describe the weapons, what weapon you will use the most and why?
Slash: Hmm.. the weapons will definately be "hexeney", with the return of some well known classics. In the original hexen i always enjoyed the sword, but i'm sure i'm gonna be using whatever weapon is appropriate for the given situation. Our goal is to make every weapon fun to use.

EOC: What is the hardest part about working on Hexen:Edge of Chaos?
Slash: The hardest part is probably not having the time to work on EOC all the time. Smile As this is a game made in our spare time, and we don't get paid, the real world tend to interfere. I would love to work full time inhouse with this great team, but i think i might be a little afraid of zeroth, cackling over his black linux cauldron from the dark cubicle in the corner. Razz

EOC: Any final thoughts?
Slash: To anyone who reads this: PLAY THIS MOD WHEN ITS OUT! And to all you groupie wannabes out there, send a mail to bloodrayne, and he'll hook you up with my contact info. Fuglies need not apply.


15-06-2008: Working hard

As always we are still working hard at EOC, rumors of our demise have been greatly exaggerated. We are still searching for help in the mapping deparment. If you'd like to work with a commited team then don't hesitate and contact us!

Introducing: Interviews with all teammembers
We will be interviewing all members of the team to give you guys a better insight in who's who and who's doing what for the TC. We'll be posting a new interview every other week, from next week on so keep your eyes out for that.

You guys must have noticed the new site is still not online. This is due to the fact that we were not happy with the way it had evolved and the amount of content that we could show you guys. Now that the build is shaping up well we are starting to feel comfortable in releasing some more media and information about the game. And we'll be picking up work on the new website soon.

A new writer has joined the team who has been working with Slash, our conceptartist, to help us create better maps. We have in fact tossed a huge chunk of mapwork last December due to new insights and learning better ways of doing things.
But (as stated earlier) we are looking for help in that department, so if you are a good mapper, or know of one, then apply (yourself/him/her) for the job! :)

And last but not least: A new screenshot of our interactive Lantern:

The lantern interacts with the environment when you carry it and gravity affects it naturally. This makes use of the lantern immersive and realistic. That charming little creature in front of him is a Hellion, a nice little creature from Chaos.. more about him soon.

click to enlarge

 


01-12-2007: STRESS IN THE OFFICE!

We're about knee-deep into the empty pizza-boxes, empty bottles, sketches and papers and most of us can't see another piece of the website without getting violent convulsions of thinking about the amount of pizza's and nightly-sessions we've had in order to get the website live. Was it all for nothing? OFCOURSE NOT! But... as some have pointed out... we didn't make the deadline. We are working hard to get it done as soon as possible. All we can say is: It will be any moment now, and thank you for your patience!

To thank you for your patience here are two early screenshots of some of the stuff we've been working in with environments and a new weapon that you guys have not seen yet: The serpent staff.

Enjoy!

 


24-10-2007:Happy birthday Hexen!





24-10-2007: About Korax

We can imagine the state of shock that Hexen fans have been in when they did not see a word about Korax mentioned on our website. All I can say is that you have me to blame for that. The description of the mod in the introduction page of our current website is simply not up-to-date nor complete enough. That's why we're making this post to rectify the situation.

Korax's legacy will indeed play an important role in the game, although it is a small part. The game takes place about 50 years after the conclusion of the original Hexen. In part it is about Salius and Peagus, the direct descendants of Parias the Cleric.

From the journals of Roden, librarykeeper:

It is with a heavy heart that I use the last strength of my life to write down this testimony about the new Evil that approaches. After Korax was defeated we became complacent and unaware. And now the Vale is upon us. I have consolidated all of my knowledge about the Vale and the corruption of the Brothers and have gathered all related material within these pages. I will hide this journal deep in the depths of the library so that it may not fall into the hands of the forces of Evil.

My life is forfeit and I cannot save the people of Cronos. It is my desperate hope that a hero will rise that will stand against Chaos and Despair. If you are such a person, read this journal well; it may aid you in your travels. But if you are impure of heart, if you lack the courage, it will offer you nothing but the cold certainty of death.

They are coming closer now and I hear them scream. It has been seventeen nights since they started to dig their way in. I cannot keep myself safe any longer. I shall attempt to conjure a protection spell that will cloak the journals from view. My fellow clerics have offered their lives so as to allow me finish this spell in time. They do not even know for what spell they are dying.

I hear them being slain and corrupted by the Shadow's spawn. I hear the madness is upon them. Soon they too with help the enemy find me. The barrier will not hold long and the spawn know its secrets…

I must close here. The spell is almost conjured and I will now seal this journal within it. I will take my life before they reach me. My knowledge cannot fall into the hands of Evil. Farewell, my friends, the task is done.

Roden.


22-10-2007: Best not to show things till we have something to show.

That's always been our motto and it still is. We currently have an active team of 12 members working about 20 hours per person, per week on the game. We are expecting to release the new website, media and teaser by the 1st of December 2007. We are hoping (not confirmed yet) to release by December 2008.

We've come a long way in the development. We've had many ups and many downs, both on a professional level as on a personal level. It's left us with a tight, professional team. I (as teamlead) could not be prouder of this team persevering for so long, with no other incentive but the desire to see a new game in the Hexen/Heretic universe. Check in on this website on the 1st of december for the latest!

In other news: Justin Lassen, our talented musician was interviewed by FL Studio!

Check it out here: http://www.flstudio.com/documents/justinlassen.html

15-09-2005: A GUY NAMED LAVAMAN HEATS UP THE TEAM
With pride, we welcome another new teammember to our fold: Lavaman. He will use his talent to help our modelers out to churn out more models and assets for the TC. Besides that, we're speeding up development in terms of coding and working on assets to crystalize the 'look and feel' of the TC.
 
27-08-2005: INTERVIEW WITH MODDB
After some persuasion, the good folks over at moddb.com have managed to take an interview with us asking about our progress and the modding community as a whole.

We've let each of the teammembers have their own say as to why we are working on Hexen and what in their opinion is going on in the modding community. You can read it over here: http://features.moddb.com/159/?fpage=1

27-08-2005: WELCOME TO A NEW TEAMMEMBER!
This week after some contact to and fro, Daniel Schimmer a.k.a OmegaSupremeX2k4 has decided to join our ranks as codinglead for Hexen:Edge Of Chaos. We are extremely delighted to have him join our ranks because of both his expertise and his love for the game and engine. Welcome, Daniel! :-)

29-07-2005: PROGRESS
We're currently in the process of working on --and implementing-- the new enemies for the TC and their AI, and are ofcourse still developing. :)

The mapping is going steadilly while we're completing our set of designdocuments.
If you're interested then don't forget to come and chat (and idle ;) ) in our chatroom over at irc://irc.eu.gamesurge.net/edgeofchaos

In the meanwhile, we've added three new screens foe your viewing pleasure.






 

26-06-2005: MODELERS NEEDED
We are in need of talented modellers. If you have some experience in modelling or if you are simply very enthusiastic then please contact us via our email adres: edgeofchaos@planetdoom.com We only have one requirement: you need to be enthusiastic about modelling and the Doom 3 engine while trying to push it's technical limits. Even if you're doubting about wether you're up to it or not, just drop us a line and send us some of your work. We have other positions open as well.Hope to hear from you soon!

15-05-2005:
NEW WEBSITE ONLINE
The new website is online, together with some all new media for your pleasure. With this, we can also introduce to you *one* of the new creatures we've been working on: The Afrit. It's a sneak preview that you've undoubtedly found by now on the startpage of the new site. It's been a long time since we've had a media update so now I'm pretty proud to present to you our new media section, filled with 6 all new screenshots!

15-05-2005: NEW LEADMAPPER
Killmachine, from the D3Jedi team has decided to join us as the new mappinglead.

13-04-2005: PROGRESS
Getting nervous maybe? Itchy? Perhaps you were wondering if development has stopped? NO SUCH THING!!
We are very much alive and have been working in high gear while developing the project! As foretold, we have been having a full mediastop which will remain the case untill we feel ready to release. There are no downsides to this project and it's a great ride for all of us. Thanks for the constant flow of support from the community and outisde. It's both appreciated and very welcome! But we need something more... we need help! We need help in the form of a Mapping Team Leader <--clickity-click who will oversee the quality of this TC! For more information you can check out this thread over at PlanetDoom or Doom3World.org!

19-03-2005: STILL ALIVE!
Working hard, it's done when it's done.

17-02-2005: PROGRESS!
Well, as predicted anyways. We don't have much to say other than we're still alive and working extremely hard on the mod.

Justin Lassen
was interviewed by Doom3.de recently. He talks about the TC, plans for the music and other interesting things concerning EOC. Please take the time to visit both his website and the interview itself, available in german and english! Did you know already that the mod will be accompanied by an orchestrial soundtrack?

26-01-2005: JUSTIN LASSEN
At the moment we're hard at work on implementing the several ideas we've had for the development of custom creatures and the reworking of some existing ones for use in the TC. Our main focus still remains to release within a month or two and to release the work in 'doable' phases. We are also still receiving a steady amount of support from in and outside of the community and we're very happy that that's the case. Our main focus is to create a fun and challenging sp experience that we are looking for ourselves in games, while doing that we are focussing and exploiting on our own talents instead of trying too hard to implement features that we don't have experience with.

Because we want to take the next two months to put all our efforts into finishing the first release and because we want some things to remain a surprise we are going to issue a stop for the release of new media until right before the first release. Besides that, all time spent on mediareleases, news and other webrelated things is time lost for development of the mod. I apologise from the deepest of my heart if you have tried to contact us and if you haven't gotten a reply yet. Our lives are very busy with regular day jobs and we want to spend the little hours per day that we have for ourselves on the mod and not on other things. We will be updating the website with new newsitems and you will be able to find new (unreleased) media every now and then in the chatroom so make sure you keep visiting us over there. We'ld love to have more 'Idlers'.

We also want to take this opportunity to again thank Justin Lassen for joining our mod and making the score for Edge Of Chaos! Take the time to visit his website while you're here, to see what he's up too. I think that hearing originally composed strings and an orchestrial backtrack just add a world of wealth to the mod! With this we are also releasing new shots of our wintersetting and we would like to introduce you to a new enemy: The Black Spider. So hop over to the media section a.s.a.p to get a look at some of the latest material that we were able to release for you!

Wish us luck for the next two months because there is lots of work for us still left so we can release in March! And if you don't see any updates on this website it's not because we've stopped working, it's because we're working so hard! :-p 16-01-2005: What can I say? Is it going well? How is the progress? How are the maps going, how are the weapons, the items, the story coming along? In all honesty..... things are going perfect!

Today I have some very special news to announce which makes both me and the team extremely proud and happy to be part of this: None other than Justin Lassen has decided to join the team and offer his musical expertise and experience to this team.

From the first moment that I heard the first tone of his work I was sold. Talents like these come along only every so often.Justin has over eight years of experience in the music, film, and game industries. He has produced remixes for artists like Madonna, Garbage, Blue Man Group, Lenny Kravitz, Robert Miles, Majandra, Nine Inch Nails, Linkin Park, Evanescence, Tweaker, as well as many others. Justin has also worked on various projects for game companies such as Interplay, Novus Delta, Naked Sky, Renegade Gods and Carbon6. He did remix and composition work for the Academy Award-nominated short "More" (DVD). In 2003, he released a dark chamber suite entitled 'And Now We See But Through A Glass Darkly' which caught immediate critical acclaim and response from both the industry and public alike. Justin's masterful compositions have been praised and quoted by leading film, game and music professionals, such as Bob Chiappardi, The Dust Brothers, Tommy Tallarico, Charlie Clouser, Tim Cain, Robert Miles, Poe, etc. Justin will be finishing his 2nd Dark Chamber Symphony in France, as a follow-up to last years 'And Now We See But Though A Glass Darkly'. A release date is not set at the moment and will be announced towards the end of the year. Justin has also been asked to produce an extremely talented young French opera girl singer's record. Her voice is incredibly crystalline and passionate. You would never believe she was 16 years old. More will be announced on the official website for 'Madeline'.

Justin is also working with Renegade Gods GmbH (Germany) on an incredibly movie-like FPS PC game called Eden Eclipse. It is currently under development and is a scary and outlandish action and story driven game. So, here I am again, what can I say? Go check out Justin's work and hear for yourself. He will be working on the score and soundtracks for Edge Of Chaos.

10-01-2005: DOOM3 INTERVIEW
The guys over at Doom3.de have take the time to interview us about the mod and we've taken the liberty to pretty much reply in depth to all the questions they have had. Questions span from talking about the mod to talking about the community and the future. Make sure you check it out. It's available both in English and in German!

08-01-2005: HEXEN EOC: GAMEPLAY VIDEO
The Hexen Edge Of Chaos Team wants to give everyone that has been waiting patiently for updates and progress something special. We have taken the time to make a small gameplay compilation of one of the maps. You'll see the lantern, wraithverge, one new enemy and other things (such as the new items) in action. The video weighs in at about 43 mb's and has 4 minutes of playtime. Please use the Fileplanet link to download this video.

Download hexen-edgeofchaos.avi from FilePlanet

Here is an alternative download location.

It's been more than a week since the latest update so it's due time for one, isn't it? We have some new screenshots for you from CodenniumRed's map. Please take the time to check out some of his work. I myself started a new RL-job this week, unfortunately I still have to pay the bills every now and then. All that we want to do is work in the games industry so having to start any other job is allways an experience that comes with some bitterness. We've been working on the mapping and modelling as hard as we can and I'm pleased to announce that the first three maps can be called 'architectually' finished for about 90%. This is great news for us, because we can quickly continue with the rest of the maps. I'm also very happy to announce that all this has been accomplished in only the first two months of our development!

Keyword for this week: Can you say Afrit? (!)

MORE NEWS:
If you want to be in direct contact with the team, it will be easy from now on. We've set up an IRC chat channel where you can allways log in to see if one of us is on. You will need a chatprogram such as mIRC to log in and chat with us.
After installing mIRC or another chatprogram you can log into the channel by pressing this link:
irc://irc.eu.gamesurge.net/edgeofchaos
Or by joining the irc.eu.gamesurge.net server manually and join the channel from there. We'll most likely be there talking about all sorts of things regarding the TC.

30-12-2004: HAPPY NEWYEAR!
We hope that 2005 will bring a lot of good things for you!
We are still receiving copious amounts of positive feedback from the community and we can't express our gratitude for this in an ample way. Simply put, we are quite overwhelmed with the responses and the emails that we recieve and we want to thank everyone that took the time to contact us from the bottoms of our hearts. Your response is a great extra inspiration for us to make this mod all that we hope and dream it should be. We've been working pretty hard and we're extremely happy to announce that the work is progressing well. Our first three maps are nearing completion and we are confident that the next three maps will come as swiftly as the first three came. We have some new screenshots for you over at the media section, so make sure you check them out.

The coming period after newyears will bring a lot of new challenges for us. We have finished the work for the telekinesis spell which will allow the player to move objects and we will start work on finishing the rest of the weapons in the coming weeks. Our teammembers Evilartist and Codenniumred are working hard on finishing their maps and new screenshots for those will become available soon. _placid_ has started work on the new playermodel(s) and some other specific modelling while Slyrr is working hard on creating new models as well. It may not have been clear in the past, but our teammember Lethal is dedicated solely to writing the story for this TC and we hope that this will make the story and setting of our TC both cohesive and intruiging. We have some nice surprises in store when it comes to the story and we are putting as much effort into that as we are putting into the technical aspects of the TC. Our other teammember Dominion is working hard on some coding aspects such as implementing the new ammo system for combined mana and other resources.

Besides all this, we have been working hard on making lighting for our maps a priority. As such, we have devised a new way of mapping ambient light into our (outdoor) maps so that we can avoid having pitch black parts in our maps that will require the lantern to be used. Sometimes, darkness will still be a part of the gameplay on some area's but only where it is logical such as dungeons or enclosed spaces with no lights. All in all, everything is coming together quite nicely.

26-12-2004: HOLIDAYS
Ok, first of all we would like to take the time to wish you all a merry christmas and happy holidays. We're taking it easy at the moment as we're following up on all of our family duties and the nescessary drinking, eating and partying that is involved with this time of the year. I myself am not shy of a nice dinner and some good beer on days like these, so I'm taking the time to spoil myself and my girl. But, ofcourse, we have work that we shouldn't forget, so onto the mod and let's take a look at what's new and what's changed.
To my surprise I'm reading on the PlanetDoom newsitems and on other places that some mod teams are throwing in the towel because of technical and other issues such as claims about ID's techsupport. I have to say that I'm personally pretty much dissapointed in these teams for throwing in the towel so soon in the development of their mods and this engine. The good news in all of this is that this makes me and the team only more determined in wanting to finish the several phases of this mod and we are working hard towards the release of the first part. So let me just take this opportunity to tell you that we WILL finish this TC, whatever it takes, at the best of our abilities.

We have been getting a lot of email from you guys (and girls) and we couldn't be happier with all the support that we are getting from you, so keep sending us those emails and letting us know what you think of the progress, it's highly appreciated! So you may be asking yourself at this point: why is this guy talking so much and what's happening with the mod? Well we've been working on some special surprises for this part of the game, all I am willing to let go is that things in our premise have changed and we will start looking for help in the form of an experienced creature/model-animator to do some work for us.. Or another hint maybe to just look at the pic of the day. :P

Older news: MAPMODELS AND OTHER OLD NEWS
We are working hard on all the mapmodels that you've propably come to know and love from Hexen. Expect most of the original models and items to return. Mana powerups and Healthvials are just a small part of what's to come. You can grab a sneak preview of them over at the media section! The team has just been expanded to include a coder and an animator/modeller. Expect their profiles to be added to the teamsection soon! Will this mean that the TC will also include original and new custom monsters? All I can say is that we are working extremely hard to try to make that possible!

We have made a couple of new skyboxes which will hopefully rock some socks off. We've also finished work on the replacement for the flashlight of Doom3 in the form of a lantern which the player can carry around to light his path where needed. Note that this in no way means that this will be another dark mod. We are set on using lights in such a way that players can actually see where they're going! Our teammember placid is currently working hard on the gargoyle statues which will most likely have an unpleasant surprise in store for players.... Go to the media section to see the screens!

The replacement for the Doom3 flashlight is done in the form of a lantern. Check it out in the media section!
Just a short note to say that a 'swamp' type map as featured in the original Hexen will be added to the mod!

One of the critiques that Doom3 has gotten is that it's too dark. Ofcourse, the original Hexen 1 was not a dark game, yet has a 'dark' feel. We are working hard on making sure that the maps for this mod do not become too dark or too light. Lighting is everything in this mod so it's one of our main focusses when designing maps and working on ambience. Check out the new screenshots in the media section to look at some of the new work!

The team is complete and we are already working hard on the maps, models, weapons and some special stuff which will remain a surprise.