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NAVIGATION
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Dark Realms (abbreviated DR for short)
is an experience like none other. It originally started off as a
wadfile for Raven Software's game Hexen, which has over the past decade
become an instant bestseller amongst 1st person shooter fans.
However, unlike the original Hexen, which is composed mostly of action
and some adventure parts, DR forces you to think hard if you wish
to overcome many of the obstactles, because it is a critical
thinking game.
Inspired by Zorkish puzzles and the character
interaction found in many other underrated classics like Betrayal At
Krondor, Relentless: Twinsen's Adventure, Strife, and, most importantly,
Stonekeep, Dark Realms provides the one link Hexen has been solely
missing: the human dimension, and the emotion that makes role-playing
so addictive. But know this: this is not a role-playing
adventure, or at least not in the sense of mainstream role-playing
games like Dungeons And Dragons. This Hexen experience is
completely original, and purely authentic. |
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I started the
project sometime in February 2000
after fiddling around with Wadauthor (my mapping skills were really
subpar back then, though really haven't changed that much now).
Incidentally, I never successfully got the hang of ACS until sometime
in 2001, so you can imagine how crummy the maps must have been back
then! Basically, DR came out of pure experimentation.
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What has now been implemented?
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Ever since the first release in 2003, here is what has been accomplished:
- Three hubs, totalling sixteen levels
- New puzzles, all of which are challenging, yet logical
- A new immersive plot that even still continues to
unfold. Visit the Story So Far section to read what had happened
just before you begin the game
- Multiple endings, depending on how you play the game
- New special effects never before seen in Hexen (trains that run on horizontal tracks and transport you to the next level; houses appearing from thin air; corridors that are directly below other corridors; moving gigantic blocks of stone; dialogue between NPCs; and more!)
- New music
- New artwork
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What is planned for the future?
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Here are some long term plans (a * next to the ones that might not make it if I don't manage to edit source code):
- make one last hub, totalling four.
- make the maps increasingly non-linear (in every sense of the term)
- *at least ten new enemies, each with new battle tactics - without replacing a single sprite
- *at least eight new weapons, all entirely new and not just borrowed from elsewhere
- *the three original classes (fighter, cleric, mage) might be merged into one, who would have all the original twelve weapons and plenty more
- dozens of new puzzles, obstacles, items and artifacts unlike any other seen in any Hexen MOD before
- a haunting new musical score, written by me
- lots of new scenery and artwork
- more friends to make; more alliances to form
- *the biggest battle Hexen has ever seen (where you lead an army of 100s against another army of 100s).....
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What is The Elven Gathering?
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The Elven Gathering is a prequel to Dark Realms, that marks the extinction of the ever-so-cliche elves. It started in
late June 2005, and was created to enhance the DR storyline. Currently it's only half-done. The following are
what is planned with this project:
- Four massive wads with an explorative nature (unlike a thinking nature like in Dark Realms)
- Much more complex natural-looking maps, especially in the first level, which takes place in a dense mountain range
- Unlike Dark Realms, where the levels form hubs, the levels in The Elven Gathering will progress linearly (in a storylike nature)
- Like Dark Realms, The Elven Gathering will also have only one class.
- Breathtaking new cinematic score (songs are longer and more symphonic)
- Exciting and intense storyline that makes way for our protagonist in the main project
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Dark Realms is a stand-alone wad for Hexen, which is copyright (©) 1995 by Raven Software, Inc. Hexen, Hexen logos, and Hexen likenesses are trademarks of Raven Software, Inc. All rights reserved.
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