I was at a Medieval event here in Portugal a month ago, there were lots of tents selling food, art and obejcts inspired on the ones of the time, and there was an armoury that was selling some nice weapon replics (sp), axes, war hammers, swords and bows. There was also a pretty well made morning star, whose spiked sphere wasn't very big (around 8 cm?), but looked extremely plainfull. Not that axes and sowrds are gentle weapons, but morning stars just looks evil... I thought about grabbing the mace and go open some heads like a possessed maniac, but there were two guys dressed like kingdom soldiers, in full mail coat, with long shields and spears that would surely take me down before I could get to them with my much smaller weapon, so I gave up the idea... <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> It was a really fun event.
As for the ideas:
I really like some of them, but there things you should keep in mind:
Although I liked the idea os a different Serpent, and the Centaur rider, actually editting existing monster is almost as hard as making new ones, because you have to spend LOTS of time with them aswell. The result might be great, but in the end it is a moddified monster and not something new. On future projcts, we WILL need new monsters and NPCs, and since I'm already working on two (the Swamp Thing and an Ogre), we can get more progress if we work on the new planned things and work on variations afterward, if we have the time.
All magic ideas are welcome, we could use many examples, but in the end it's up to Moose, since he has to code them in.
The griffin is a really nice fantasy monster, but I would have to carefully study it, because it flies and sprites look VERY odd when seen from below or above...
And yes, there's the Witchaven morning star, but it's well known by many fantasy game fans, so it wouldn't look that good if we just use it as a base for a SE or TSP weapon... I still have to think about this.
Finnally, I always like the idea of having subtle aproach in the Hexen game, but it' sad for me to say that I don't think it's possible. Doom engine is very simple, monsters have defined mechanisms to "feel" or see the player, and will always respond the same, disregarding sound or light levels. A player can never "blend" with the environment, or in the dark, the monster will always spot you in his 180? vision field. I know there's a thief character in Hexen II, and that they even managed to add limited interactivity between player activity - environment - enemies perception, but in my realistic, bitter view, we can only have a decent, real "thief" character if we work on an engine dedicated to that purpouse, like the game Thief: The Dark Project... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->