the cutting room mirror

Hexen II

This article has a talk page!
view on tcrf.net

This page details one or more prototype versions of Hexen II.

README.TXT#

If you go to do a new game, and pick your character, only
1 level will work before it says it cant find a certain map. I didn't
wan't to rename a bunch of the packaged maps so instead you should just
go to the console and type "map <file>". The map names are in the
directory data1\maps. Have fun!

Made by NipKick

Music#

All of the music is in MIDI format and not CD audio.

Maps#

Surprisingly, these appear to work pretty well in the final game and even a modern source port such as Hammer of Thyrion.

btest#

A test map that includes many objects from the game.

monsters#

A test map in which you fight monsters in various environments.

Abandoned Observatory (meso7)#

A scrapped level adjacent to Hall of 1000 Heroes. It's an Aztec complex above a cave network.

Sound Notes#

DONE.TXT#

A text file outlining what was consider final sounds, what they are and when they were added.


Hexen 2 Sound List
----


GAME FILE   DESIGNER FILE   USAGE DESCRIPTION       DATE ENTERED
----------- -------------   -----------------       ------------

//
//MISC:
//
flame1.wav      [FIRE2.WAV] - big yellow flame sound
fire1.wav       [TORCH1.WAV]    - the sound the players torch makes
kiltorch.wav    [TORCHOUT.WAV]  - sound torch makes as it goes out
littorch.wav    [TORCH1.WAV]    - sound torch makes as it is lit
clink.wav   [LATCH8]    - metal latch connection    5/5/97
pushston.wav    [PUSHSTON]  - push a stone object loop  5/7/97
pushmet.wav [PUSHMETL]  - push a metal object loop  5/7/97
pushwood.wav    [PUSHWOOD]  - push a wood object loop   5/7/97
unsheath.wav    [UNSHEATH]  - unsheath a blade      5/7/97
bellring.wav    [BIGBELL]   - hit bell and it rings     5/14/97
camera.wav  [CAMERA]    - remote camera activate    5/14/97
fburn_sm.wav    [FIRESMAL]  - small fire burning        5/15/97
fburn_md.wav    [FIREMED]   - medium fire burning       5/15/97
fburn_bg.wav    [FIRE4]     - large fire raging     5/15/97
decomp.wav  [DECOMP]    - corpse decomposing        5/15/97
rubble.wav  [ROCKS5]    - small rocks falling       5/16/97
sheep1.wav  [SHEEP1]    - sheep sound           5/19/97
sheep2.wav  [SHEEP2]    - sheep sound           5/19/97
sheep3.wav  [SHEEP4]    - sheep sound           5/19/97
sheepfly.wav    [SHEEP3]    - sheep being shot through air  5/19/97
quake.wav   [QUAKE2]    - earthquake            5/20/97
catreset.wav    [CATLATCH]  - catapult resets       5/21/97
catlnch.wav [CATFLING]  - catapult launches object  6/3/97
catdrop.wav [CATAPSET]  - catapult moves to reset   6/3/97
wind2.wav   [WIND1]     - wind blowing          6/3/97
water1.wav  [WATER1]    - water moving          6/3/97
hith2o.wav  [SPLISH]    - thing falls in water      6/3/97
itmspawn.wav    [RESPAWN]   - item respwning        6/3/97
soul.wav    [SOULHUM]   - soul sphere drone     6/3/97
ammopkup.wav    [AMMO]      - pick up ammo artifact     6/3/97
teleprt1.wav    [H3PORT1]   - teleport sound        6/12/97
teleprt2.wav    [H3PORT1]   - teleport sound        6/12/97
teleprt3.wav    [H3PORT1]   - teleport sound        6/12/97
teleprt4.wav    [H3PORT1]   - teleport sound        6/12/97
teleprt5.wav    [H3PORT1]   - teleport sound        6/12/97
artpkup.wav [H3MAGIC1]  - pick up an artifact       6/13/97
weappkup.wav    [H3MAGIC3]  - pick up a weapon      6/13/97
windmill.wav    [WINDMILL]  - windmill gears turning    6/16/97
squeak.wav  [RATS]      - rats squeaking ambience   6/16/97
itempkup.wav    [H3MAGIC2]  - pickup an instant use item    6/16/97
barmovup.wav    [INTSLIDE]  - status bar moves up       6/16/97
barmovdn.wav    [INTSLIDE]  - status bar moves back down    6/16/97
inmove.wav  [INTCHOSE]  - move status selector l/r  6/16/97
invuse.wav  [INTUSE]    - use invent. item      6/16/97
comm.wav    [CHAT3]     - message comes up on screen    6/17/97




//
// Interface
//
menu.wav    [SWITCH7]   - sound for moving menu selection up/down 5/16/97
menu1.wav   [MENU1]     - Up/down selection in main menu    6/3/97
menu2.wav   [MENU2]     - Enter or Esc in main menu     6/3/97
menu3.wav   [MENU3]     - Left or right in main menu        6/3/97




//
// Doors
//
gatestrt.wav    [GATESTRT]  - big metal gate start      5/27/97
gateswng.wav    [GATESWNG]  - big metal gate swing      5/27/97
gatestop.wav    [GATESTOP]  - big metal gate stop       5/27/97
doorstop.wav    [DOORSTOP]  - regular sliding door stop 5/27/97
stonslid.wav    [STONSLID]  - standard door sliding     5/27/97
dorstart.wav    [DORSTART]  - standard door start       5/27/97
wdswngbg.wav    [WDSWNGBG]  - big wood door swinging    5/27/97
swngstop.wav    [SWNGSTOP]  - swinging wood door stop   5/27/97
wdswngsm.wav    [WDSWNGSM]  - standard wood door swinging   5/27/97
woodslid.wav    [WOODSLID]  - wood door sliding         5/27/97
drawstrt.wav    [DRAWSTRT]  - drawbridge start      5/27/97
drawmove.wav    [DRAWMOVE]  - drawbridge moving     5/27/97
baddoor.wav [BADDOOR]   - door is locked        5/27/97



//
// Player 
//
gasp1.wav               - player coming out of the water with very little air left   
gasp2.wav               - player coming out of the water with no air left            
inh2o.wav       [WATERIN1.WAV]  - player entering water                                      
outwater.wav    [SRFC1.WAV] - player coming out of the water                            
land.wav    [JUMPLAND]  - player lands after normal jump    5/15/97
h2ojmp.wav  [JUMPWATR]  - player lands in water     6/3/97
slimbrn1.wav    [SLIMFALL]  - player falls in slime     6/3/97
use_plaq.wav    [EFFECT1]   - Player reads a plaque     6/3/97
armrpkup.wav    [GETARMOR]  - pickup a piece of armor   6/16/97



//
//Paladin
//
vorpswng.wav    [VORPWIFF]  -vorpal sword normal swing and miss 5/5/97
vorpht2.wav [VORPWALL]  -sword hits a wall  5/5/97
vorppwr.wav [VORPOW]    -sword swinging in power up mode    5/6/97
vorpht1.wav [HIT2]      -sword damage in normal mode    5/6/97
vorpblst.wav    [VORPKNOC]  -sword damage in power up mode  5/6/97
vorpturn.wav    [VORPDEF]   -sword deflects a missile   5/6/97

axblade.wav [AXEFLY2]   -axe projectile flying sound looped     5/7/97
axric1.wav  [AXERIC]    -axe bouncing off wall  5/7/97
axswing.wav (vorpswing) -axe swing and miss 5/7/97
hithurt1.wav    (vorpht1)   -axe damaging flesh 5/7/97
hithurt2.wav    [HITWOOD]   -axe damaging nonflesh  5/7/97
hitwall.wav [AXEWALL]   -axe hits a wall    5/7/97

gaunt1.wav  [PUNCHMIS.WAV]  - paladin taking a swing with his gauntlets on
gauntht1.wav    [MUMPUN5.WAV]   - paladin gauntlets hitting something that takes damage
gauntht2.wav    [PUNCH8.WAV]    - paladin gauntlets hitting a wall

purfire.wav [PURE1]     - purefire normal shot      6/12/97
purfireb.wav    [PURE2]     - purefire power up shot    6/13/97

pallnd.wav  [PALLAND]   - land after jump       6/13/97
paljmp.wav  [PALJUMP]   - grunt when jumping        6/13/97
palpain1.wav    [PALPAIN1]  - pain              6/13/97     
palpain2.wav    [PALPAIN2]  - pain              6/13/97
palgasp1.wav    [PALGASP1]  - low on air            6/13/97
palgasp2.wav    [PALGASP2]  - out of air            6/13/97
paldie1.wav [PALDETH1]  - death             6/13/97
paldie2.wav [PALDETH2]  - death             6/13/97
paldrown.wav    [PALDROWN]  - drowning death        6/13/97



//
// Crusader
//
whoosh.wav  (axblade)   - sound of hammer flying through air    5/20/97
frozen.wav  [ICEDTH1]   - something gets frozen         5/20/97
metfire.wav [WEAPON1]   - meteor staff fire         6/3/97
tornado.wav [TORNADO]   - weapon 3 powered up loop      6/13/97



//
// Assassin
//
arr2flsh.wav    [ARROFLSH]  - arrow hits flesh  5/7/97
arr2wood.wav    [ARROWOOD]  - arrow hits wood   5/7/97
gbounce.wav [GRNDBNC]   - grenade bounces   5/20/97
firebolt.wav    [ASSASS1]   - crossbow fires 3 arrows   6/3/97
firefblt.wav    [ASSASS2]   - crossbow powered up       6/3/97
arrowfly.wav    [ASSASS3]   - arrow travel loop     6/3/97
chain.wav   [ASSASS4]   - chains shoot at victim    6/3/97
chntear.wav [ASSASS5]   - chains tear at victim     6/3/97




//
// Damage 
//
wallbrk.wav     [WALLEXP1.WAV]  - breakable wall breaking       ?                              
glassbrk.wav    [WINDOW1.WAV]   - breakable window breaking ?
metalbrk.wav    [METLCRSH]  - metal object breaks       5/15/97                                  
megagib.wav [PULP2]     - flesh broken apart        5/15/97
claybrk.wav [CLAYPOT]   - clay pottery breaking     5/7/97
thngland.wav    [WOODFALL]  - object falls and breaks   5/7/97
r_exp3.wav  [EXP4]      - rocket type explosion     5/15/97
met2met.wav [TING3]     - generic metal hitting metal   5/15/97
met2stn.wav [VORPWALL]  - generic metal hitting stone   5/15/97
met2wd.wav  [HITWOOD]   - generic metal hitting wood    5/15/97
met2flsh.wav    [HITFLSH]   - generic metal hitting flesh   5/15/97
slash.wav   [HIT2]      - nasty flesh wound slice   5/15/97
bshatter.wav    [BURNT]     - burnt thing being broken  5/16/97
combust.wav [COMBUST]   - spontaneous combustion    5/19/97
squish.wav  [SQUISH]    - stepped on by a big thing 5/19/97
sshatter.wav    [STONBRK]   - stone thing shattering    5/20/97
fshatter.wav    [ICEBRK1A]  - frozen thing breaks       5/20/97
clothbrk.wav    [RIPCLOTH]  - tear a large cloth thing  6/3/97
gib1.wav    [PULP1]     - creature is gibbed        6/3/97
gib2.wav    [PULP2]     - creature is gibbed        6/3/97
leafbrk.wav [TREEBRK]   - tree being or shrub destroyed 6/16/97
expsmall.wav    [EXPSMALL]  - small explosion       6/16/97
exphuge.wav [EXPHUGE]   - huge explosion        6/16/97






//
// IMP
//
fly.wav     [IMPFLAP]   - imp's wings flapping  4/7/97
swoophit.wav    [HITFLSH]   - imp rams into player  4/7/97
up.wav      [IMP4]      - imp rises up to fly   6/13/97
die.wav     [IMP3A]     - imp dies      6/13/97
swoop.wav   [IMP2]      - imp starts to swoop   6/13/97
fireball.wav    [IMP5]      - imp throws fireball   6/13/97



//
// FALLEN ANGEL
//
pain.wav    [FANGLPAN]  - angel's pain  4/8/97
death.wav   [FANGLDTH]  - angel's death 4/8/97
fly.wav     [FANGLFLY]  - angel normal flying 4/15/97

//
//Projectiles
//
ric1.wav    [TING10]    - metal shard   4/11/97
ric2.wav    [TING11]    - metal shard   4/11/97
ric3.wav    [TING1]     - metal shard   4/11/97
tink1.wav   [TING2]     - metal shard   4/11/97



//
//HYDRA
//
spit.wav    [HYDSPIT]   - hydra spits ink   4/15/97
tent.wav    [HYDHIT]    - hits with tentacle    4/15/97
swim.wav    [HYDACT]    - swimming (this is a voice) 4/15/97
turn-b.wav  [HYDBIG]    - big turn in water 4/15/97
turn-s.wav  [HYDLITL]   - small turn in water   4/15/97
pain.wav    [HYDPAIN]   - pain  4/15/97
die.wav     [HYDDIE]    - death 4/15/97

//
// Medusa
//
rattle.wav  [MEDUSRTL]  - tail rattles      6/3/97




//
// Archer
//
pain.wav    [ARCHHPAIN]c    - pain          6/13/97
growl.wav   [ARCHGROWL]c    - active growl sound    6/13/97
sight.wav   [ARCHSIGHT]c    - sight sound       6/13/97
death.wav   [ARCHDEATH]c    - death         6/13/97
arrowg.wav  ?       - green arrow fires 6/13/97
arrowr.wav  [ARCHERARROWR]c - red arrow fires   6/13/97
draw.wav    [ARCHERDRAW2]c  - pull back bow     6/13/97



//
// Mummy
//
moan.wav    [MUMHURT]c  - active sound      6/13/97
sight.wav   [MUMSIGHT]c - sight         6/13/97
pain.wav    [PAIN]c     - pain          6/13/97
die.wav     ?       - death         6/13/97
mislfire.wav    ?       - staff missile fire    6/13/97
limbloss.wav    ?       - loses a limb      6/13/97
tap.wav     ?       - hitting ground w/ staff   6/13/97
crawl.wav   ?       - crawl without limbs   6/13/97
step.wav    ?       - foot step     6/13/97
slide.wav   ?       - drag one foot     6/13/97



//
// Spider
//
scuttle.wav [SPIDER1]   - moving around active  6/17/97
bite.wav    [SPIDER3]   - hissing bite      6/17/97
pain.wav    [SPIDER4]   - pain          6/17/97
death.wav   [SPIDER5]   - death         6/17/97

TODO.TXT#

A text file outlining sound effects that needed to be replaced with more suitable sounds.

The names Bob, Rick and Mike G./Mike refer to programmers Robert (The Doctor) Love, Rick Johnson and Michael Gummelt respectively.



 sound: raven\ringwarn.wav
  date: 12/31

Warning buzz a ring is running low on power.
----

 sound: raven\invulner.wav
  date: 2/6

Sound a player makes while invulnerable.


----


 sound: fangel\deflect.wav
  date: 4/6/97
    by: Rick

Sound to be played whenever the fangel deflects a missile
----
 sound: fangel\hand.wav
  date: 4/6/97
    by: Rick

Sound to be played when fangel shoots a hand projectile

----
 sound: fangel\wing.wav
  date: 4/6/97
    by: Rick

Sound to be played when fangel shoots a wing projectile

----


sound: hydra\open.wav
  date: 4/6/97
    by: Rick

Sound when the hydra opens up to do an attack

----


 sound: misc\fout.wav*
  date: 4/23/97
    by: Mike G.
    Fire being put out by jumping in water.
----

 sound: misc\tink.wav
  date: 4/23/97
    by: Mike G.
    Tink- sound of ice or glass or small bits of metal
    hitting ground
----



============================================================================
MEDUSA:
----

 sound: medusa\stoned.wav
  date: 4/23/97
    by: Mike G.
    Sound made when you become turned to stone
============================================================================
CRUSADER:
----
    *WARHAMMER*(weapon 1)
----


 sound: crusader\lghtn1.wav*
  date: 4/23/97
    by: Mike G.
    Lightning strike 1
----

 sound: crusader\lghtn2.wav* 
  date: 4/23/97
    by: Mike G.
    Lightning strike 2
----
    *ICEMACE*(weapon 2)
----

 sound: crusader\icefire.wav
  date: 4/28/97
    by: Mike G.
    Firing an ice shard (rapid-fire)
----

 sound: crusader\blizfire.wav
  date: 4/28/97
    by: Mike G.
    Fire Blizzard Spell
----

 sound: crusader\blizzard.wav
  date: 4/23/97
    by: Mike G.
    Blizzard
----


 sound: misc\drip.wav
  date: 4/23/97
    by: Mike G.
    When something is melting- may be ambient sound too.

----
    *SUNSTAFF*(weapon 4)
----

 sound: crusader\sunstart.wav
  date: 4/23/97
    by: Mike G.
    Sun Ray start
----

 sound: crusader\sunhum.wav
  date: 4/23/97
    by: Mike G.
    Sun ray hum (firing loop)
----

 sound: crusader\sunhit.wav
  date: 4/23/97
    by: Mike G.
    Sun ray hit


----
    *VINDICTUS*(weapon 4)
----



 sound: Assassin\chn2flsh.wav*
  date: 4/23/97
    by: Mike G.
    chains hooking into flesh   
----


 sound: player/inpain1.wav 
 sound: player/inpain2.wav 
 sound: player/inpain3.wav 
 sound: player/inpain4.wav 
 sound: player/inpain5.wav 
 sound: player/inpain6.wav 
  date: 5/23/97
    by: Bob

Player being hurt - there are six of these
----
 sound: player/pdrown1.wav 
 sound: player/pdrown2.wav 
  date: 5/23/97
    by: Bob

Player drowning - there are two of these
----

 sound: player/leave.wav 
  date: 5/23/97
    by: Bob

Player leaving deathmatch (Id used a gib type sound)
----
 sound: player/pdeath1.wav 
 sound: player/pdeath2.wav 
 sound: player/pdeath3.wav 
 sound: player/pdeath4.wav 
 sound: player/pdeath5.wav 
  date: 5/23/97
    by: Bob

Player death sounds - screams and gasps 
----
 sound: player/plyrjmp.wav 
  date: 5/24/97
    by: Bob

Player grunting when he jumps up
----
 sound: player/h2odie.wav 
  date: 5/24/97
    by: Bob

Player drowning to death
----
 sound: player/telefrag.wav 
  date: 5/24/97
    by: Bob

Player telefragging (another gib type sound)
----

 sound: player/swim1.wav 
 sound: player/swim2.wav 
  date: 5/24/97
    by: Bob

Player swimming
----

 sound: player/lavabrn1.wav 
 sound: player/lavabrn2.wav 
  date: 5/27/97
    by: Bob

Played being hurt in lava. Screaming and such.  You know, we've all had that happen.
----

 sound: medusa/sight.wav 
  date: 6/2/97
    by: Mike

Medusa first detects an enemy 
----
 sound: medusa/hiss.wav 
  date: 6/2/97
    by: Mike

Low hiss for medusa, will play every now and then randomly as she
slithers around, but should still be scary
----

 sound: medusa/attack1.wav 
  date: 6/2/97
    by: Mike

Medusa's gaze attack, green beams extendfrom her eyes to her target's
----
 sound: medusa/attack2.wav 
  date: 6/2/97
    by: Mike

Medusa's snakes attack- projectiles come out of the snakes on her head.
----
 sound: medusa/pain.wav 
  date: 6/2/97
    by: Mike

Medusa gets hurt, reels back in pain
----
 sound: medusa/death.wav 
  date: 6/2/97
    by: Mike

Medusa bites it
----
 sound: items\ringpkup.wav
  date: 05/03/97

Player running over and taking a ring.
----
 sound: necro/mmfire.wav 
  date: 6/4/97
    by: Mike

Necromancer fires a magic missile, will be able to do this rapidly,
but also fires three of them (tracking) in power mode- should that be
a seperate sound?
----
ALL MEZZOMAN SOUNDS ARE BIG CAT IN NATURE- LION, TIGER, LEOPARD, 
PANTHER, JAGUAR, etc.
 sound: mezzo/skid.wav 
  date: 6/6/97
    by: Mike

Mezzoman skids to a stop from a full run, should last about 1 seconds.
----
 sound: mezzo/roar.wav 
  date: 6/6/97
    by: Mike

Mezzoman sees player, rears back head, and roars (also played after killing player)
----
 sound: mezzo/reflect.wav 
  date: 6/6/97
    by: Mike

Sound something makes when if reflects off mezzoman's shield
----
 sound: mezzo/slam.wav 
  date: 6/6/97
    by: Mike

Sound made when mezzoman slams into you with his sheild from a
running jump
----
 sound: mezzo/pain.wav 
  date: 6/6/97
    by: Mike

Mezzo hurt
----
 sound: mezzo/die.wav 
  date: 6/6/97
    by: Mike

Mezzo dies
----
 sound: mezzo/snort.wav 
  date: 6/6/97
    by: Mike

Mezzoman idle, walking around, like a horse or raptor snort?
----
 sound: mezzo/growl.wav 
  date: 6/6/97
    by: Mike

Second mezzo idle sound, low growl?  May not be neccary if it's
too many sounds
----






Use this template when adding sounds:
----
 sound:
  date:
    by:

Screenshots#

Found in DATA1/SHOTS are three screenshots. They are all named "QUAKE".