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".
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The Heretic/Hexen series | |
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Heretic | |
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DOS |
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Windows |
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PlayStation 4, Xbox One, Nintendo Switch, PlayStation 5, Xbox Series X and S |
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Hexen | |
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DOS / Mac OS Classic |
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Windows |
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PlayStation |
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Nintendo 64 |
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PlayStation 4, Xbox One, Nintendo Switch, PlayStation 5, Xbox Series X and S |
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See Also | |