Proto:Hexen II
This page details one or more prototype versions of Hexen II.
This prototype is documented on Hidden Palace.
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? Notes: The prototype feels very under-dissected on this page right now. |
To do:
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The E3 prototype of Hexen II has quite a few interesting differences, such as Quake weapons using the Hexen II palette, unused textures and models, Windows sound effects, and a scrapped level not seen in the final game!
Contents
Sub-Pages
Weapons and Items |
Monsters Eidolon's minions may need some work. |
Graphics |
Sounds Windows dings as far as the ear can listen! |
Quake Leftovers What are "Quake" monsters doing in MY Hexen game? |
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".
The Heretic/Hexen series
| |
---|---|
Heretic | |
DOS | Heretic (Prototype) |
Hexen | |
DOS / Mac OS Classic | Hexen (Prototypes) |
Windows | Hexen II (Prototype) |
PlayStation | Hexen: Beyond Heretic |
Nintendo 64 | Hexen |