For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
HeXen: Mists of Mauristen is the second of three planned prequel entries in my mod series, each serving as a prequel to my first mappack Tower of Chaos: Special Edition. The story follows the friend of the protagonist from Descent into the Abyss, Pierre. His quest is as follows: Orders from the Red Wyrm Church has tasked Pierre with finding a coffin belonging to a treasonous vampire count from the land of the vampire counts, Mauristen. The Church and queendom are allies, and as such that is why Pierre is on this quest. The quest will eventually take him to the land of the vampire counts where he continues his search for his quarry, the treasonous vampire lord Heinrich von Schattenburg. Gameplay wise it is a bit of a testing ground for an action RPG environment, and as such it features Strife's NPC Dialogue system, in addition to the usual hallmarks of my mods with plenty of story and lore stuff to flesh out the world of Heretic/HeXen more. The mod features a basic day and night cycle which triggers upon completing each sub-level in the hub. During night more enemies spawn in and shops in the town levle are closed, as are the entrances to the other main story specific sub-levels in the hub. You can revert it back to daytime again by sleeping until the morning in the inn on MAP02, Grünesfeld.
Like my previous mod from 2014, A New World, Mists of Mauristen also features a good and bad ending. To get the good ending you need to do all the side quests granted by the missionary of Pope Parias' Church, who goes by the name of Tristan. You will know him when you see him, as it is near impossible to avoid meeting this character.
There are also other side quests that can be completed, but unlike Tristans 3 missions, they are not required for getting the best ending in the mod.
In addition, like Descent into the Abyss the mod features 3 new Cleric classes in addition to the original HeXen Cleric, which is named War Cleric in the class select screen.
These new classes can be played in Mists of Mauristen, or outside of it via a separate mod called "Cleric Domains" in order to be played with other mappacks. The new classes are as follows:
The Paladin:
Spoiler:
Starting Weapon: Oath of Iron
Primary Attack: A mace attack that downs ettins in 4 hits rather than 6 like the original HeXen cleric.
Alternate Attack: A block with a shield that makes you impervious to melee damage from all direction. It also blocks ranged projectiles so long as you are facing the source of said projectiles. If not, you will still take damage. You are also a bit slowed down while blocking, so you can't run in and out of combat as quickly.
Blue Mana Weapon: Ephemeral Glaive
Primary Attack: The Primary attack functions in two different manners. If you are face-to-face with your enemey, it functions similar to the Timon's Axe of the Fighter in the original HeXen. With a bit of distance from your enemy, it shoots out a limited range slash attack that rips through enemies it passes over. Unlike the Fighter's weapons, the Glaive cannot be used without mana.
Alternate Attack: A block with a shield like the Oath of Iron, however with this weapon you can also reflech projectiles that you block so long as you face your enemy like before. This isn't available for free however, and the shield will drain 1 point of mana every second that you hold the shield up.
Green Mana Weapon: Zealbow
Primary Attack: No alt-fire for this weapon, and it is a pretty simple weapon. Good for single targets and multiple targets, as it does high impact and splash damage. The arrow has some drop-off after a certain point, so be sure to aim up a bit more when shooting far off targets!
Blue & Green Mana Weapon: Arm of Destiny
Primary Attack: A projectile that splits off into smaller projectiles to hit multiple targets in an area.
Alternate Attack: A melee attack that does more damage than the primary, but requires you to go into melee. This weapon's alt-fire can be used without mana, but is less strong by comparison.
The Lightwielder:
Spoiler:
Starting Weapon: Prophet Crystal
Primary Attack: No alt-fire for this weapon. It is a longer reach melee attack that's faster than the maces of the Demon Hunter, Paladin and War Clerics, but does damage on-par with the War Cleric's mace, so 6 hits to down an ettin rather than 4.
Blue Mana Weapon: Luminous Ember
Primary Attack: No alt-fires for this weapon. A wand weapon that is semi-rapid fire and shoots out embers in a shotgun-like fashion.
Green Mana Weapon: Heavenstone
Primary Attack: No alt-fire for this weapon. Another wand weapon that focuses on single targets. Each hit has a chance of causing splinters to shoot out that home in on the nearest target. Be careful when using against centaurs and slaughtaurs!
Blue & Green Mana Weapon: Celestial Wrathspan
Primary Attack: No alt-fire for this weapon. A staff weapon that shoot a beam-like attack that does heavy impact damage and some slight splash damage.
The Demon Hunter:
Spoiler:
Starting Weapon: Bronze Repentance
Primary Attack: Similar to the Oath of Iron, a mace that attacks as fast as the War Cleric and Paladin, downing ettins in 4 hits rather than 6.
Alternate Attack: Charge-up attack that usually downs ettins in 2 hits, guarantees an instant death hit on afrits.
Blue Mana Weapon: Copperhead Crossbolter
Primary Attack: Shoots 3 bolts that is best used for single targets.
Alternate Attack: Shoots 3 bolts that do minor splash damage, best used against crowds.
Green Mana Weapon: Dragon Horoscope
Primary Attack: No alt-fire for this weapon. A fire staff that shoots a fire projectile that does heavy impact damage, and then spawns splinters of fire that rain down upon the enemy after the initial hit is landed.
Blue & Green Mana Weapon: Execration Device
Primary Attack: No alt-fire for this weapon: Shoots a grenade-like projectile that later explodes into a vortex of white energy that does heavy impact and splash damage.
Screenshots:
Map02: Grünesfeld
Map03: Rotenburg Village
Map04: Black Peaks
Map05: The Dark Forest
Map06: The Pillaged Plains
Map07: The Sloping Road
Map08: The Crematorial Vault
Map10: The Thanathal's Vault
Downloads:
(NOTE: I would advice turning down the music volume by a few steps as the music may potentially overpower some of the voice overs in the mod otherwise. In addition, it is adviced to turn off the Randomize Sounds option in GZDOOM so the voice overs don't sound strange one after the other. Crouching is also enabled in this mod.)
Eriance for the Paladin's Ephemeral glaive weapon, Demon Hunter's Dragon Horoscope code by KrazyCommando
Bethesda Softworks for the Paladin's longbow, code by KrazyCommando
Ettingrider for the Celestial Wrathspan's sprites, code by KrazyCommando
Neoworm for the Arm of Destiny's sprites, code by KrazyCommando
Bossbattles for the Execrator's sprites, code by KrazyCommando
Ettingrinder for the Copperhead Crossbolter's sprites, code by KrazyCommando
Neoworm for the Oath of Iron weapon's sprites, code by KrazyCommando
Enemy Sprites and code:
Shield Fix by KrazyCommando, patched by Argonianlord to make it compatible with DITA's Necromancer reanimation ability.
Whirledtsar for the wolfman's code, Raven Software for the Wolfman sprites from their game Shadowcaster
Wraithverge Ghost enemy code by Eriance and Ghastly, sprite edit by DeVloek
Ghoul sprite edit by Vader, Finalizer and Horror Movie Guy, code by Horror Movie Guy
Strigoi Vampire sprites by Eriance (Enemy originally called "Vulgar"), code similarly by Eriance. GLDEFS by Dreadopp
Skeleton sprites are from Shadowcaster, code is by Virtue
Death Knight sprite edits by Eriance, code by Eriance.
Heinrich von Schattenburg Phase 1 (Originally the "Nosferati" enemy from Realm667) sprite edits by MagicWazard, code by MagicWazard. Edited by Krazy Commando
Heinrich von Schattenburg Phase 2 (Originally the Lord of Heresy from Realm667), sprite edit of Hellknight/Baron by Vader, Tormentor667, recolored by KrazyCommando and coded by KrazyCommando (possibly using code from original enemy)
Himalayanapplebutter for the code for Fire Hezrou (Lava Golem on Realm667), Gothic and Raven Software for the sprites and sounds
Hierophant's code by Eriance & Blue Shadow, sprites by Eriance
Nabassu's sprites by Eriance
Ichor for the code for the Blood Lich, Tharifaz for the Iron Lich sprite edit from their mod Drakefall
Bormereth by DBThanatos, sprite edit by Tormentor667
Desfar V for female Strife Peasant sprite edit
Craneo for the DooM 64 style Fallen that was used to represent the Invidiak/Shadow Demon
Placeable Sprites and code:
Destructible fantasy props sprites by Raven Software, code by Whirledtsar
Devilish Busts are sprite edits of Castlevania sprites by ETTiNGRiNDER, code by ETTiNGRiNDER
Warrior Statue is a sprite edit that meshes together Castlevania sprites by Konami with Raven Software sprites, edit by ETTiNGRiNDER, code by ETTiNGRiNDER.
Neoworm for a variety of things.
Puzzle Item Sprites:
Shadowcaster by Raven Software for the Dispelling runes, vampire skull and holy symbols
Sounds:
Raven Software
iD Software
Monolith Productions
And whomever I forgot to mention.
Blizzard Entertainment
Bioware
Zippy
Decoration Textures and such:
Neoworm
Ettingrinder
Bethesda
NPCs
Ishtar sprites ripped by Neoworm
Daggerfall npcs
Lands of Lore
Textures:
Raven Software.
iD Software.
Monolith Productions.
Valve Software
Ettingrinder
Raccoon
ItsNatureToDie
Neoworm
NotJabba
Desfar_V
3D Realms
Music:
Ramon Molesworth, Zenogias and Dan Goodale's Daggerfall OST remixes, Daggerfall OST originally by Eric Heberling.
Bytemixer's Daggerfall OST remixes
SolarStudios/SidhePriest's remixes of the HeXen OST by Kevin Schilder
Raven Software for the original HeXen soundtracks and HeXen 2s soundtrack
Bioware for the Neverwinter Nights OST and Hordes of the Underdark expansion OST
Elmobo & Kalisto Entertainment for the Nightmare Creatures 2 tracks that's used here.
DreamForge Intertainment for the Anvil of Dawn track used in the last bonus level as well as the Sloping Road level.
Luke Jansen for his remixes of HeXen's Darkmere and Wolf Chapel tracks.
Any other sources I neglected to mention. If your content is somehow featured in this mod, let me know through DMs and I'll add your name promptly!
Special thanks to:
KrazyCommando for designing the classes, bosses & enemies for this project, as well as offering suggestions and playtesting.
Nightwitch, Raerdrim, Sethize, Flamebeard and Whamninjamolehill and KrazyCommand for doing voice overs in the mod.
Copyright / Permissions.
Authors may NOT use the contents of this file as a base for
modification or reuse. Permissions from authors for the music included
have NOT been contacted, however, their credits are listed. As such, this
WAD may NOT be used for commercial or "for profit" purposes, either by
myself or other parties.
You may NOT redistribute this file without my permission.
And this is good stuff, too! The locales are suitably creepy for the undead exorcism theme going on, the voice acting is just cheesy enough to work without making the whole thing a farce, the new Cleric subclasses are cool and fun to play. I'm somewhat versed in D&D terminology but even I got a little lost in the lore, I admit. Speaking of lore, the switch from the old weapon-based notes to Strife dialogue makes it so much easier to actually read 'em!
Got the good ending with the Paladin on skill 4 and it was mostly a chill adventure with some extremely nasty encounters, usually involving vampires in close quarters. I've also never hated any enemy in a video game as much as those Archviles with the blinding attack, but they didn't detract from the experience at all (and they're not particularly difficult to deal with, just annoying)
Average Raven Fan wrote: ↑Sat Jan 11, 2025 5:26 pm
Can't say no to more Hexen!
And this is good stuff, too! The locales are suitably creepy for the undead exorcism theme going on, the voice acting is just cheesy enough to work without making the whole thing a farce, the new Cleric subclasses are cool and fun to play. I'm somewhat versed in D&D terminology but even I got a little lost in the lore, I admit. Speaking of lore, the switch from the old weapon-based notes to Strife dialogue makes it so much easier to actually read 'em!
Got the good ending with the Paladin on skill 4 and it was mostly a chill adventure with some extremely nasty encounters, usually involving vampires in close quarters. I've also never hated any enemy in a video game as much as those Archviles with the blinding attack, but they didn't detract from the experience at all (and they're not particularly difficult to deal with, just annoying)
Thanks & New Version
Glad to hear you enjoyed it, despite the hard times this project brought on it thankfully turned into a good experience it'd seem. Yeah fair few changes were made from DITA going into this one, very late changes but the notes in particular was done simply because it's easier to make them and I don't need to edit a file in my art software each time I need to correct anything in the lore notes.
Ammo may have been a bit of a problem on skills 2-4 because I screwed up by picking "Show up for this class" rather than "Show up for these difficulties", oops. It's fixed in the new version that's out now, among some other fixes to places that were a bit jank. But overall the experience you had is going to be similar to what others probably will have even in the new update.
Fixes player start in the final level to its intended location, if you are playing the version where this issue is present, please refer to the images below for what the actual entrance and player start is, sorry for the inconvenience!
Also fixes an exploit that could be done with the blue barriers where one could crouch through them
Peasant NPCS should be less prone to following the player now.
Great work.
Absolutely amazing Hexen and definitely one of the best too.
I just finished playing it a while ago and I have to say that I had a lot of fun.
Unfortunately, I got a bad ending, but I'm still happy.
It took me almost 8 hours and I haven't enjoyed anything like this in a long time.
1. Good ending suggests that one of the two arch-villains remains alive? I got one where he is, same as it shown in currently two other available longplays in YouTube. All side quests been completed.
2. Close to the end of the game I've a found a purple book, but no idea where to use it, https://ibb.co/LXxC4DYn.
1. Good ending suggests that one of the two arch-villains remains alive? I got one where he is, same as it shown in currently two other available longplays in YouTube. All side quests been completed.
2. Close to the end of the game I've a found a purple book, but no idea where to use it, https://ibb.co/LXxC4DYn.
Sorry that it took so long to respond to this, anyway I'll answer in spoiler tags.
Spoiler:
So for the first question, yes Raducal remains alive in the good and bad ending, so there's no odd things happening there, that was intended.
As for the second question, that purple book you turn in to a blue robed mage in Rotenburg Village who stands by a smaller tower towards the west gate. It's just one of the 3 other small side quests that don't alter the ending in any way. Reward is just a Mystic Ambit Incant