HeXen: Mists of Mauristen

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ArgonianLord
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HeXen: Mists of Mauristen

Post by ArgonianLord »

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:
The Lightwielder:
Spoiler:
The Demon Hunter:
Spoiler:

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.)

Mists of Mauristen Mappack: https://www.mediafire.com/file/ypnsjmky ... M.zip/file

Cleric Domains Gameplay Mod: https://www.mediafire.com/file/vjbc3j5v ... s.pk3/file

Credits:
Spoiler:
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.
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Average Raven Fan
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Re: HeXen: Mists of Mauristen

Post by Average Raven Fan »

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)
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ArgonianLord
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Re: HeXen: Mists of Mauristen

Post by ArgonianLord »

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.
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ArgonianLord
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Re: HeXen: Mists of Mauristen

Post by ArgonianLord »

Hotfix 2

Changelog

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.


Proper Map12 start location, Automap + Screenshot view
Spoiler:
Spoiler:
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ArgonianLord
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Re: HeXen: Mists of Mauristen

Post by ArgonianLord »

Hotfix 3

Changelog

Upon watching a Twitch stream of the mod last night, I opted to making another hotfix, below are the changes.


Chiefly nerfing one of the Death Knight enemies' attacks to not basically be an instant death every time it is used by the enemy in question.

Fixing more blue barrier crouch exploits

Fixing some typos seen in some dialogues and lore notes.
Protagonist Corvus
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Re: HeXen: Mists of Mauristen

Post by Protagonist Corvus »

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.
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UnknDoomer
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Re: HeXen: Mists of Mauristen

Post by UnknDoomer »

Two questions.
Spoiler:
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ArgonianLord
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Re: HeXen: Mists of Mauristen

Post by ArgonianLord »

UnknDoomer wrote: Thu Feb 27, 2025 3:35 am Two questions.
Spoiler:
Sorry that it took so long to respond to this, anyway I'll answer in spoiler tags.
Spoiler:

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