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7 files

  1. Hexen: Deathkings of the Dark Citadel upgrade

    These files should be unzipped into your current Hexen: Deathkings of the Dark Citadel directory.

    To apply the patch, type "patch" from the DOS prompt.


    * Redbook audio now plays correctly.


       (34 reviews)


  2. HEXEN: Beyond Heretic Screenshots created Aug. 31, 1995

    It's getting very close to release! HEXEN will be released on October 30th, Devil's Night. Here are 9 screenshots, all in PCX format.


       (1 review)


  3. hexdemo4.zip


       (0 reviews)


  4. hexdemo1.zip


       (4 reviews)


  5. hexdemo2.zip


       (1 review)


  6. hexdemo3.zip


       (0 reviews)


  7. Hexen: Beyond Heretic DEMO

    This is a 4-level demo of the new action-adventure Hexen: Beyond Heretic, the sequel to the original Heretic first-person action-adventure. Besides the storyline, the major differences between Heretic and Hexen are numerous.

    * Three character classes: Fighter, Cleric and Mage. At the start of your adventure, you choose which class you want to play through the entire game of Hexen. In multiplayer mode, you can choose which character you want to use to either inflict punishment (Deathmatch) or to help your comrades through the adventure (Cooperative).

    The Fighter's weapons are mostly close-combat weapons, but he does the most damage with his attacks.

    The Cleric has two close-combat weapons and two long-range weapons since he is a hybrid of the Fighter and Mage classes.

    The Mage has four long-range magical attacks. This is the best character for you if you are better at attacking from a distance.

    * No sequential level-to-level game progression. For instance, the second level (Seven Portals) contain the gateways to the other three levels in the first "hub" of the game. You will revisit Seven Portals many times before you complete Hexen's first hub area. When you are on one level, you can pull a switch and open doors or raise stairs on a different level to unlock the continuation of your quest.

    * Rich audio environment. Hexen has a dark, brooding background soundtrack to create a subtly disquieting mood while you listen to animals scrabbling around on rocks, birds screeching or the ambient soundscape of a swamp. All this combined with the enemy's audio cues create a rich aural experience while you journey through the dark, dangerous world of Hexen.

    * Large range of artifacts. Many of Heretic's artifacts are here along with many new ones that prove to be quite interesting in a Deathmatch situation! Sure, Heretic was great fun with the Morph Ovum, but have you ever seen a flying pig? You Will. And we will be the ones to bring it to you with the Porkelator!

    * Awesome visual effects. Slog your way through a real swamp, complete with a haze of white fog and swamp gas clouds cruising over the ooze. Twin parallaxing cloud sky backdrops. A crowd of bats blasting into your face as you prepare to descend into a network of caves. These and many other effects will surprise and awe you with their brilliance.

    This demo is multiplayer capable. Use the DM program to initiate a multiplayer game. Please read DM.DOC for details.

    Enjoy the demo. Then rush out and get the game when it hits the stores! You won't be sorry. But your friends will be when they think they can take you on in a Deathmatch and they find a Maulotaur you just summoned bashing their brains into the dirt with you laughing at them behind its back.


       (85 reviews)


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  • File Reviews

    • By Classicgamer6 · Posted
      Gameplay wise this WAD is okay, nothing too spectacular, but what it does right is detailing and setting the mood correctly. I recommend this if you like special effects in your Doom levels and it's short enough to beat in about an hour or so.
    • By Summer Deep · Posted
      Found this map on an old CD from a PC mag circa 1995, and it was just about the only one that could honestly be described as above average for the era. Graphically very basic, but very tight, involving gameplay and a worthwhile challenge if you have a spare 20 minutes or so.
    • By whirledtsar · Posted
      The texturing and detailing are pretty good but the map is very cramped. You'll frequently get stuck on little details or want to pass through spots only find there's just barely too little room, which is frustrating. Ammo is quite low, so you'll have to think carefully about how you use it. Which isn't a bad thing at all, it's a different experience than usual. There are a few new sounds (replacing the pistol, shotgun, and chaingun noises), all of which sound absolutely terrible. Overall though, the experience is okay. It's a short but moderately challenging map that will take a few tries to complete and isn't a waste of 10-15 minutes.
    • By SuperArjunaButt · Posted
      Overall, good job!  Thanks Josh for making this and giving me a shoutout in the credits.     I played this on HMP, continuous, and with GZDoom.  This WAD certainly hits a lot of the same (awesome) notes of Doom E1 without getting too close to the originals, and I think improves the final fight in E1M8.  It would get a 5 star rating except for two overall problems:   --There are decent stretches of map with a lot of the same wall texture  The opening area in E1M1 and the exterior wall in E1M5 are examples of this.   --In E1M6 and 7, there are a few hallways where it looks like I was supposed to approach from the other direction, and the monsters were either set to Ambush or behind two sound blocking walls.  Maybe split the orientations next time so half the monsters are facing one exit and half are facing the other way.   This WAD is definitely worth the time to play through, and it ends the way E1 should have ended.
    • By HAK3180 · Posted
      I played on Hurt Me Plenty, continuous.   What I Did Not Like - A few alignment issues - I encountered a couple very odd bugs - Secrets were very easy, even simplistic at times - I found "Mouse-look encouraged" to be inaccurate. It's definitely necessary to max, and I'm almost positive necessary to beat a few maps (shootable switches). Still, I only used it like five times the entire megawad. - Some areas underdetailed - long stretches of same texture  - A relatively weak set of maps in about the low to mid 20s - Props for custom music all the way through, but I found it a little repetitive and indistinct - A noticeable number (but not a noticeable percentage) of barons of hell that were used somewhat annoyingly (grind) - Map 32 gets a pass because it's bonus material, but I didn't like it at all   What I Did Like - Everything else - The fact that everything in "What I Did Not Like" is basically a nitpick - Awesome level design and flow in most cases - Brilliant visuals all the way through - Advanced elements used well, rather than just shoving ZDoomisms in my face for the heck of it - Fair and challenging gameplay - the borderline slaughter situations were well done   Other Observations - The ammo crisis basically disappeared once I got the first backpack. From that point on, I basically always had 600 cells. That may also explain why I thought a few later maps were underwhelming. Perhaps I'll replay with pistol starts. - I particularly enjoyed the maps that were more or less "cities." - This is among my favorite Doom things ever.