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HYMN: A Heretic Community Project

   (20 reviews)
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About This File

HYMN is a Doomworld community project for Heretic. It is a 9 level episode that features custom textures. HYMN should be compatible with most modern Boom and ZDoom related ports, as well as Doomsday, but has an emphasis on 'vanilla' style mapping.


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Guest

  
Really nice wad, and well made, except some bugs but it was very good anyway' Map e1m6 was my favorite :)

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Guest

Unknown date

  
Amen to that!

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Guest

Unknown date

  
Truly beautiful maps marred by sometimes tedious gameplay. Few maps are to large imo and go on for way too long. They are also over-reliant on tedious switch/key hunts which were never my cup of tea.

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schwerpunk

Unknown date

  
Great wad. A shame it isn't optimized for co-op. I foolishly went ahead and start a co-op server without checking the readme and ended up having to cheat to get past some part. But other than that, it plays surprisingly well in this mode! Anyway, beautiful, beautiful set of maps, worth downloading even if one isn't into Heretic.

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Guest

Unknown date

  
It works with ZDoom as well, I have played it using ZDoom 2.7.1 and with Wrath of Cronos mod. And yes, I haven't found green key either in E1M9 and I just strafed into exit platform but I killed all monsters anyway, so I don't think I missed anything. As for levels, difficulty varies from easy to hard depending of map (I only died once, which was in level 2), later levels have tons of enemies. Overall I liked the episode, hope to see more. 5/5 -FistMarine

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Guest

Unknown date

  
This brings back some memories!

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Guest

Unknown date

  
Works with gzdoom, not with zdoom. Played @ UV. Maps architecture varies form 2.5/5 to 4.5/5. First maps have good gameplay, but imho the slaughtermaps do not work. E1M8 might have some orientation points, most areas are quite similar/repetitive. So gameplay: 1/5 - 4.5/5. Overall: as Heretic maps always have +1: 4/5 for the efford, but pick your maps and skip the others.

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Guest

Unknown date

  
This is indeed a good job. Played with Guncaster mod, large levels are really enjoyable that way (i guess mod kinda breaks level design due to overhauled movement and "flying", so it might not be everyones cup of tea).

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Guest

Unknown date

  
superb 5/5

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Guest

Unknown date

  
Y'know, sometimes maps can be TOO big. And I question whether E1M9 can even be completed without cheating. There is NO WAY that a person can get to the green key without cheating. Some mappers know secret areas well - whereas others make their secrets so obscure it's ridiculous.

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Guest

Unknown date

  
I hate Heretic, but still I voted 5/5 as I know what is a good job.

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Guest

Unknown date

  
I'm trying this on ZDoom but it just doesn't work. It won't even run!

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  • File Reviews

    • By JackDBS · Posted
      Originally I wasn’t wowed by it when I went to Boiling Point, due to it being rather easy. However, I decided to play it today because I was a long time ago told one of my own maps is like MAP03 and I subconsciously took influence from Danne. After playing it, I think there hasn’t been a wad that truly speaks to me in such a way like this. Every single map is aligned to exactly what I like in Doom, especially large scale early 2010s type slaughter, which despite being on the easy side of things, still makes me happy and fires those neurons. I wish Danne mapped more after Sunlust due to how fucking good his maps in that and this are, but honestly this is enough quality made by one man.
    • By Catpho · Posted
      What impresses me about Aliens TC is its respect for silence. There's the famous monsterless opener, but it applies everywhere in this wad from encounter design to map layout. There's fairly little variety in terms of enemies and you deal with almost every one of them the same way, but Fisher makes them count by making them appear in ambushes or in areas that are visually and design-wise framed as dangerous, such as the specially textured "alien nests". In other words, incidental combat in Aliens TC is kept to a minimum, punctuation marks during long stretches of corridor and vent checking, which isn't as boring as it sounds as most of them are fairly well-decorated (with special effects that holds up beautifully, especially in the alien nests) and moodily-lit, and with the tight ammo balancing, you'd want to go everywhere (I also recommend playing continuous, incidentally). Add to that a bevy of custom sounds lifted from the movies, and you've got an atmospheric pressure cooker.   Related to that point is how the map layouts support it. Aliens TC map layouts are frequently very labyrinthine and sprawling, and a lot of the time these places exist more for diegetic reasons than gameplay reasons. You could be exploring several stairwells, hangar bays, computer rooms, and a lot of them will have little to no material reward besides sending you to another interconnection around the base. It gives the impression that this space would exist with or without you, making them feel vast and consuming in a way a more "efficient", event-rich layout would not. That doesn't mean the level are devoid of concepts and hooks; the opposite actually: a crate-maze that one ups IWAD E2M2 by having different access points at different heights, a crisscrossing sewer maze that gradually unfolds through switches, an alien nest with multiple entries and fake walls. As it can be seen from this list, while there are a handful of more action-oriented scenarios in Aliens TC, at its heart it is a game about throwing you in a giant location where Aliens can hunt you down at any moment. Early on and Fisher has realized the potential of Doom as the most compelling maze game on Earth, something echoed down in later generations in the form of the Magnoilian sprawls of Ribbiks, the geometric death traps of BeeWen, the 90s tributes of Tarnsman.    It does feel like it could use some better specific combat encounters that don't feel so repetitive, but it does have the good sense to end before any fatigue can set in. There's no doubt a better version could be made today if anyone was up to it, but the 94 version got an astonishing amount right and remains a good, honest lesson for those who could look past the more unpolished aspects, texture-alignment and all, of the nascent modding scene.

      There's a billion versions of Aliens TC on idgames and not all of them work on modern systems, so I recommend this version prepared by Quasar.
    • By Doom-X-Machina · Posted
      One of the first PWADs I ever played shortly after it was released. What more can be said? It's an absolute classic, along with it's sequel. I won't lie though, it's HARD. REALLY HARD. I've played it many times over the years and it never gets any easier. Great map designs, diabolical monster counts, an absolute slog to the end... but when you get there, it's satisfying. Very satisfying. Is it perfect? Absolutely not. But it's pretty DAMN fucking good!
    • By RUBENEITOR · Posted
      Guys wtf with the bad reviews? look at the year of the release ofc this isnt a sunder or a sunlust, but for the year of the release this is a great megawad. althought i dont recomend  it nowadays cuz there are tons of better wads for 1997 this one was pretty good.
    • By princetontiger · Posted
      Hell Revealed deserves 5 stars.   It's symbolic of the late 90s; 1997 to be exact. Judge a piece of digital art for the time that it was created in. In 1997, this wad was an incredible masterpiece and so it deserves its place in the top 100 wads of all time.
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