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2017 Collection

   (3 reviews)
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About This File

A series of maps I made over the past year and a bit.

Map 01 - Initially the opening map for a 'Thy Flesh Consumed'-esque project for Doom II Maps 02, 03 & 04 - Maps for a shortly-lived one-man Megawad I was working on in 2016. Map 05 - Started off as a collaboration between myself and AD_79 for the 2016 Doomworld Mega Project, which I polished up & finished after the year ended and that ship had long since sailed.


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Zalewa

  

So what you get is this:

 

- 2 Tyson/Pacifist maps where you will be running in circles finding switches or ways out while avoiding heavy fire.

- 2 maps that are actually playable but will throw bullshit at you.

- 5 maps that are done in overused style that I've seen countless of times.

- In-your-face Arch-Vile that will fuck you up when you walk on a ledge, or the same situations with enemies gangbanging you frontally and from the rear. In all cases you are forced to drop off the ledge and then find your way back up.

- Clunky layouts that will force you to run around wonder how to get back to the place you saw earlier.

 

For a WAD with 5 maps, all of this was really annoying. Any pluses? Visuals... although see bullet no. 3.

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NuMetalManiak

  

jesus fuck. those first two maps are outright brutal in terms of combat. Later maps were a little better on the combat though. the weapon placement coinciding with the combat in a normal run makes things quite hard. first map focused most on the rocket launcher, although the secret SSG helps. meanwhile, the set absolutely throws all sorts of fucking curveballs, lots of arch-viles, zombiemen, and revenants, and each layout in the set is tailored to ambush-heavy. it's extremely hard while avoiding becoming a slaughtermap, which is actually quite remarkable. but DAMN did i have trouble with this set.

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Nate River

  

It was interesting following the making of the Scrapper project and even though it's unfortunate that the original idea wasn't finished, it's still nice to see the existing maps for it released with this collection.

I really liked all of its maps when I first played them and the new one (Map04) doesn't disappoint either.

So overall this is a set of high quality maps with a nice variety in themes (as the maps for Scrapper were originally planned to be in different episodes).

Visually they're all very impressive and the gameplay (that is most important for me) is interesting as well thanks to a good variety in weapon and ammo availability and all maps having a good flow to them. The way areas are connected in many ways gives both the player and the monsters a lot of freedom to move and attack and so makes the gameplay feel very dynamic and allows fast and aggressive play.

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  • File Reviews

    • 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.
    • By FranzPattison · Posted
      i joined this site just to say how bad this wad is.  brown, boring, boxy.  looks like a 10 year old's magnum opus.  i could do better based on experience alone and I've never even designed a doom wad
    • By SpartaKiss · Posted
      5/5   Simply one of the best megawads. It is a 2012 title, and runs on limit removing ports. The main aesthetic is meant to be realism in some format so each section of each map does represent an actual utilitarian use for either envirmonment or story telling purposes. One not is that it is HARD. Because of it's late design era in the 2010s, the HMP difficulty is similar to 90s UV, but not quite Plutonia level except on UV. The WAD is more inspired by TNT Evilution type exploration and puzzles rather than as a pure combat jaunt. Thats not to say it skimps on combat or even slaughter. The late maps are very combat heavy, while the first 20 maps are general TNT style. Map 29 on HMP is packing over 1000 monsters. Its get grueling.   Thats probably the main down side is that those late maps are definitely meant for combat as compared to the rest of the maps. And that pace change becomes evident as soon as you hit it, even matches the silent environmental story you are follwing throughout the entire megawad. Hell turns more into a combat hellscape rather than the large war torn maps of city scape you encounter in most of the maps.   Regardless. This mapset has one of the best opening maps I have ever played. From the first key encounter to combat on the streets. And it just gets better and harder from there.   Hellbound is also very balanced for low difficulty play, so it is definitely worth checking out even as a novice doomer.   Another plus side, the entire thing is Vanilla style so it is 100% GZDoom mod friendly and even the late maps with high monster counts tend to run good under the likes of Brutal Doom and other Combat mods. There are very few or almost no Custom Textures, so it is also very friendly to environmental enhancement mods too.
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