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Catching Up - Celestin's review thread (now playing: Plutonia 2)


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MAP08-MAP14

 

MAP08: The Pit by Gene Bird

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MAP09: The Transformer by Graf Zahl

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MAP10: Intermission by VolteFace

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MAP11: Beyond Pain by Exl

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MAP12: Redemption by Gene Bird

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MAP13: Annihilation Invention by psyren

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MAP14: Shadow of Evil by Mephisto

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Hah, I'm glad to have "inspired" something like this.

The DWMC is such a cool idea, but I'm usually too late when I want to join it. Community Chest 2 is a wad that is definitely on my "To play" list, mostly because of The Mucus Flow. The video MtPain did on it really peaked my interest. I dont want to be "spoiled", but I'll keep an eye out in case you happen to play a WAD I've already played.

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MAP15-MAP18

 

MAP15: City Heat by Stephen "The Ultimate Doomer" Clark

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MAP31: Idee Fixe by Sarge Baldy

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MAP32: Sodding Death by chopkinsca

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MAP16: Spirit World - Headquarters by Gene Bird

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MAP17: Through the Black by Andy Leaver

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MAP18: Internal Reaches 3 by Kaiser

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MAP19-MAP23

 

MAP19: The Marbelous Three by Hirogen2

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MAP20: Enigma by The Flange Peddler

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MAP21: Undead Nation by Draconio

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MAP22: Thematic Elements by Lutrov71 and Jimi

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MAP23: Death Mountain by Cyber-Menace

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MAP24: The Mucus Flow by B.P.R.D.

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Edited by Celestin

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MAP25: Desecration by Gene Bird

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MAP26: Geist Halls by Dr. Zin

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MAP27: Gethsemane by Use3d

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MAP28: No Room by Linguica

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MAP29: Event Horizon by Boris Iwanski

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MAP30: In Threes by Cyb

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Conclusions

Community Chest 2 is, first and foremost, an interesting look into the Doom community of the early 2000's. I personally see this period as a bit of a dark age, placed between the classic era and post-2010 mapping renaiscence. Looking back at what was released at that time, it seems there was a lot of fascination with what can be achieved with advanced source ports. This made its way to CC2, with maps like City Heat or To Hell and Back being a demonstration of Boom's capabilities. One thing I was surprised about was the visual side, a lot of maps here are well-detailed, another consequence of not being limited by vanilla Doom's restriction. A large number of contributors brought a wide range of mapping styles, there's everything from compact scenarios to grand adventures, everything in between and a couple of oddballs that are tough to classify. If you're into variety, you won't be disappointed.

 

Not all is great, though. I am aware CC2 is among the first community projects, so many kinks of a collaborative megawad weren't ironed out yet. CC2 wasn't as rigourously tested as modern wads, the worst example is The Mucus Flow, which is impossible to complete in outside of ZDoom-based ports. I also dislike a strong representation of previously-released maps, it does feel like padding. Finally, the question of map order. I find it bizzare that Elixir, one of the hardest map of the wad, is in slot five. Also, maps in the final act aren't necessarily harder, but are oftentimes longer than earlier levels, which makes the last third the act drag the most. Speaking of difficulty, with a handful of exceptions (namely MAP05 and MAP24), this is a pretty accessible wad, though the issues may arise from stingy resource placement.

 

Okay, now the controversial part: The Mucus Flow. I've read the DMWC thread a bit, there was a ton of different opinions regarding this map and its inclusion here. I'm of the opinion that, the rest of CC2 lives in The Mucus Flow's shadow. It's an outstanding map, one that people remember after 20 years and will remember after the next 20. The rest, sadly, can't match its quality and influence on the community. MAP24: The Mucus Flow by B.P.R.D. is, to me, the best map of Community Chest 2. So let's put this to the side and here's how the top 3 of the remaining maps look like:

 

MAP22: Thematic Elements by Lutrov71 and Jimi
MAP18: Internal Reaches 3 by Kaiser
MAP13: Annihilation Invention by psyren

 

My least favourite map:

 

MAP28: No Room by Linguica
(I was split between this and Deja Vu, but in the end, it's one thing to try making a good map and failing, another to deliberately frustrate the player).

 

Well, it was an experience. I had a bit of unfinished business with CC2 and I'm glad it's done. See you in the next one.

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After CC2, I decided to play something easier and shorter, so here's UAC Ultra by 40oz and Super Jamie. Now, I've played this wad before, in fact, this is one of the first map sets that I've completed on Ultra-Violence. But that was 3 years ago and I wanted to see how it holds up now, after I've seen a bit more from the community. It should be a good breather before I try some larger wads.

 

MAP01-MAP04

 

MAP01: Dig

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MAP02: UAC in Exile

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MAP03: Sifting Adjunct

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MAP04: Pyrolysis

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Edited by Celestin

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MAP05-MAP08

 

MAP05: Hardware

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MAP06: Collapsys

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MAP07: Haymaker

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MAP08: Worst Case Scenario

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MAP09-MAP12

 

MAP09: Counteraction Terminal

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MAP10: Skagway

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MAP11: Sick

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MAP12: The End

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Conclusions

 

UAC Ultra is a solid episode. The visual aspect is the main draw of the wad, with a new set of textures and moody lighting creating a unique look that successfully mask a somewhat simple layout. As for the gameplay, one thing I've noticed is how little dead time there is. You're always fighting something, so the maps generally don't drag too much. Most of them can be completed within 10-20 minutes window, which greatly improve the overall flow. Finally, it's a pretty accessible wad, UV is healthy challenge for a novice player, though veteran players will likely find it too easy without some self-imposed restrictions. 

 

Now, there is a major issue I have with UAC Ultra. It's a very formulaic wad. Part of this is due to its look, with few maps standing out visually. The rest is its gameplay, almost exclusively made out of incidental combat through linear levels. Few maps try something different, mainly Hardware with its BFG secret hunting or high-bodycount Skagway, but the rest play very similiarly. Considering this is an 11-map episode, rather than a full-size megawad, running stale this early is a problem.

 

Nevertheless, UAC Ultra provides a fun afternoon of action that will be enjoyed by both newcomers and players looking for something easier to relax. It's a shame its sequel is stuck in developement hell, with only first 6 maps being released. There are some aspects that could be improved and I believe 40oz has gathered enough experience to deliver something great.

 

My top 3 maps are:

 

MAP10: Skagway
MAP06: Collapsys
MAP05: Hardware

 

My least favourite map is:

 

MAP07: Haymaker

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Here's something from DWMC's early days: MAYhem 2012, a 12-map community wad created, as the name implies, in May 2012.

 

MAP01-MAP08

 

MAP01: Vigilance by Phobus

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MAP02: The Golden Age by Walter C

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MAP03: Derpman 3D by Walter C

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MAP04: Eerie Canals by TheMionicDonut

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MAP05: Iron Industries by Scypek2

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MAP06: The Metal by Phobus

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MAP07: Red Like Jungle by Walter C

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MAP08: Hell's Ravines by Scypek2

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  On 8/17/2023 at 7:08 PM, Celestin said:

MAP02: The Golden Age by Walter C

Expand  

Actually the title level comes from the color scheme in the map.

I'm ok with all the reviews you did, really MAP07 Is the worst thing i did for you all lol

MAP03 it's a pretty generic map, i know.

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MAP09-MAP12

 

MAP09: Grudge by Ribbiks

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MAP10: Infiltration by cannonball

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MAP11: A cold day in Hell by cannonball

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MAP12: Thematic Terror by Terminus (as Moti) and Kongming

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Conclusions

 

The first edition of MAYhem was very rough. The project attracted in only a handful of mappers and the main goal of creating a full 32-map megawad within a month was not met. This isn't an issue for me, as I prefer quality over quantity, but the quality here is all over the place. At its worst, MAYhem 2012 feels amateurish, while the best maps of the wad are well designed and has a clear thought behind them. As I've said before, I enjoy community works, because I can never guess what will I stumble into when loading the next map. In this regard, I was having fun, even if some maps here did their best to annoy me.

 

One thing is certain: the issues didn't discourage TheMionicDonut, the original project leader, from going forward with MAYhem and later installments were more popular and more polished. I also think gimmicks more advanced than "here are some recoloured textures, make maps with them" might have helped.

 

My TOP 3 maps are:

 

MAP09: Grudge by Ribbiks
MAP10: Infiltration by cannonball
MAP06: The Metal by Phobus

 

My least favourite map is

 

MAP07: Red Like Jungle by Walter C

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There are a couple of reasons I wanted to finally play Hell Revealed. First of all, it's often seen as one of the most important wads of all time and I want to experience it before I play some other map sets that I know for a fact were influenced by it (namely Alien Vendetta and Kama Sutra). Secondly, the opinions about Hell Revealed are rather mixed nowadays, so I should form my own view.

 

I won't be playing blind as I've seen playthroughs of all the maps here.

 

MAP01-MAP08

 

MAP01: Into the Gates by Yonatan Donner and Haggay Niv

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MAP02: Gateway Lab by Yonatan Donner

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MAP03: The Dumpster by Yonatan Donner

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MAP04: The Garden Terminal by Yonatan Donner and Haggay Niv

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MAP05: Core Infection by Yonatan Donner

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MAP06: The Round Crossroads by Yonatan Donner

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MAP07: Arachnophobia by Haggay Niv

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MAP08: The Jail by Haggay Niv

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So far it's easy and kinda mediocre, but MAP09 is the first map the authors label as "hard", so it should be interesting.

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MAP09-MAP14

 

MAP09: Knockout by Yonatan Donner

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MAP10: Chambers of War by Haggay Niv

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MAP11: Underground Base by Yonatan Donner

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MAP12: Great Halls of Fire by Yonatan Donner

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MAP13: Last Look at Eden by Yonatan Donner

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MAP14: City in the Clouds by Yonatan Donner

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MAP15-MAP20

 

MAP15: Gates to Hell by Yonatan Donner

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MAP31: The Descent by Yonatan Donner

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MAP32: Mostly Harmful by Yonatan Donner

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MAP16: The Path by Yonatan Donner

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MAP17: The Black Towers by Yonatan Donner

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MAP18: Hard Attack by Yonatan Donner

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MAP19: Everything Dies by Yonatan Donner

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MAP20: Judgement Day by Yonatan Donner

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Chapter 2 is done, now the final 10 maps, where Hell Revealed gets really hard.

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MAP21-MAP27

MAP21: Siege by Haggay Niv

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MAP22: Resistance is Futile by Yonatan Donner

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MAP23: Ascending to the Stars by Yonatan Donner

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MAP24: Post Mortem by Yonatan Donner

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MAP25: Dead Progressive by Yonatan Donner

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MAP26: Afterlife by Yonatan Donner

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MAP27: Cyberpunk by Haggay Niv

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Edited by Celestin

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MAP28-MAP30

MAP28: Top Hell by Haggay Niv

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MAP29: Temple of Fear by Haggay Niv

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MAP30: Hell Revealed by Yonatan Donner

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Conclusions

 

I think you need to have a certain mindset to fully enjoy Hell Revealed. One where you are willing to try, experiment and learn until you can beat a map saveless, then grind more to improve your strategy. This is a megawad made by speedrunners for speedrunners, after all. I now understand why this resonated with so many players, who were willing to accept the challenge and found a tough wad that brings ton of satisfaction when finally mastered.

 

However, I don't have this mindset. While I fully understand its advocates, I'm on the detractors' side. Hell Revealed's difficulty comes less from quick reaction and more from the need to approach a map with a plan. This is why coming in blind, the wad will assault you with beginners' traps where it's easy to get yourself into an unwinnable situation. Some will see this as a part of a challenge, others will likely drop the wad around MAP13 or 14.

 

Speaking of the overall quality, I think the first episode is pretty weak, most maps here are easy and give off a vibe of a novice mapper. The middle part is where the bad reputation comes from, the maps here the most boring and tedious, filled with groups of tanky demons that are a complete slog to kill. The final act is where Yonatan Donner improved his craft, his maps here are easily the best of the wad, offering the best combat scenarios and visuals of the wad. Haggay Niv though, let's just say he's the second best mapper of this wad.

 

One thing I found interesting is that despite its reputation, there aren't that many maps that I would call "slaughter". This isn't a criticism, more like an observation, but it seems they did make a huge impression on others.

 

Let me just say this: while I personally wouldn't recommend Hell Revealed, I won't discourage anyone either. I didn't enjoy playing the most of it, but it's a classic that will find its crowd regardless. To end on a positive note, I think completing Hell Revealed, a wad that even now is legendary for its difficulty, is an uplifting experience and I hope it will give me confidence to tackle some other sets I've put aside, thinking they might be to hard for me. But the next wad I'll be playing (I haven't decided which) likely won't be this difficult.

 

My top 3 maps of Hell Revealed are:
MAP22: Resistance is Futile by Yonatan Donner
MAP24: Post Mortem by Yonatan Donner
MAP26: Afterlife by Yonatan Donner

The worst map is:
MAP30: Hell Revealed by Yonatan Donner

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Up next is Hellbound, a one-man megawad by Zoltán "Z86" Sófalvi. It offers a detailed architecture and seamless progression - I think it will be a nice break after Hell Revealed.

 

MAP01: Apartments

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MAP02: Canal Road

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MAP03: Testing Chambers

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MAP04: Processing Plant

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MAP05: Underground

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MAP06: Gateway Lab

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MAP07: Woods

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  • 2 weeks later...

MAP08-MAP14

MAP08: Military Depo(t)

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MAP09: Disposal Facility

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MAP10: Cistern

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MAP11: Venom Canyon

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MAP12: Power Station

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MAP13: Encrus Station

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MAP14: Doom District

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  • 2 weeks later...

MAP15-MAP21

MAP15: The Vault

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MAP31: Diabolus Ex Machina

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MAP32: Spear of Destiny

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MAP16: City Bounds

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MAP17: Star Port

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MAP18: Computer Complex

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MAP19: Frontier Lab

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MAP20: Border World

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MAP21: The Gates of Hell

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MAP22-MAP27

MAP22: Stygian Depths

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MAP23: Fortress of Ages

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MAP24: City of Pandemonium

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MAP25: Bastion of Void

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MAP26: Forbidden Archives

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MAP27: Crimson Abbys

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Edited by Celestin

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MAP28-MAP30

MAP28: The Black Citadel

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MAP29: Ascension

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MAP30: Worlds Collide

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Conclusions

 

Hellbound is a megawad of stunning visuals. There's no denying Z86 is a true artist when it comes to using stock textures to create highly detailed levels. His city maps look the best, though even humble techbases and hellish strongholds do impress with their architectural complexity.

 

However, I do think the negative aspects outweight the positives. My biggest issue is the combat. It's downright boring, mostly incidental corridor clearing or expansive, but relatively sparsely-populated arenas. Most maps aren't generous with cells and rockets, so a super shotgun will be your main weapon. This make many levels, especially in the second half, drag a lot, with many reaching over half an hour of slowly killing tanky monsters. The early maps weren't that bad, but Hellbound overstayed its welcome somewhere in the middle of its second episode Also, some maps in the final episode are very symmetrical, down to enemy placement. Looks great on the automap, but it's not fun to play. Aside from MAP29, this makes the final thind the least fun part of the wad.

 

In the end, Hellbound is not a wad I can recommend in its vanilla form. Doom is a primary an action game for me, so dull combat is a fatal flaw. However, if you are looking for something to play with a gameplay mod, especially one that boosts your firepower. This way, you'll deal with the opposition quickly and will have more time to admire levels' design. 

 

Top 3 maps of Hellbound are:

 

MAP29: Ascension
MAP32: Spear of Destiny
MAP17: Star Port

 

The worst map is

 

MAP26: Forbidden Archives

 

It's ironic I played Hellbound to recover from a grind of Hell Revealed, only to find something even more tedious... 

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  On 9/29/2023 at 9:46 PM, Celestin said:

It's ironic I played Hellbound to recover from a grind of Hell Revealed, only to find something even more tedious... 

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Oh yes, when I saw that "I think it will be a nice break after Hell Revealed" I couldn't help but chuckle, but I didn't want to comment on that before you have finished the wad to not influence your opinion xd

 

Great writeups btw, I thoroughly enjoyed reading them.

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@Ravendesk, don't worry, I did my research this time, because the next wad I'll be playing is Doom 404 by Capellan, whom I know from short but aggressive maps like Demonfear of his submissions to Requiem. 

 

Episode 1: Real Life (MAP01-MAP06)

 

MAP01: Trouble Ticket

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MAP02: Bad Signal

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MAP03: PEBKAC

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MAP04: System Access

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MAP05: Server Room

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MAP06: Interface

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Episode 2: Virtual Life, part a (MAP07-MAP15)

 

MAP07: Firewall

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MAP08: Random Access

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MAP09: Hard Drive

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MAP10: FAT32

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MAP11: Infinite Loop

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MAP12: Machine Code

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MAP13: Bugged

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MAP14: Recycle Bin

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MAP15: Password Protected

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Episode 2: Virtual Life, part b (MAP31-MAP20)

 

MAP31: Nazi Shooter!

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MAP32: Thule

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MAP16: DeFrag

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MAP17: CPU

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MAP18: Bad Sector

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MAP19: Crash

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MAP20: Portal

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Episode 3: After Life (MAP21-MAP30)

 

MAP21: Daemon

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MAP22: Terrorbyte

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MAP23: Biomatrix

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MAP24: Sintax

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MAP25: Hexadeathimal 

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MAP26: EnCryption

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MAP27: Demesne

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MAP28: Icon

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MAP29: Hellmaker

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MAP30: Terminal

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Conclusions

 

Doom 404 is an interesting project. It has a clear idea behind it, using no more than 404 linedefs per map, which translates into compact maps that play like a self-contained combat puzzles. The first and third episode display a clear continuity between levels, while the middle one, those set inside a computer, is more abstract and focused on gimmicky design. The visuals are modest, but the wad has enough variety to make up for this.

 

As I've said earlier, the design limitations resulted in small, but fierce maps. I think it works, but at the same time, there's a pattern that is hard not to notice, especially in the final episode: emerging from a starting room to a welcoming commitee, while you have to search for weapons. Usually surviving this is the hardest part and the rest of a map lets you arm yourself. Also, secrets are near mandatory to find, which is always a controversial design idea. The final stretch combines this with a rather high difficulty, making a last couple of maps a considerable challenge. Still, the quality is consistently high, with very few maps I consider bad.

 

In the end, Doom 404 is a wad I recommend checking out, the first half is a collection of good maps to binge. As for the rest, I think switching to HMP would be a good idea.

 

My top 3 maps:

MAP20: Portal

MAP25: Hexadeathimal

MAP16: DeFrag

 

My least favourite map is:

MAP10: FAP32

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I was looking for something shorter, so I've decided to play UNWELCOME by Plusw. It's also a wad focused on creepy atmosphere, so it will fit well into October.

 

MAP01-MAP04

 

MAP01: Unforgiven

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MAP02: Unknowable

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MAP03: Unhuman

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MAP04: Unbound

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