Walter D. Sanz|
This wad started out as just one level but it was so big I had to break it up into five different levels for smoother game play. It was made primarly for multiplayer cooperative game play. Playing it on skill level 3 is very challenging (when playing a multiplayer game). I think we died anywhere from five to twelve times on each level at skill level 3. There aren't very any complicated puzzles in these levels but there are lots of monsters and some very interesting traps. I hope you enjoy playing it as much as I enjoyed makeing it.|
id, Raven, for making these great multiplayer games. And the makers of the Deth and Heth wad editor, the greatest editor I have ever used.|
New level from scratch|
Heth 1.7, warmdos (Node Builder)|
None that I noticed|
|Thumbs down. Design reminds of DooM II PWADs circa 1994--huge, mostly monotextured rooms packed with unsavory entities. By Hexen standards, it is fairly difficult (for the single player, I mean), but veterans of DooM/Heretic shouldn't have any real trouble completing it on skill 4--assuming that these hypothetical players have dementedly high endurance for tiresome gameplay, that is. As someone else so aptly commented on one the Fiffy Hexen WADs, "Hexen isn't supposed to be a slugfest."
|A repeatable line allows you to have infinite mana by generating more Kraters, and you get all your weapons by the third room, but even so it's fairly challenging... and trying, as a lot of the "difficulty" comes from pulling cheap shots like using earthquakes to throw you over ledges, dropping lifts from under you, etc. It seems like every bad Hexen map (and some otherwise good ones) likes to use traps that make the player plunge to his doom. I guess it was novel at the time. Also, this map is ugly.||x|