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hacx

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The levels in these subdirectories are all made specifically for the game HACX and won't run under DOOM, Heretic, Hexen or Strife without modifications. Some of these files also may contain new sounds and graphics. The executable programs for HACX shareware are in the themes/hacx directory. HACX is a product of Banjo Software under arrangement with id Software. To create your own addon levels, try the editors in the 'utils/level_edit' directory. Questions? Contact idgmaint AT gamers.org .

7 files

  1. Hacx Scene

    This is pretty much a testing level to see what I could do with Hacx resources and I think it came out sort of funny. Be warned that this may be chock full O' misaligned textures.

    12 downloads

       (10 reviews)

    Submitted

  2. Dataville

    My first map for HacX, and the first of my 'Alternative HacX' series. On the HacX front, I am dedicated to making HacX maps as constructed from the original plan - given to me by Nostromo along with HacX v1.0 and 1.1. As this map is cyberspace, I had some trouble finding matching textures and flats - it may look ugly to you in parts, but that is not entirely my fault. Forgive me if the outer area lacks detail, but I really couldn't be bothered to make all those other buildings blink as well. :-) (After all, the Internet was not designed with aesthetics in mind.) This WAD has new music, written HacX-style by me, it is included in the WAD as a MIDI file for all you budding composers out there to goggle at and admire. :-)

    14 downloads

       (9 reviews)

    Submitted

  3. The Hidden Base

    This is a Hacx/Doombot CTF map. Nodes are included.

    5 downloads

       (3 reviews)

    Submitted

  4. Time Shift 3: Madness

    The third map in the Time Shift DM series. This uses the regiestered HacX TC for Doom 2.

    2 downloads

       (0 reviews)

    Submitted

  5. Time Shift 2: Garden of dead-Light

    The second map in the Time Shift DM series. This uses the regiestered HacX TC for Doom 2.

    4 downloads

       (2 reviews)

    Submitted

  6. HACX 1495

    HACX DM +, Celebrating HACX's $14.95 price.

    10 downloads

       (6 reviews)

    Submitted

  7. Time Shift 1: Aftermath

    The first map in the Time Shift DM series. This uses the HacX TC for Doom 2.

    5 downloads

       (3 reviews)

    Submitted

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
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