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Half-Lifed

   (27 reviews)
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About This File

Addon map for Doom2, using Valve's textures from Half-Life. Requires a Boom compatible source port to play!


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Unknown date

  
definitely cool to see after the cartoony sci-fi of the regular Doom texturing - cybershark

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Guest

Unknown date

  
oh no, you have to go through a wall ... 3/5

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Guest

Unknown date

  
The file is updated to the 2009 version. Merged texture and map WADs and fixed up some things in it, not to mention making it a little harder.

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Guest

Unknown date

  
Mixed bag. Ambiance is good. Map layout is a bit too simple, f.e. often too rectangular, like the maze. Gameplay really suffers from endless walking, not knowing where to go; UV is waaay too easy. Music is horrible... Overall: brave attempt, but the map itself is not good. 2 for the result + 1 for the effort = 3/5.

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Unknown date

  
Buckle up! You're in for a neat little tour of Half-Life. The author has designed the map very cleverly so that it, strenghted by the - frankly - awesome new textures and flats, feels like it could be from Half-Life... And yet the special DooM feeling is still there! I don't know quite how he pulled it off. A small letdown, though, is the (very) weak resistance, making for some very bare rooms and environments. Half-Life fans will be in for a real treat. --4/5

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Unknown date

  
I am really impressed how much close to the original this looks. All the gfx is changed and there are tricks around!

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Guest

Unknown date

  
Good game :)

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Guest

Unknown date

  
It's more of a quick-off-the-mark feasibility study than a level, but it's impressive on this level; it evokes the style of several parts of Half-Life, with the exception of the monorail and alien levels. It's never really jaw-dropping, though. Without the monsters, baddies and atmosphere, Half-Life's architecture was generally plain and functional (as befits a game set in a more real-world location than Doom).

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Unknown date

  
This is probably one of my better WAD/texture pieces. Old email address doesn't work anymore, you can contact me on Doomworld or NewDoom forums under this same sig. -Mr. Chris

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Unknown date

  
Cool! - Szlobo

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Guest

Unknown date

  
Mr Chris' first wad! A pretty good one! 4/5!

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Unknown date

  
That's brilliant. 5/5

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Unknown date

  
i played half life 1 so i love this thank you

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Unknown date

  
If sector-over-sector is ever supported in ZDooM, someone should immediately start work on a TC that basically recreated Ha;f-Life for ZDooM. If noone else does then I'll do it. This is f***ing awesome. Loved it. Five stars. -Gee

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Unknown date

  
very cool.

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Unknown date

  
Nice, but I ended up running around and looking for the door (I mean vent) way more than I want to in a map with not that many monsters.

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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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