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Journey of No Hope

   (4 reviews)
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About This File

"Instead of being victorious over the rampaging armies of Hell, you find yourself once again wandering the wastelands, in search of a way out."

Designed as if the first level of an entire episode, I instead scrapped the idea of continuing this in favor of starting a new hub for HeXen. This level is short, with only about 172 sectors, but has very detailed architecture. There are no gameplay tricks, really, except for a pair of stairwells that you can use to your advantage.

The secret areas function like a secret-within-a-secret-within- a-secret-within-a-secret, which I would have designed differently had the player wielded the ability to use the goodies on the next new level afterwards, which does not exist.

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Unknown date

Excellent for a first map, great architecture. Maybe a bit too easy but you're new to editing and probably aren't as good as the rest of us and playing Doom. Fun. 3/5.

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Unknown date

Pretty good for a first map. Although it's ridiculously easy.

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.