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Hellcore

   (124 reviews)
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32 levels from scratch. All varied in year and quality, but what can ya do? This text is unfinished, I cannot remember where all these midis are from, frankly I don't care too much, I just want to get this damn thing off my comp, and I apologize if I cannot give credit where it is due.


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NuMetalManiak

  

uneven is pretty much the word that perfectly describes the 32-map megawad known as Hellcore. it's far from the Hellcore 2.0 that most people are familiar with. that one has all the good detailed maps of this one plus a few new levels and all of them are very realistically designed and properly play well too. but if you were to look at this one, it's got quite the weird history that explains the overall unevenness. between many well-designed levels are those that fit right in the 90s aspect of things. the gameplay of many maps is also quite uneven, as you can probably see right from the first level (which was one of the stayovers for 2.0, with new areas added there). there's a part with barons of hell that come out, and by then you have only small weapons unless you get the secrets, such as the rocket launcher one. other maps will likely throw teleport ambushes around (although the closets are often poorly constructed leaving loads of stragglers) or arch-viles in very inconvenient locations. plus some level designs and layouts are just awful to look and play with. the worst offender is probably MAP17, a huge cargo area plus lots of bridges, backtracking, and arch-viles and not a moment of it is fun. MAP18 follows it and it's a surprise by Vorpal but it blows up and throws a full slaughtermap at players, where no one could really expect that. MAP28 is probably the most broken map overall, and I'll document this phenomena on the wiki when I get the chance.

 

basically this is a rather curious megawad. nowhere is it amazing apart from the maps that end up in Hellcore 2.0, and the rest seem just plain at the very best.

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MuratMikal

  

Even unfinished it's a very good megawad. MAP 11, 12, 15, 18 and 26 are my favorites. But a few are really bad: MAP 10 and MAP 25 are very confusing and heavy puzzle oriented. MAP 22 is broken because the majority of monster didn't teleport. And finally MAP 28 is also broken because the teleport needed to proceed doesn't work. Overall, worth a download and play.
 

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Unknown date

  
Map15 from Chris Hansen and at least one Brad Spencer map are definitely good (and not in the 2.0). Is that worth 23mb, more your decision than mine.

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Unknown date

  
Well, when you swim through all the crap, you can deffinitely extract out a good deal of cool levels, I wish they finnished it as I thought HC 2 was quite dissapointing (esp. gameplay). Unfortunately, this one is a mess, you'll see every design style, from 1995 to 2004, so it pretty much looks like a time-shifting frankenstein stiched together, a shame. It also crashed on prboom, gzdoom, doomsday, legacy, I couldn't find a port which would play all the levels. 3 stars for effort.

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Unknown date

  
NINE YEARS!? So that's how this megawad won the Mordeth Award. I had been waiting for this but the crap maps that are in this wad (though I agree with the reviewers who said that this megawad has some great-ass maps in the such as my favorite: Map 29) but still, there should be a re-release without the crap maps and at least make it a ZDoom edition. A good megawad that won the Mordeth Award, it could've been better IMHO -dljosef

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Unknown date

  
WHY? WHY NOT FINNISH THIS? It could've been a classic MW alongside requiem, eternall doom, alien vendetta and all others, if it were finnished, yes I know about HC 2.0, but that was to much of architecture, to little fun, this one however, would've been..., it could've been..., duh nevermind 3/5 so so sorry...

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Unknown date

  
Abandoned on halfway stuff. Except of few "amazing" visuals nothing good here. Don't worth playing because of bugs and boring (or unbalanced) gameplay. Overrated.

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Unknown date

  
Uneven megawad, but there are some real gems in there. 4/5. //Erik Alm

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Unknown date

  
My opinion to anyone trying to make megawads....First start with 6 or 7 targeted maps and add the effort into it. Then if more ideas come to mind, make more. Otherwise things will go wrong. Like for instance, team members lose interest because the project took too long to make and\or some maps get half assed.

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Unknown date

  
Kind of a messy collection, but you can't miss Chris's Map15.....

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Unknown date

  
pretty good. but meh. you should have added the zdoom bonus level (that dark prison)in 2.0. it's a sick level. 5/5 for it's classical legend.

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Unknown date

  
Some very godly maps. But the authors should fix bugs and finish many maps before releasing such megawad. If you can wait 10+ years building it you can spare 10 hours fixing it. If this wad got a final release have very nice chances of being the wad of the year. The paragraph "I just want to get this damn thing off my comp" sucks robert. Anyway 4/5

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Unknown date

  
good, but i t is a problem in map 5, you needs lines to execute this wads 4/5

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Unknown date

  
This wad does have a lot of outdated levels, some good stuff thrown in with it though. I'm glad they made the second one to replace this, although this one's gameplay is still pretty fun, most of the time atleast. 5/5 - for legendariness

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Unknown date

  
Hey you all buddies never reading the text files: "A lot of unfinished maps, but it should be fully playable... Ugly or not." Thousands of Thanks to this crew for such a work, done for free, just for the pleasure to share... 5 stars. -Jive (Feb. 17, 2005)

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Unknown date

  
Some very meh maps, some good, some great, some revies in HC20. A mixed bag, but play at least 15 and 18. 5/5 for those maps and some other good ones, it clearly states it's unfinished so I can forgive as it is better than most unfinished stuff out there. But play HC20 for the maps in here that are revised there.

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Unknown date

  
Even if the WAD is remotely ridiculous, you can NEVER give it 0 stars. The author(s) have done their best! Seriously, even though some of the levels are SERIOUSLY outdated, it doesn't mean this collection wouldn't be enjoyable! Hellcore has been "in production" for about as long as I can remember and hats off for the guys who made us busy for a couple of weeks. That's right. Anyone completing this under two weeks, reply here. YOU WON'T. Great job, guys! The wait was worth it!

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Unknown date

  
I love Hellcore, but at the same time I wished it could be finished in all its glory. First the bad: some maps not up to standards. The good: many maps are jaw-droppingly excellent. The ugly: Map05 crashes. 4 stars for the unforgettable levels. -Huy

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Unknown date

  
I'm sure even the old '94 maps were good for their time... But there's mainly a handful of amazing levels, all of which I see were redone and are in the 2.0 version, I'd probably just download that one instead. Still a nice job by the team though.

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Unknown date

  
OMFG!!! I just finished this WAD yesterday and it's fucking funny! 9 YEARS!!! I have experienced the most atmospheric, nicely shadowed and detailed WADs ever in my doom life (idclev32 is OMG, scared me more than Doom 3, esp when I was wearing the headphones, with closed lights, music stopped for a while and.. Arghh!!! Shit out of my nose and stuff!!!!!!!) among with the crappiest ever! It's really funny to enjoy the really scary and well detailed level 29 and then experience 30!!! LOL!!!!!!!

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Unknown date

  
Wish they finished this, a bugless version.

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Unknown date

  
OMG FINISH MAP32, It's the scariest level I've ever seen!!!

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Unknown date

  
3 stars. Too many bugs, and too many clunkers for it to get an overall rating of 4 stars. Includes some excellent maps though.

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Unknown date

  
What a shame!This could truly be one of the best megawads out there,if only someone would finish it.By that I mean fully playable on at least one source port(I got various crashes on various ports).And if someone would care to retexture a few levels,replace the unacceptable map30 and finish the map32(prettiest map,but has no monsters or exit!?!).There's so little work left,yet the errors ruin it.I know it's easy for me to say but really i have to repeat:what a shame.A 4 the effort,but it should be a 5/5.

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Unknown date

  
It's quite depressing how most of the authors just rant about how their maps suck.

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  • File Reviews

    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
    • By BoxY · Posted
      Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. 5/5
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