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Hollow Minds

   (18 reviews)
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doomedwarrior1981

  
Great architecture and lighting at times it can be rather difficult especially towards the end with the battle with the archvile who teleports all over the place. But overall great level and the music is awesome too.

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Guest

  
Nice adventure map. Good layout and lots of detailing make a great ambiance. Gameplay @ UV starts clever and very good, but sadly turns into a way too many snipers / PEs / AVs / sudden monster popup feast, making gameplay less and less attractive to the state of plain boring. Despite this, solid 4*.

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NuMetalManiak

  
really this is great.

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Lightning Hunter

  
Kristian Aro is the master at creating Hell-themed levels, and this is no exception. The quality of Hollow Minds is up there with Death Tormention 3 - one of my favorite packs ever released (which also contains work by Kristian Aro). This level starts out simplistic, but quickly becomes a visual feast, with eye candy every-which direction. The game play consists of quite a few ambushes, which may or may not appeal to all. There are possibly too many secrets with ammo, but that isn't a big deal.

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Guest

Unknown date

  
Excellent map.

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Memfis

Unknown date

  
Kristian at his finest, definitely play this if you like ruinbros/wos/etc. And be sure to find the RL before you pick up the first key or else you will be fried! Very nice music btw, it created very special atmosphere for me.

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Guest

Unknown date

  
Great map, very challenging. Make sure you find a rocket launcher though!

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Guest

Unknown date

  
Another good wad from Kristian.

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Guest

Unknown date

  
Another great map by Kristian Aro! In opposite to "Brotherhood of Ruin", this one makes use of regular Doom textures only, but it's impressive nontheless. Lots of nice details and careful lighting effects create a nice gothic atmosphere. Gameplay is challenging but not too hard, because you're provided with enough ammo. And if you find all 15 secrets, you should reach the exit savely. 4.5/5 -Milian

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Guest

Unknown date

  
Can't say I enjoyed it, and for someone who has been making levels with ten years(!) this is poor. It looks nice, with a clean design, but it's totally linear and formulaic, and it bogs down with mid-to-tough monsters in tight corridors. The gameplay devolves into duck / shoot / retreat a little bit / repeat, rather than the kind of flowing gunfight that Doom is best at.

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Guest

Unknown date

  
This is dated November 2004. It's a modern-style, large-scale medieval techbase level, although the design isn't overly flashy. You fight 422 baddies. The fights are generally easy, with a few nasty traps, although one early battle is very unfair unless you've already found a couple of crucial secrets. But the rest of it is good fun. It has loads of action and feels very meaty and satisfying, like a big meaty pizza, and it's not stingy on the ammo.

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Guest

Unknown date

  
Very nice wad. Interesting even for a "non-doomer" like me...very difficult but I like intensive close quarter battles so its ok.

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Guest

Unknown date

  
This wad rocks. 5 stars- Moti

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Guest

Unknown date

  
If it's from the maker of ruinbros.wad, you know you're in for something great. 5 stars for a guy who always delivers.

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Guest

Unknown date

  
Well done, Kristian! This level is a stunning example of what can be done with good ol' Doom II! High fun factor, plenty of action, awesome looks. Yes, my precious... we likes it! -Chris

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Guest

Unknown date

  
Good visuals, Not so good gameplay. Big enemies on small tight places so very hard. 3/5.

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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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