Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Hordes of Chaos X

   (52 reviews)
Sign in to follow this  

Guest

5 Screenshots

About This File

Well, it's been quite a journey. Hordes of Chaos is finally done, with 25 maps. HOC X has all 4 previously released HOCs, plus the all new HOC 5.

HOC has been changed to HOC Death Edition. It's got 2x the monsters and alot less health. Good luck playing this one! :P

These maps are meant to be a challenge on Skill 4. If you play on Skill 4 and die miserably, don't be surprised. And don't complain, either. Play it on Skill 3! :P

After each map your weapons and ammo are taken. You get to keep your items. This is intentional.

Each map was taken from another project and worked on considerably. Here's where each map originally came from :

E1,E2 All Maps Dark Heretic

E3M1 Monster Mash Vermil's Maps E3M4 E3M2 Painville ZUUL E3M3 Hidden Temple Vermil's Maps E3M7 E3M4 The Four Rooms Black Fortress X E3M5 D'Sparil's Sauna Dark Heretic E1M4

E4M1 Painkiller Vermil's Maps E3M5 E4M2 Tomb Of Naughtyness Crimson Tomb E4M3 The Black Bog Vermil's Maps E3M6 E4M4 Crypt Of Crispy Critters VOL R2 E4M5 D'Sparil's Tower Tower of Pain

E5M1 Hell's Belly Button Trails of D. MAP02 E5M2 Emerald Passage The Lost Gate E5M3 Fortress Of Fortitude Steeple Chase V1.3 E5M4 Catastrohpic Finale Vermil's Maps E1M9 E5M5 Obligatory Secret Map Vermil's Maps E1M1


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Blaskovic

  
fckin awsome !!!

Share this review


Link to review
Guest

  
Slaughtermaps in the style of f.e. Plutonia, thus only for players considering hard gameplay = attractive gameplay. If you like to enter an empty area, then via instant monster popups being faced by a horde of monsters of the same kind, and repeat that about 1500 times, then this is your mapset. Definitely. But if you like gameplay with a tiny little bit of variation, then skip this, because it's repetitive like being made for (obviously nofi) autistics. As this is IMPO a total WOT: 2* for the effort only.

Share this review


Link to review
Guest

  
i would give 5 stars but the map e4m2 is wrong, it doesn't have an exit.

Share this review


Link to review
Guest

Unknown date

  
wow! its legendary! i love how the hard it is (in my opinion harder difficulty=higher fun!)

Share this review


Link to review
Guest

Unknown date

  
Nice game

Share this review


Link to review
Guest

Unknown date

  
The doom monsters look horribly out of place.

Share this review


Link to review
Guest

Unknown date

  
One of the best Heretic wads

Share this review


Link to review
rsl

Unknown date

  
As hard as they tell you in the reviews. Level design remains nice and the introduction of DOOM monsters is a nice touch, but difficulty is really unfair. Would have worked better with a couple custom overkill weapons added to the default roster. 3*

Share this review


Link to review
Guest

Unknown date

  
Best mappack I've ever seen for Heretic. It is like a Hell Revelead for Heretic, but with much, much more! Anyone who loves both Heretic and Doom will love this. Oh, and the idiot who said Heretic doesn't deserve this, I'll tell you something: saying something is not worthy anything well-made is an insult to the author and the fans. This wad do not deserve a zero, it is you who deserves it. Next time think before typing, if you actually have a (functional) brain, of course.

Share this review


Link to review
Guest

Unknown date

  
Fantasmic. Almost like 'Hell Revealed' for Heretic. A legend. Wilou84

Share this review


Link to review
Guest

Unknown date

  
Too hard, and the Doom & Hexen monsters don't look good in Heretic, neither does this whole Hell Revealed-style. Sorry. 2/5 because the levels are nice but that's all. Play Heretic: Treasure Chest or GULAG instead.

Share this review


Link to review
Guest

Unknown date

  
to the reviewer above me quit being a big baby it's an awesome megawad & i think the doom monsters & the hexen monsters are great 5/5

Share this review


Link to review
Guest

Unknown date

  
Pure awesome insanity! This is Doom, Heretic and Hexen rolled into one terrific game. Levels are outstanding and well-made. The only downside is that it's a bit too hard even on Skill 2, but for those who are good at Doom/Heretic and have mastered the skill for very hard WADs like Plutonia, AV and Hell Revealed, this is a must play. 5*/5

Share this review


Link to review
Guest

Unknown date

  
Simply awesome. Extremely hard, but can be past with QUICKEN =P HOC rocks. Damn, I wish I could give more than 5. Moti

Share this review


Link to review
Guest

Unknown date

  
Amazing mappack, it's truly HR-Style adapted to Heretic. As I already reviewed the 4 previous episodes, I'll talk about the 5th one, clearly the hardest one, I gave up in skill4, even by saving/loading all the time. The secret level trick for the ring of invincibility is awesome (don't use it too early heh). But E5M1 looked somewhat 'plain' compared to all other maps. 5/5 with a "Legendary" stamp of course. ~Naan

Share this review


Link to review
Guest

Unknown date

  
Anything this good for Heretic kicks ass!

Share this review


Link to review
Guest

Unknown date

  
Awesome! Awesome! Awesome! But I can only beat in on Skill1 without cheating :)

Share this review


Link to review
  • File Reviews

    • By Summer Deep · Posted
      Played on UV, continuous, GLBoom+   This is a very absorbing and well put together Episode 2 replacement. The difficulty is cranked up incrementally throughout, and towards the end becomes seriously challenging, though always fair. Map 7 is particularly memorable, with its 500 monsters and a big surprise in the blue key room, as is the hellish descending escalator in Map 9. The final level is absolute mayhem, with 9 Cyberdemons and a supporting cast of 300+ sidekicks, but with a properly worked out strategy it's beatable: you need to make good use of infighting, plus it helps to be on the lookout for a secret area that isn't all that secret....   Not sure that any game ever merits an absolute 5 star rating, which implies that no improvement is possible, but this is certainly approaching 95/100 territory.   Definitely looking forward to checking out ConC.E.R.Ned by the same author.
    • By tempdecal.wad · Posted
      Um lol the TITLEPIC, also this wad lets you shoot crates to lower them and get ammo, and I like how the Minecarts puzzle was recreated using only Pain Elementals, however I have to say this isn't really well done, the puzzles are weird and you're expected to hug, shoot and press walls and some weird "Dormant" monsters, I applaud the effort that went into recreating the layout of the level, could use some 3D Floors and some Slopes though, but the visuals aren't all that great and the puzzles are somewhat different so if you haven't played the original level this will confuse you even more than their Decay counterparts, partly due to lack of hints and the weird and confusing visuals (I keep using the word confusing but there's really no better way to describe it).   1 star for the layout Faithfulness (barely), 1 star for naked Rosenberg.
    • By BaraKornel · Posted
      Fun map, with some decent design. I don't get the last teleport though, where the player can use the teleport to teleport to exactly the same place.
    • By Nine Inch Heels · Posted
      I've never done a review for a rocket jump WAD, so this might turn out somewhat like a ramble. Apologies in advance if it does.   I picked up RJSLOTH while learning the most basic things about rocket jump maps. That said, I really should have waited with this WAD until later, when I'd be more consistent with basically everything this genre entails. For those of you who have never made contact with this genre I'll have a short description in the spoiler below:

          Even map 02, in spite of being dated in the sense that it was made prior to some discoveries in rocket jumping, turned out to be somewhat demanding at first. However, as is the case with many ToD maps, there are consistency checks here that really helped me to get some moves into my muscle memory with brute force. Especially things that require precise timing are something that you either learn to do properly while you play this, or you give up trying. The map also features some "combo-jumps" in places, basically as "highlights" of a given section to round off the package. I'm glad I didn't give up. Beating map 02 felt really good.   As for map 10, which is a brutally tuned up version of map 02: You're looking at something that seems to have been built in a laboratory with a calculator. Each one of the jumps there requires extreme precision, and if you're anything like me, which means you're still looking to become consistent with the techniques for "(relatively) modern rocket jumping", you should only attempt this map during a weekend or so, because it could take you "some" time to nail these trick shots perfectly. I didn't manage to finish this map yet, but from the obstacles I have made it past I can tell that this map, as well as map 06 of this WAD, is aimed at people who can do certain tricks of ZDaemon rocket jumping blindfolded. Being able to build maps like this, so precise and unforgiving without feeling totally unfair is an impressive feat for sure, but for my tastes and current skills it is almost impossible to "digest", also due to the sheer size of map10. I will come back to it eventually though, because I wanna see the end of it.   The only reason I'm not putting down 5 stars here is that these maps are a little bit too repetitive for my liking in places. Obviously that's an easy impression to get when I can't do things very cleanly, which results in repeated attempts, so take this reason with a grain of salt and you'll be fine.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   This is a slightly improved sequel of a mediocre megawad. It has no story whatsoever, not that it needs one, it's practically designed without an overarching theme and focused on Boom compatibility, something that the prequel didn't communicate very well. Although you rarely see tricks like conveyors and silent teleports put to specific purposes, they're mostly for the atmosphere. A couple of maps use custom colormaps in particular setpieces. One is to simulate immersion in toxic, and the other in blood, or perhaps portals to hell?. Anyway, Community Chest 2 has some nice visuals using stock textures. While not every map looks great, a bunch are simply awe-inspiring because of the author's creativity. I dig the idea in "Death Mountain", the sinuous terrain with mounds everywhere is very neat, as it's theoretically a mountain floating in the air. My only gripe is the trees are placed to get stuck in. Other locations are plain techbases, brown caverns, wooden complexes, Inferno-styled hell and unknown places. Most of the music available are tracks from other wads and games, with only one self-made piece for map 24 by the same author, an amazing melody by the way. I would suggest to add your own tracks for the maps lacking them, for a stronger experience if it helps.   For those who have played the prequel first, and I'm sure everyone did, there are quite a few familiar names to be found, some of which contributed with more than one map. Gene Bird cooked around five for example, evoking a conservative "rooms with monsters" 90's style. His maps don't vary in any aspect to each other, nor to his previous works in Community Chest 1 unfortunately, but they blend well enough with the tone of the mapset. The first map is already by Erik Alm in his well-known Scythe fashion. Then we have individual entries from Andy Leaver, Kaiser and Use3d, the latter came as an improvement to be honest. On the other hand, a big portion of the people involved were completely new to me, and that's when I had to expect the unexpected, sort of. I'd say the maps had their ups and downs, generally enjoyable if some exceptions. They were also organized in a very random way, but that's no news. Just like a traditional community project, this megawad features a wide range of concepts, layouts, and forms to entertain the player, for better or worse. Fans of old-school and/or adventure maps will be delighted, as there are a lot of them in all sizes and difficulties, even several inspired by the original Doom levels. The obvious standout is "The Mucus Flow", a brutal map that can only be understood with patience and dedication, mostly the former one, and heavy chainsaw practicing. Besides, its curvy "mint-chocolate" design is beautiful and unique, or used to be, since tons of future releases found inspiration from it (e.g. Speed of Doom). A shame it has glitches in the sky. There are other remarkable moments to be experienced, such as to explore a city in depth to figure out the secret exit, or to fall in a sequence of fake exits that only exposes you in circles of chaingunners. I'm not sure how others will take it, but I couldn't hold my laugh after the second time.   Secret-wise, the first thing to know is that PRBoom users need to activate the "Linedefs w/o tags apply locally" option to enable access to some ZDoom-only secrets in maps 06 and 24. There is also a secret in map 20 that requires an archvile jump, but it's not possible to reach it outside of ZDoom versions. Other than those, hope your sense of exploration is wide awake, as there is plenty to locate and highly appreciate. I'm thinking of the standout map, of course. For favourite maps I will pick 19, 24, 27, and 31. Some others like 06, 13, 23 and 32 were entertaining for the most part, but not convincing as a whole. The rest range from good to dull or tedious, like the final map.    Overall, it's certainly an upgrade in quality, and I'm inclined to believe the successors are much better. Still, it's nice to traverse the history of the community chest projects. If you and I share similar tastes, then you'll probably find content to enjoy here, and if not, well, skip the unnecessary. My rate is 6/10.  
×