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Heroes

   (41 reviews)
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Bri0che

  

Not bad at all in fact… But as expected with such old maps, the navigation is quite a pain because of questionnable texture/design choices. Myself don't have a great patience when it come to find my way out, it rather spoil the rest for me, what a shame :/ 

 

Behind the expectable "messy" 1994ish layout hide a bunch of maps with a soul, you know, this kind of map without any theme, that have been drawn by an amateur that just love Doom. 

 

3/5, not much because of the frustration it can provide, not less because of the nostalgia.

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Gato606

  
Why the doors are textured as walls? I had to use IDDT on everymap to know where the doors where and I'm talking about regular doors, not secrets

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Budoka

  
the oldest full megawad I could find. Surprisingly enough, most of these maps are quite satisfying to play overall, and there are a lot of cool moments to be found throughout. I can't rate it too high though, because some puzzles are too obtuse (E1M6/E1M7), there are several points where you can gets tuck permanently, and some areas are very ugly. Best moment is the Cyber fight in E3M4.

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NuMetalManiak

  
a mixed bag, filled with large maps, small maps, awkward maps, and E3M4. many of the bigger maps made me sleepy though.

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Guest

  
Wad is awfuly boring and REPETIVE all these boring maps with shotgunguys allover the place just gets painfully boring after a while.

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Guest

Unknown date

  
Some good and few even great '94 levels here, but those by AL looks out of place and plays horrible by itself. Also I think what statement about "permission" is wrong.

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Guest

Unknown date

  
4/5 There are some great maps here, and Al has improved upon them all in some way or another. His own levels are for the most part tough but fair challenges. There's some neat ideas present to keep it from becoming just a Doom replacement. A few levels are very bland/boring, though, and I don't like most of the new sounds. - KMX E XII

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Guest

Unknown date

  
its cool!

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Guest

Unknown date

  
It might be closer to 3/5 material all things considered, but I'm going to pass along a 4/5 because it would be nearly impossible to pick 36 random single levels that allow modification in 1995, and have them all be good. Many early era gems in here, and Al's modifications make them just that slight bit fresher in many cases.

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Memfis

Unknown date

  
Brilliant, amazing, unbelievable. The density of IDEAS per square meter is higher than in any other wads. 7 stars.

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Doomkid

Unknown date

  
These maps are pretty damn great for 1995, I had to cheat to pass E1M1 I'll admit, but I'm up to E1M4 now and I'm really enjoying it. Some of them seem distantly familiar, as a child I may have played them in their stand alone state over a decade ago.

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Guest

Unknown date

  
I really enjoyed this - there were maybe a couple or few maps I didn't like as much - but as a whole it was a very enjoyable 90's experience. ~vf

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Guest

Unknown date

  
Not a bad idea to include a collection of classics. I haven't recognise most of the levels (I may have missed a lot of Doom1 WADs from the old times), but I do recognise the sounds and musics. The only bad thing is that I can't see any credits/nfos of the original authors and WAD names for each level. Historically interesting for me, respectfull for the author. I am gonna download Heroes 2 now. Hopefully I will recognise more gems there..

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Unknown date

  
The music was good, but the level layouts were bland, the textures were awfully chosen, and some of the walls were misaligned with textures. Also, I rated this megawad with two stars because there was no complexity of sectors within sectors. When I play a wad, I want eyecandy, lots of sectors, decent amount of monsters, and complexity (not just room after room); and for God's sake, make all of these things fit together NICELY!

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Unknown date

  
I must have played and quit this multiple times before I was finally able to beat it. It takes a different kind of mindset to play early Doom levels like this versus modern user-made maps. While I still think the overall package is a mixed bag, I walk away from it with a better appreciation for the beginnings of Doom mapping where wallhumping is a necessity, mandatory secrets are commonplace, and examining your area map to figure out where to go is essential.

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Unknown date

  
HEROES.WAD is the perfect Doom time capsule. It has everything from cheesy MIDIs and awful sound replacements to brilliant id-quality maps and STARTAN3 shit. Its legality might be dubious, but I did find some new gems I had never played before (E2M3, E3M3, and E3M6) and the crappier ones I probably would've never played separately. After removing the sound effects and playing only with pistol starts, I really had a blast with this megawad. 4/5

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Guest

Unknown date

  
Nice, kinda boring but some fun maps are in this map. Design sucks. Gameplay - OK. Monsters and ammo placment - OK. 3/5, average. -Moti

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Guest

Unknown date

  
Overall it's really rather good - far better than the average compilation wad from those days. It's worth checking out Never-Again's complete set of UV -fast demos for this megawad.

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Guest

Unknown date

  
Combines many of the top 1994 maps into one package, and that's why I'm giving a 4/5.

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Guest

Unknown date

  
HA! this was one of the first wads i played! and it was awesome!!

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Guest

Unknown date

  
I expected something better.

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Guest

Unknown date

  
Heroes 1. Good Doom 1 megawad. It is the first I played Doom with DOSBOX on. Great atmosphere. The songs and sounds are on par. The action is on par. The finale is on par. Play it now. Heroes 1 gets a 5/5 rating for all this.

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Guest

Unknown date

  
Very cool! Impressive, esp. for the original Doom. VERY challenging! Nice! 5/5

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Guest

Unknown date

  
A classic Wad for all time my favorite ever - Wobbo

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  • File Reviews

    • By PsychEyeball · Posted
      One of the earliest community projects to be compiled, Community Chest is a 32-map joint effort from many mappers in 2003. The rules: use only stock textures. The sky is the only limit. (Ok, or Boom's engine limits)   This WAD is a good time capsule to be reminded of what the Doom community was cooking in the time, but for many, including myself, it will not be a good Doom experience. These maps have not aged gracefully for the most part and favor long, sprawling and obtuse switch hunts where the goal is figuring out what exactly the author of the map wants you to do. With a few exceptions, the combat doesn't pop in a satisfying way and when it brings up the heat, it oftens does in an unfair manner.   The number one negative of this WAD is that maps are often way too long and outlast their welcome. It feels as if many mappers wanted to deliver their magnum opus and go for the giant, epic level with many different paths and things to do, but sadly, these levels do not know when to quit and they progressively get more and more aggravating. Use3D (Maps 12, 13), Kaiser (Maps 10, 15, 26) and Sphagne (Maps 21, 23, 27) are likely the prime offenders of this rule, the latter of which also loves to include extreme resource depravation to the mix to make the proceedings even longer than they need to be.    Unfortunately, not even the smaller maps can lift the WAD above mediocrity for a single reason: a lot of the smaller maps fail to leave any kind of impression to the player, as they are a little too by the numbers and forgettable. Most of Bad Bob's output feels interchangeable (Maps 4, 8, 9), I can't remember anything about Alex Parsons' levels apart from them being short (Maps 3, 11) and Gene Bird's maps, while mostly inoffensive, look outright primitive even for 2003 (Maps 7, 32, 19, 28). This would be forgiven if the levels had good action, but the encounter design mostly feel random and scattershot, killing any chance they will stick in your memory for a good reason.   Sometimes, the WAD decides to get a little more quirky and maps decide to do their own thing. This leads to either successful moments or disaster. Ultimate Doomer's map 1 might be the single worst way to start a megawad, leading you on a mostly pistol-only journey where one will be expected to pistol cacodemons and mancubi to death. In Map 20, the purpose of invading a demon base to plant a bomb and escape in 2 minutes is very tantalizing, but Ultimate Doomer's random use of voodoo dolls standing around the base partially ruin what could have been a great level. Metabolist offers the finest slice of action in the whole WAD, filling up a micro-map with no less than a demon army. (Map 14) The proceedings only take about 3 minutes, but the carnage leaves you refreshed. Archvile46 offers the most explosive map opening in the WAD (Map 25), but the infinitely tall monsters make this first fight utterly miserable to get your footing on, all while having minimal weaponry and ammo. Elsewhere, Thomas van der Velden goes for a more charming approach, with a laid back romp through a quaint and nicely decored police station (Map 2) and a cordial Icon of Sin fight with a cute gimmick (Map 30). Magikal (RIP) serves us Map 6, which is more of a "puzzle" map. However, the solution to most of the "puzzles" revolves around pushing everything until something happens, then find out what happened.   Speaking of Magikal, we now have to adress the elephant in the room: Map 29 - Citadel At The Edge of Eternity.   Many maps in CC1 try to be a magnum opus and fail miserably. However, this map is 100% deserving of the moniker; this is a painstakingly crafted level which is gargatuan, breathtaking, and also completely infuriating. No part of Citadel is obvious or easy; you're thrown in a world where most of Doom's rules don't apply. Anything can be a switch leading toward the next step and the encounters are brutal, especially on a pistol start. The citadel and the outer mountains are full of monsters who will constantly hound you no matter where you are outside. Revenants hide inside guard towers spread all over the citadel. Highlights of the map involve: a giant tunnel with stealthy chaingunner hideouts, a daring strafe-run sequence where you must run amok the entire side rempart, the agonizingly slow elevator puzzle room and the impressive, yet buggy 3D bridges that spiral upon themselves. The most impressive combat showcase happens once you use the red key: you're set upon the bottom of a massive fortress rempart filled with countless hitscanners while sideways cages of hell knights and revenants pelt you with projectiles. It's like fighting a major war all on your own and even if you had super weapons (which you won't have on a pistol start) they'd be useless against the fortifications the demons have set. Progress in this map is often glacial, with you having to give your all to gain every inch and it'll often come to a complete halt as you're stuck figuring out what the next step is. Like in Map 6, Magikal has many diabolical "puzzles" that will leave you scratch your head pondering how would anyone find this naturally. It took me almost 4 hours to beat this map on my first try on UV difficulty, with gratuitous saving and reloading. By the time I was done, I was tired, exhausted and filled with a certain form of impotent nerd rage as I was pondering what the hell I just played. I can't help but be amazed at what Magikal accomplished, as this map is definitely a one of a kind that no one has come close to match in terms of overall scope (Eviternity 2's MAP 36 might be the closest sibling this map has). On the other, I didn't enjoy playing most of this map and I can't imagine anyone will enjoy it either.   So in the end, many of CC's maps are unecessarily bloated, some are featureless and in this 32-map pack, I can say I liked about 6 maps in total. Many of these maps have a certain hustle that warrant respect, but respect doesn't always translate to fun gameplay. If you like your maps to be on the exploratory side, you will likely find something to like in this map pack as many maps fill this bill. But the action in this WAD is either turgid or way overclocked for the common Doom player. Approach at your own risk.
    • By video_ouija · Posted
      Simply put, masterpiece.
    • By Cruduxy Pegg · Posted
      This wad is different from any other mapset you'll play. some maps are very good with gimmicks and creativity you won't find in other mapsets.. other mapsets are  the most annoying puzzle hunts in gigantic maps you'll ever see as well. actually the bigger maps were usually easier to finish quickly than smaller ones, the small ones were usually padded to high heaven with stupid progression, keys and annoying as hell build the stairs switch hunts. If you want to play it I highly recommend just using a guide or cheat using doom builder as the dumbest puzzles in this wad are usually switches you don't even know exist (like an x on a random wall on a gigantic castle to continue).   I didn't play this mapset to the end either, the last third of this mapset is very annoying and I only enjoyed like 2 of those maps before quitting on that almightly annoying map26 which goes on and on and when you think you finally found the exit it takes you to a trip in time to what seems like a re-imagination of the most annoying map in Enigma (I don't hate Flynn's maps, actually I like his master levels and a lot of maps in engima).   Sadly I didn't get to experience the legendary reputations of map27 and 30 but I don't think I want to even try.   Note: This isn't the first time I played the first half of this mapset, previously it was in multiplayer and it was still very annoying to play and most players gave up in the last third of this as well.
    • By costadevale · Posted
      It may not have that "id essence" the original DTWID has, but it has a level of abstractness that I really like. Kind of like a 1994 wad, but miles more polished. This is not "below amateurish". RIP phobosdeimos1.
    • By Walter confetti · Posted
      What a cute small level, a little relic from 30 years ago! This map is not perfect, i know, but it's a fun small map (except for the asshole-ish secret spider placement) with many new graphics and a silly jazz tune that i heard already but i don't remember the title. There's a Doom 2 version of this map? I remember the greetings graffiti at the end of this map used elsewhere, It was such a nice touch that i did the same thing in one of my early maps (We Are 183 iirc)
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