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Holy Hell 1.1

   (208 reviews)
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About This File

(The original map is on Map 5. The map is split to maps 1-4 to allow more computers to run it.)

This is version 1.1 of Holy Hell. Gameplay has been improved.

A map that takes gameplay to an unprecedented level. The map is now easier and is a walk in the park. IF YOU HAVE A SLOW COMPUTER, PLAY MAPS 1-4 ON EASY. THE MAP IS DESIGNED FOR MEDIUM/HARD PLAY, BUT IT IS RECOMMENDED YOU HAVE A FASTER COMPUTER TO PLAY MAPS 1-4 ON MEDIUM/HARD OR MAP 5 ON EASY. ONLY ATTEMPT MAP 5 ON MEDIUM/HARD IF YOU HAVE A TOP OF THE LINE COMPUTER. ONLY USE OPENGL BASED PORTS FOR MAP 5!


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Unknown date

  
NUTS! Was the first thing that came into my mind. Well, it's not only nearly impossible to beat in terms of enemies, I also didn't get further by hitting switches etc. Maybe I missed a trigger or zdoom98 missed something up... Well. It could have been fun but that way it wasn't. The ever teleporting-in of Revs wasn't that funny also. (Imagine having 300 Rev-missiles from the front and 50 from yer back...)

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Unknown date

  
If it's a joke, then it's a shit one because there's no humour in this anywhere. Only boredom awaits.

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Unknown date

  
There's no shortage of ammo and its perfectly beatable. Those of you who disagree should up their game. That being said, there are peridoic exciting and tough fights followed by long periods of endless baron bashing that is neither challenging nor interesting. Watching a youtube video of this level is a great way to fall asleep at night. 3 out of 5

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Unknown date

  
SO SO.

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Unknown date

  
Very difficult, but after some trying and not attempting to kill everything, I figured out how to get to the ever-sought 'HR-style WAD foothold'. The point in which you can actually stand a chance, and aren't just running for your life all the time. You have to avoid the first few battles, hiding from hitscans, and not firing so as not to attract attention, until you get into a big ol' ammo room and load up for the slaughter. After that, it's fun for people like me.

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Unknown date

  
Teh gratest Joke Wad EVAR... -Craigs

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Guest

Unknown date

  
this is NUTS! ~cson

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Guest

Unknown date

  
Best map ever 5/5

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Unknown date

  
thank you

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Guest

Unknown date

  
great map but very very hard

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Unknown date

  
had awesome survival action on this one. the map split is a bit stupid but ok so far.

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Unknown date

  
Oh god hahaha. This is fantastic.

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Unknown date

  
It's like N.U.T.S. and I didn't enjoy it. Too much shock factor and not enough design.

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Unknown date

  
Just played this (MAP5) and got about half way through (approx 2500 monsters) on first attempt but prBoom+ crashed with some error (signal handler 11) :(, I thought it played OK maybe a bit boring in places and not much too look at. I had loads of spare health and ammo lying around but I was playing on skill 1 :). I recommend a lower skill level than UV if you want some fun.

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Unknown date

  
This has to be the map with most monsters that's actually playable. I didn't find it bad at all. I've played through map 5 on easy without cheating. Took a long time and many, many saves, but it was fun in it's own way. I don't quite like splitting the maps, because it will create some continuity-related problems. Like the cybers in the cages, for example. And ZDoom version would definitely make this a lot better. Btw, Belial, I'm still laughing at your 0...

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Unknown date

  
Looks like someone's idea of a joke.

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Unknown date

  
Harder than Mohammed Ali on viagra.

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Unknown date

  
Oh yeah, it's a joke, but it's beatable on UV and even interesting (you need the patience to activate this object), though it consumes your time significantly. =) Kept me busy all day long. 4/5 - Demonologist

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Unknown date

  
For those that missed the clue train, this is a parody of Deus Vult and shouldn't be taken seriously. Note the author name.

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Unknown date

  
(shakes head) Guys, guys, guys... how can ANYone say they are a DOOMhead if they don't know about getting the monsters to do your dirty work for you? There may still be bugs per Belail's review (though I haven't run into them yet), but as far as the monsters go? Just keep your finger on the "run" button, weave in and out of those monsters, direct their fire into each other and finish off the survivors. - Monroville

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Unknown date

  
Whereas HR/AV require skill/tactics, this wad requires just patience. The fights simply aren´t fun, bland areas with thousands of spawning monsters or rooms full of monsters on ledges, all you do is run in circles while holding down mouse1. Not enough cells/health in some areas but enough rockets which makes the wad even more tedious.Also, tons of misaligned textures, the big map 5 has 1 secret yet every split map shows 1 secret, etc.That said I think the author has potential, hope to see more. 4/5

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Unknown date

  
muy bueno exelente!!!

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Unknown date

  
Dy-hard slaughtermap, although not too difficult @ UV. Gameplay is a mix of 3 styles: 1) running fast causing massive infights, 2) banging your ass off while being invulnerable, and 3) idem while not invulnerable. Most important challenge is finding your run path. Having said that, from a traditional POV gameplay is above all extremely monotonous. As such this wad can be considered as a gameplay TC, and really should have its own review class. It's not at all my cup of thea, so a neutral 3/5.

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Unknown date

  
The author fails to see the importance of playtesting. Map03 is (probably) impossible to beat. Those archviles in the YK room were an excellent idea. The second room after the YK door is ridiculous as well. Map01 has severe ammo problems. A 'tips' section in the txt won't fix them. Map01 has a broken monster teleporter. A bug in map02 crashes PrBoom (RK room). The monster teleporters in map04 can screw up. The sexy fights in map04 and the outdoor section of map03 can't save this wad. 0/5 - Belial

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Unknown date

  
I couldn't think in a better title for this game. Just, HOLY HELL THIS IS HARD. 5/5

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  • File Reviews

    • By Walter confetti · Posted
      Big, fun exploration map with a really good theme... Visplanes crash on vanilla DOOM2.exe, works without any problem with doom2+
    • By P41R47 · Posted
      I really liked the free alternative to TNT: Evilution.
      Icarus: Alien Vanguard is a totally different monster but somehow similar, made by the same monster team.
      This lacked a proper dehacked patch with custom text, but @NightFright made a neat fix for that, telling a compelling story that is really entertaining to play.
      The maps are amazing. The best maps here are far better than Evilution's best maps. The bad ones here, are just bad Doom 2 level maps, so there is little to be really bad all in all.
      But, Icarus had the same little ill as Evilution had, last ten maps completely drags the experience. At least, this maps are better than the ten last from Evilution.

      Team TNT has shown that not only are good mappers, they also are good storytellers and that, in a game like Doom, is something to be proud of. And they achive this even working non stop to release this before Evilution hit the streets, so, even if some maps feel a little rushed, they are great!
      The soundtrack is a key element here. Bringing an awesome personallity to this outstanding mapset full of neat ideas.

      Thanks team TNT for this amazing megawad.    
    • By P41R47 · Posted
      ETERNAL DooM is not a megawad, its an experience that had to be lived to be fully undertanded.
      This is the megawad of the 90's for me in terms of exploration and atonishing sightseeing og the marvelous structures around.
      This megawad its one of the few that awakes in me a sense of wonder like no other.
      And to make things better, i played the incredible dehacked patch that @NightFright made, that adds maps names and new text screens with a custom story. This is the ultimate way to play this outstanding work.

      Now to the flaws: the first two levels are what really define if you would play this megawad or not. The first maps is corridor after corridor, with a little puzzle for the keys to enable the exit, after that, the second map is something completely different, with a very big puzzle map that will catch everybody unprepared. If you can reach map three, your surely are at it now, and after that, is a big alley up, a pretty big mountain ahead full of wonders.

      Thanks team Eternal and TNT for this amazing work of art. This possibly is the best megawad i played soo far and the one that i most liked. It has almost everything, new textures and graphics, new way of thinking maps, extremelly clever puzzles, a lot of exploration and a full experience.

      What it lacks? Maybe a proper graphic for the end boss, a proper BOSSBACK also, and some new monsters would be cool, but for a megawad from 1997, this is almost perfect.
      And the soundtrack!
      God, thats a marvelous soundtrack!
    • By NuMetalManiak · Posted
      so it seems I have not actually written a full review of Eternal Doom yet, Eternal Doom is often touted as the classic megawad of getting lost, with people crying "SWITCH HUNT!" and completely obtuse progression no casual player can think of. yet if I were to have a say, I'd say it's the best thing TeamTNT ever actually made. by comparison, Icarus is a standard megawad with some weird bits, and the same for Evilution. Daedalus is all sorts of fucked up, and the deathmatch sets aren't memorable to the singleplayer levels. this means that Eternal Doom forever stands the test of time despite its age.   you'll be happy for some of the shorter maps, which include MAP01, MAP06-08, MAP16-18, MAP21, and contrary to popular belief, MAP28. for the rest though, you'll get lost, that's the whole point. you'll likely cry foul at the obtuseness of several of the levels, in which knowing the author style really sort of helps. but when you're not hating it, you're liking it. some puzzles are actually fun, and combat remains serviceable in most locations. there's still loads of obscurity, so it helps to use that automap, especially for the memorable MAP12.   from the looks of it, it looks like Chris Couleur and Dia Westerteicher were the two who's maps will likely be felt the most. Couleur's style is making generally expansive locations in medieval fields, so there's a lot of room to run around in and quite a lot of meat in every nook and cranny imaginable. I can perhaps think it would get old after a while, but MAP11 is a nice treat and easily the best map he's done. Westerteicher seems to be responsible for most of the shorter outings, all of which have at least one bit of obtuse progression that casual players won't see. MAP03 is his best work if I'm being honest, and one of the best ways to utilize six keys in a non-Boom fashion. for the other authors, we have Adam Landefeld, with two large and two short maps, usually similar in style to Dia, Alex Mayberry, with two very linear levels, and Paul Schmitz, who may have made two short maps by ED standards, but actually somehow manages to make their progression memorable by being quite perplexing.   the showstealers are Sverre Kvernmo, Jim Flynn, and Bob Evans. it's likely these are the ones who's maps will be the ones you'll get lost in the most. Kvernmo went with MAP04, a large crate maze and sewer system, although progressing through it is generally just long, while MAP05 is actually quite short. MAP12 however is a certified magnum opus, a nicely done medieval castle with an interesting puzzle for the yellow key that still proves memorable to this day. the late Jim Flynn holds three rather notorious maps, the first being Monster Mansion (MAP31) a map that holds the most insane realism of a mansion with loads of crannies. the next is the appropriately named Beginner's End (MAP25) with numbers of confusing puzzles, and having to retrace your steps often, then right after that is the frantic MAP26, loads of ground to cover but hard to even go around. then there's Bob Evans; if MAP20 makes you squirm trying to figure out where and what is to be done, MAP30 will certainly be a true treasure hunt. these two maps are the ones where you'll need all the luck and patience to go through them.   I've played Eternal Doom all the way through many times, and my opinion of stuff tends to shift constantly on each and every map, but I tend to enjoy what I play through as I go along and memorize where anything and everything is. Eternal Doom surprisingly has linear key progression throughout the entire set, something that I'd love to see done in level progression diagrams some time soon. its maps are made out to be both long and memorable and perfectly deliver on those fronts, standing the test of time to this day. of course, there are much longer and larger maps than even Excalibur, which shows how inspirational the whole set ends up being to make much longer creative children. all this makes this the greatest accomplishment TeamTNT ever made.
    • By RonLivingston · Posted
      I have to say this, But this is the most scariest wad I've ever played, you know the yuri battle before all of those pictures came up, the super scream sound nearly made me have nightmares!
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