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Heroes' Tales

   (40 reviews)
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The project from iddqd.ru the community, basis of which are maps, made in a speed- mapping course, on which only 4 hours were allowed (each speedmapping contest - 4 hours length). The first speedmapping contest ("Nature"), most maps from which are in this megawad, was in 2008.26.01. The second speedmapping contest ("Hell") has taken place on 2008.02.02. The third ("City") and the fourth ("Boss-level") speed- mapping contests were onto 2009.08.03 and 2009.18.07. Not all maps, made in those contests, are being present in this megawad because of different reasons. Those which are present - they have been re-worked (mostly - correcting bugs and testing the balance of weapons & monsters, the maps` basic geometry and their ideas have remained as they were in the beginning). However, since the end of the last speedmapping contest the maps`quantity was less than 32, community has decided to finish wad in an initiative order - as a result, it has turned out even more, than it was expected (33 maps). New maps were built in a course of various time, however the general rule was not spending more time to build a map than for a week. However, 3 exceptions were made - map 21 (originally built for another project), map 10 & 28 (were made in course of 2 weeks). The general storyline has been developed on a course of unifying all maps into one megawad, however, wad`s story wasn`t meant to be wad`s strongest point - each map can be considered as separate "history", by desire. Certainly, all maps were balanced for completing them "from scratch" and for speedrun.


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MuratMikal

  

Это вообще хороший мегавад. Есть некоторые мапс , которые плохи как 03, 17, 31 и 19, и другие, которые очень хороши как 10, 11, 21, 28, 29 и некоторые другие. Это стоит скачать.

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- Crispy Doom 4.2.

- Ultra-Violence

- Continuous combined with pistol start mindset.

- Saves every 10 minutes or so.

 

A nice entertaining mapset. It's a mixed bag consisting by different styles of action to spend a weekend or two, using the resources from TNT. This gets you to travel through different landscapes like ruined cities, egyptian catacombs, the inner of a spaceship, well-known sewers and some caves here and there, mostly resembling the aesthetics of the iwad but not acting like a sequel to it. The first map might not leave a great impression, suffice to say it's the most vaguely detailed of the mapset, but the second and forward maps show a progress in the way to create more natural, realistic environments, whether grand scale red fortresses, cramped tunnels of lava, or castles built with brown bricks. The music selection consists of several tracks from the iwads, which all casually fit very well, along with multiple tracks I'm pretty sure I've heard before, like the one in map 17, that's an amazing slow track for a dark cave.  

 

Being a speedmapping community project the results are uneven, not to understand it as a lack of quality control. There's an atypical flow we often don't see in megawads, like when certain species of monsters are introduced and their context, which also go in line with the maps slots, but difficult gradually raises in a similar way most megawads do, in general above the iwad-level. Also, the styles of the authors aren't that different from each other, nor the size of the maps is a determiner of what they're going to be like. There're shorter maps where the core of the gameplay is concentrated in an arena where you're demanded to slaughter big numbers of enemies (not as high as in natural macro-slaughter wads) before you're able to exit, such are the cases of Archi's map 22 and Shadowman's map 27, or in other levels apply your skills to survive several nasty ambushes in more claustrophobic areas and call it a day, like most maps in the first and second episodes. You'll get breather maps in between too, which some share a bit of TNT's classic aesthetics and incidental combat, and I had fun with them too. What larger maps have is that sense of exploration reminiscent from older megawads, such as map 28 having the premise of a large epic adventure in a massive hellish landscape a la Alien Vendetta, or a city in ruins after an earthquake in map 10, depending on how you interpret scenarios, and you build progression bit by bit. However, there're also a couple large maps devoted directly to slaughter setups, as is Shadowman's map 21. My only gripe with him is the archvile usage, it seems like he wanted to enforce meticulous approaches to deal with them, except in certain situations these can target you while out of your FOV, and there's nothing you can do about it. But this and a blind drop on damage floor type 16 are about the only bits of "unfair" design I found, the mapset counts with so many distinct scenarios to test your abilities that a mishap with an archvile or two didn't stop my enjoyment. 

 

Secret-wise, nothing hard to peak or miss, but you'll definitely want important weapons and resources if you play on pistol start, like that juicy BFG in map 21. For maxers, the secret SSG in map 03 becomes unavailable if you don't take the lift. My favourite maps are 03, 10, 11, 15, 16, 23, and 27, mainly stuff from the second and third episode, but the first one is a solid introduction too. The final map is, fortunately, short and kinda easy. The bonus map requires you to make decisions, and it's better to have a certain degree of foreknowledge. Still a good map imo. 

 

Overall, this might be my second experience in megawads by the Russian community, and I'm certainly hyped to try something else from them in the future. Heroes' Tales should be on your list too, it's worth the try, there's material for every taste here. My rate is 7/10.

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Nems

  

I don't think I've ever played a wad made by the Russian community that I didn't like. This is no exception. This is 32 levels of quality, ranging from small-scale fights to epic set pieces. Worth playing and highly recommended. <3

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trrobin

  
Pretty good for the most part. A few annoyances but overall a fun enough ride.

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NuMetalManiak

  
pretty cool

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gaspe

  
Some maps in E3 were a bit frustrating or annoying in some parts. But overall it was worth to check this wad, there were some cool ideas.

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Guest

Unknown date

  
There are hundreds of little reasons to justify my rating... but the simplest way to say it is that there's plenty of good ideas, some nice looking levels, and a handful that don't get frustrating. Can't say I enjoyed it much. 3* for the positive aspects -Phobus

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Guest

Unknown date

  
Its alright, pretty boring architecture but the gameplay is there. 3.5/5

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Guest

Unknown date

  
not old school style. did not enjoy this wad after all...

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Guest

Unknown date

  
Classic. Nice work, but the maps are very mixed. Some maps are far harder than their sequel, some are plain sucky (map33 was a disappointment), but in total this was great. Maps 10 and 11 were amazing. 3.5/5 (4/5). - Moti

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Guest

Unknown date

  
good wad.

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Guest

Unknown date

  
good megawad. 4/5

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Guest

Unknown date

  
Mostly average maps, but there are a few gems in there. Grab for a weekend of Dooming.

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Guest

Unknown date

  
most maps are garbage.

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Guest

Unknown date

  
Really good classical Megawad. 5stars only. Good job, RDC. -L1

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Guest

Unknown date

  
A pretty good wad if you don't mind old-school primitive style of mapping. I don't, so i enjoyed it.

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Guest

Unknown date

  
This Wad is Beutifull. But... Spedmapping?Why? Map 18,30,31,32,26,21 is Amazing! GamePlay is very good. It is very good classical!

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Guest

Unknown date

  
ok, nothing special, kinda old school

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Guest

Unknown date

  
Really cool

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Guest

Unknown date

  
Nice work.

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Guest

Unknown date

  
I've played through the first episode (Map11) and it's mixed. Some maps are average, others are good, and Map10 and Map11 are superb. Overall, a bit of a mixed bag, but seems like a nice and at times old-schoolish megawad that is worth your time. I'll give it 5 for a decent megawad and for being a surprise release as far as I am concerned.

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Guest

Unknown date

  
womit. sry but sukky wad. 0*

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Guest

Unknown date

  
Just played map01 and map10 (as folks said that one was good) and left disgusted. Impassable lines for no good reason, random teleporters opening at completely different parts of the map, chaingunners on ledges, complete lack of visual clues. This is classic in the sense of technology indeed, but it misses everything that made Doom good back in '93 and it's certainly not good in 2009. 2/5 only because I didn't check all maps, otherwise this'd be a 0.

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  • File Reviews

    • By elend · Posted
      Awesome small map set focusing on tiny corridors and exploring huge interconnected maps. I really, really enjoyed traversing the different maps and although they are very, very crammed and chock full of nooks and crannies, I rarely got really lost. Sure, once I got a key, I had to find that specific red / blue / yellow door again, but as with any exploration focused games, it is best to remember where important locations are in a map.   What really amazed me was the look of the maps. This is the perfect amount of vanilla detail, imho. Every room looks detailed without being too crammy or confusing. All maps have a very concise look and clear sight lines, which makes navigation really easy and overally just fun. Monster placement also makes good use of all the crammed corridors, the windows, the corners, etc. by placing monsters in a way, that they more often than not surprise you from behind a corner. It's best to slowly and methodically proceed through those bases and take your time. This is not run and gun Doom.   Absolutely gorgeous in all aspects, amazing works.
    • By P41R47 · Posted
      I struggle to replay this one for a long time. I didn't remember much of this so its was like a first time. Strain is a different beast to anything from the same time. It uses dehacked to great extents adding new enemies and changing the behaviour of some of the weapons.
      Well, first episode is pretty solid, with neat maps and really awesome ideas as the authors of the wad start to unfold their dehacked trickery all around. Second episode its not that good, with some cryptic maps with not so clear progression, but well overall.
      Third episode has some maps like the second, but they are a little more fleshed out and with a lot better visuals also. The end map was somewhat anticlimatic, but anyway, a really great experience through and through.

      Now what i don't liked much is that most ports have to use the Strain Fix to properly been able to play this mapset, and the authors of that fix, don't know why, changed the sky textures of the different episodes.
      Its nothing really bad, but well, it strange that they didn't respected the authors original choice.

      Dystopya 3 maps really stands out from the mapset, or maybe i remember them more as i have fresh memories from a recent replay.   The mood of the megawad is greatly achieved through the use of neat textures and map tricks. I really miss that there are no fake 3D bridges anywhere in the megawad, and i really love them when they are given good use.   The story of is somewhat mixed bag: theres a new invasion, you are the only marine that survived to the Invasion of earth, and they government made some experiments with you. Now you are a bloodthirsty machine that only wants the destruction of the invaders.
      The text screens during game are strange, with a snarky humor and poking fun of some common tropes. Not bad, but i would prefer something more serious as the megawad has really cool details everywhere, like revisiting zones and fully developed reactor areas, etc. making the storytelling side of the maps really awesome to follow. But again, some maps has poor progression hindering the experience a little.   Anyway, this is something that needs to be played and replayed, just to see those dehacked tricks and for theose awesome good maps. I had better memories of this than what i actually play, so i was expecting something more and better, but thats my problem, the megawad is amazing as it is.
    • By vdgg · Posted
      This mapper did create good stuff, pazuzu, diabolos and odyssey. This is way, way below these WADs. I am the first reviewer to mention massive (but massive) HOMs on MAP10! 2 stars for: - awesome grey blocks area in motion in the middle of MAP08 - some occasional decent moments, I guess MAP03 is fine, MAP04 is okayish. - visually it is not bad for 1996. But come on. One motif is: "press switch A to lower a lift, press switch B that opens a door somewhere far, but press it a bit later, just to get in time to the lift, not too early as the door will shut". After that door you often have a wall of monsters, so sometimes you retreat and repeat. This motif is used over and over and over again. You also experience cramped mazy hallways quite a lot and lots of damaging floors. Some of these damaging floors are used for extra spice during combat, but most of them are there to make you think faster about the puzzle solution :) It is not easy for me to pick the worst map, MAP05, 07 and 09 set the bar quite high. And it is me who is writing this, I enjoy cleim20, odessas, some cryptic stuff, but I just can't stand >80% of this creation.
    • By chlef · Posted
      Not the prettiest maps, but very nice to play. Old school goodness.  
    • By chlef · Posted
      Yeah, this is what Doom is supposed to be. Basic and enjoyable, no gimmicks or stupid sound/graphic mods. Just pure Doom. This is a keeper.
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