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Hell Ground

   (146 reviews)
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About This File

One level for 'advanced' Boom compatible ports.

You need to have a BOOM compatible OpenGL port with support of hi-res textures in wads, tall patches and music in the OGG format.

Currently there are only two ports which can handle this wad correctly: 1. GLBoom-Plus 2.5.0.5 or higher 2. GZDoom 1.3.13 Beta or higher

Command line: glboom-plus -iwad doom2.wad -file hg.wad -complevel 9 gzdoom -iwad doom2.wad -file hg.wad

Textures: American McGee's Alice, Deus Vult, Half-Life INTERPIC graphics: O.Fronk Sounds: Half-Life, Power Slave, Eternal III Music: American McGee's Alice Dehacked: Andrey "entryway" Budko


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finnaboing

· Edited by finnaboing

  

Hell Ground is a really damn solid WAD. It's got atmosphere dripping out of every pore, the music and sound effect changes are welcome ones for me, and the level and combat design are a lot better than I was expecting them to be. Some of the levels can get a bit long and needlessly confusing (lookin' at you, "Mystery of Hell"), but it's not that big of an issue.

 

 

 

Alright, let's stop beating around the bush - "Warp of Time" kind of wipes the entire rest of this WAD. The rest of Hell Ground is really damn good, don't get me wrong, but to pretend like "Warp of Time" isn't easily the most notable thing about this levelset and the only reason I'm bothering to write this review would be disingenuous and silly. "Warp of Time" alone dramatically raises my overall rating of the WAD. It is, put simply, one of the greatest Doom maps ever created. It's a masterclass in pacing, setpiece design, signposting, visuals, worldbuilding, and good ol' fashioned ATMOSPHERE. It shows that Doom can be so much more than simply shooty-shooty bang-bang if you invest in your presentation enough. Seriously, if you haven't played "Warp of Time" yet, it makes Hell Ground worth the price of admission all on its own.

 

OVERALL RATING: 8/10

FAVORITE MAP: MAP04 - "Warp of Time" (obviously)

LEAST FAVORITE MAP: MAP07 - "Mystery of Hell" (exasperating)

HARDEST MAP (for me at least): MAP07 - "Mystery of Hell" (seriously why is this level so confusing to navigate)

MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP02 - "Blood Runner"

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dylux

· Edited by dylux

  

* Hell Ground Review *

 

Pros

 

- Maps are very visually gorgeous. Architecture is smooth and Gothic themed. Bravo on this!

- LOTS of combat. Challenging, yet this WAD is not a slaughterfest. More on this in the “Cons” section.

- Music is great, except Map 6. Oriental music just does not go well with this Map.

- The best map is the final map, Map 7 – Mystery of Hell. It is HUUUUGE. Set aside your entire afternoon for this map. It has 15 secrets and you will not find them unless you have all day.

 

 

Cons

 

- Absolutely hated the sound effects.

- You’ll get the BFG 9000 before you will get the Plasma Rifle if you fail to find the Plasma Rifle’s secret beforehand – in the previous Map.

- Although not a slaughterfest, many enemies appear out of the ground just about every time you utilize the “Use” button. Many combats were close quarters – of course, AFTER the monsters appear from nowhere and/or the ground.

- Map 3 (Paranoia) starts you off in a small room with 4 firing Chaingunners that suddenly pop up from the ground, each in a corner. Good luck with that.

- Level 4 (Warp of Time) is a nightmare. I have played literally hundreds of WADS and I've never once “IDCLEV’ed” a map. But I did so after completing approx 75% of this map as I had enough of it.

- Level 6 is just plain useless. You “free fall” for 30 seconds. Then walk (a virtual) 10 miles.

 

 

All in all, I just didn’t have fun with Hell Ground for all the reasons in the “Cons” section. I have no idea why so many praised this WAD, let alone what it’s doing in the 2009 Cacowards. I've seen much better work from the author, Alexander "Eternal" S. (aka Deadall).

 

It was the "suddenly appearing" monsters and the horrible sound effects that annoyed me the most, not to mention Maps 4 and 6. Considering the WAD is comprised of only 7 maps, two of these seven maps being useless is a fair chunk of the game. 

 

2 out of 5 stars.   ~ Dylux

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rodster

  

I think other reviewers said it already. It's just amazing. From my point of view a must have experience.

 

This wad is not just about killing demons but it's also about a story which you can make yourself up while you're fighting through the monsters and solve very nicely done puzzles in these huge atmospheric maps.

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4. complevel 9.

- Ultra-Violence.

- Continuous combined with a fist start mindset.

- Saves every 10 minutes or so.

 

One of the most atmospheric wads I've ever played. The level of artistic design is impressive, the connection between the many new textures, details and layouts is worth of looking. I can't simply describe what's the ambient theme about, it's a sort of dark, rocky planet, where apparently monsters came from different dimensions to construct hotels and read books... yeah well, that's my interpretation, and I don't have complaints about the overall designing, except for the blue dimension in map 04, that was bad for my eyes. I also didn't enjoy its track, somehow it gave me the wrong vibes, but the rest of the music tracks went well with the mood of the maps. 

 

On a gameplay side, I could say it has its old-school/90's vibes. There's a strong feeling of adventure, given all the visual/audible effects that can be seen/heard throughout the mapset, modernized because of the time the set was made, but most clearly that mystery factor when the low count of enemies can still catch you by surprise at any time, while not being unfair, if I exclude a couple of instances with archviles. However, besides a few particular and memorable circumstances, the combat is generally low-key incidental, not as trap-based as Plutonia (despite the "Congo" rendition), but many sneaky bastards camouflaged in corners and fastpops. Said memorable cases include a battalion of barons in a switch-hunt trap, a deadly slaughter on a circular lift, a puzzle-ish big box where you release as much enemies as you want, and other situations not entirely focused on killing something. With that said, the pace of the maps vary a lot between each other, there are shorter maps where combat is the notorious side (hopefully you have fun punching the first shotgunners), and longer maps for prolonged linear exploration with intricate progression (basically, switch hunts), although I wasn't a fan of the only story-based map, simply because it felt inconclusive. About the extras that Hell Ground comes with, like meteorites, something I've never seen before in a non-ZDoom wad, very cool. Even though I didn't get a chance to test their effect on doomguy, I'm guessing they could smash him instantly. The living missiles could have been deployed in more hilarious situations, it was really funny to see an arachnotron mad at one, even more when the missile crashed and the spider kept shooting the wall lol. Similar with the dark imps, a tanky much faster version that shoots green fireballs, their usage is very limited, but I won't complain about that. A thing that didn't impress me was the ending in the last map, a bit anti-climatic and not very intuitive to solve, apart from a few monsters that had it hard to teleport in the area. 

 

Secret-wise, there was a huge secret quest in the last map I have a lot of fun with, where one of my favourites includes a soulsphere, which when you grab it the lights cut out and suddenly you're being observed from above D: ... The larger maps come with tons of secrets along the way, not super tricky to find nor mandatory ones, thankfully. I'm curious about the purpose of the secret in map 06, perhaps useful if you start from that map and play continuously, but who does that for only two maps?. Anyway, favourite maps, 01, 03 and 05. I'd add map 07 if it wasn't because it ended poorly imo. 

 

Overall, just great, anyone with a casual-adventurous mindset should definitely try this. I'm not saying I enjoyed everything here, but I'm grateful for the experience, so my rate is 8/10.  

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sandmanbrasil

  
I can't understand people who gives five star in this wad....

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Kingpin3

  
Eternal...

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Spectre01

  
Good wad with some excellent art direction and level design. Some of the switch sections and backtracking can get tedious and the final fight is a bit anti-climatic. 4/5

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Guest

  
I was going to take a star off for a couple awful switch hunts, but the maps are beautiful and amazing enough to more than make up for it. And it introduced me to the fantastic AMG Alice soundtrack.

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Guest

  
When a part of it is good and the other part bad the sum is 0?

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Bryan T

  
At first I liked it but the later levels became switch hunts.

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Budoka

  
Fluid combat with a lot of variety, as the challenges are very different from one map to the next (and include some Plutonia tricks, so be ready for that). Also full of smart puzzles. But more importantly,this is by far the most atmospheric wad there is, with a dark gothic mood which, while not terrifying, never errs on the cheesy side. Don't forget turn Gamma correction off in order to fully experience the lighting contrasts. This is ART.

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Zahid

  
What a Fantastic Experience to play it. Most atmospheric wad ever..

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NuMetalManiak

  
it's so brilliantly constructed I cannot hate this. the bigger atmospheric levels were eye candy and the Plutonia-like levels provided good action. MAP06 was a breathtaking experience. absolutely stunning set.

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Guest

  
Atmospheric doesn't even begin to describe this...it has to be seen. A brilliant mapset with some incredible design ideas. The project appears to push the limits of the Doom engine(or ZDoom engine to be specific) with its creativity. I was blown away. 5/5 stars, legendary!

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Guest

  
I loved it, specially map04! :) So special!

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Guest

Unknown date

  
I was stunned by map04. Not just by the gameplay or the graphics, but by the amazing rendition of the Vale of Tears music from American McGee's Alice. Wow.

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Guest

Unknown date

  
Of all the amazing wads I have played, this has to by my favorite. I have played this wad over and over again. The final map is utterly brilliant, as are the levels leading up to it. Deadall is my favorite author anyway (Epic and Epic 2, I mean COME ON!), but this one is just amazing the earlier maps are the worst but still very good (this means it's not anti-climactic, after all)! 5/5 (of course). Keep 'em coming Eternal :) (Please!)

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Guest

Unknown date

  
pretty damn rad, 4 stars.

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Guest

Unknown date

  
Really nice wad.

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cortlong50

Unknown date

  
this pack blew me away.

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Guest

Unknown date

  
Awesomest WAD played in years. Surreal music, bone-chilling scenes, dark alleys, light skypaths, everything you could possibly ask for. Ambient noises that will keep you on the edge of your seat guaranteed. Amazing. This is ART. Congratulations Eternal on your Cacoward. 5/5

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Guest

Unknown date

  
Amazing mapset! This really shows Eternal's skill with vastly different styles of maps, from really classic, old school maps to completely experimental ones, from relatively simplistic to really breathtaking visuals. Gameplay too is somewhat different in each map, yet always perfectly balanced with just right amount of challenge. Really amazing, I just can't find a single notable flaw here. 5/5

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Guest

Unknown date

  
This wad is just exceptional in every way. It has some of the best design I have ever seen in any doom wad ever. The gameplay is excellent and addictive. This secures Eternal's position as an elite doom mapping god. 5 stars. -TRRobin.

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Rez

Unknown date

  
Just watched a demo on youtube, man that's freakin' awesome mapmaking. Epic meets Silures on really great drugs. :) Like someone upstream, I wish I could play it, but I can't do OpenGL. :( 5/5 just for making me drool.

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  • File Reviews

    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
    • By BoxY · Posted
      Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. 5/5
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