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Hellfire: Reborn

   (46 reviews)
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4 Screenshots

About This File

This wad represents the reconsideration of Hellfire's ideas, so basically it is a new realization of an old story. Though the original Hellfire's main idea has remained as it was, all levels have been made from scratch, and some of them have undergone to the essential updating - both geometry, and the monster-ammo-medkits' balance. I've tried to correct original Hellfire's lackings and to finish all the ideas I've put in Hellfire to logical end. Have a great game!


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NuMetalManiak

  
the zombieman is in his boxers. other than that I totally enjoy these maps.

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Unknown date

  
delicious

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Unknown date

  
Almost looks like a Dawn of Reality mod for prBoom/limit removing ports! A must see.

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Unknown date

  
The original hellfire was , to me, an absolute 5/5, spending many difficult but enjoyable hrs @ the helm, but after running through this new entry, kind of disappointed as it seems to closely related to the original. But those not fortunate enough to play the first.. yeah, play this by all means!

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Unknown date

  
Excellent map set. A bit confusing sometimes but that's only a problem the first time round. I was a bit disappointed with the final fight perhaps less dense corn or areas that provide cover also showing where to go on the automap would have been good. Still great job. 5/5

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Unknown date

  
Very good work!

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Unknown date

  
All city maps of this author looks the same. Boring overall, I only liked map07 for some reason. 2/5

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Unknown date

  
this is a must have, great texturing, great themes, huge athmospheric levels. a succesfull immitation of the real world in a doom wad among others that put detail over detail and don't make it. an unique experience. 5/5

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Unknown date

  
Looks good but it's too repetetive to enjoy it all way around. A bit too hard to play aswell cause there's not sufficient ammo. 3/5.

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Unknown date

  
These levels rock. It has a great theme, a nice story and the gameplay rewards a judicious use of ammo and strategy. Sure, the corn maize blows, but a little speedbump like that doesn't ruin the level. The prison more than makes up for that anyway. The energy and effort put into this WAD shows, and it blows most new WADs out of the water.

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Unknown date

  
I am giving this a 5/5. It is wads like this that still have us playing doom2 after all these years - its that good! =)

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Unknown date

  
I hate thest styles..I lost way and unfriendly texture....1/5

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Unknown date

  
super wad

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Unknown date

  
Beautiful city wad

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Unknown date

  
Super. Mega. Ultra. 10/5

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Unknown date

  
I love your maps, shadowman. B

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Unknown date

  
Must-have

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Unknown date

  
amazing

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Unknown date

  
Wow, the map design is absolutely gorgeus. Very fun wad.

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Unknown date

  
Has its ups and downs. I really like Map 5 (The Prison), but the city levels were tedious; Map 7 in particular often had me wondering just what the bleep I was supposed to do or where I was supposed to go. (That map also featured a huge corn maze, which is every bit as exciting as it sounds.) The levels look good at least (as long as you like gray and brown), but all in all, it's a mixed bag. 3/5 - ZZ

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Unknown date

  
Pretty good. And ROFL at creaphis, he asked not to make long reviews and his is one of the longest XD

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Very good overall, but a bit specific in some terms. Gameplay is very tight and forcing player to play carefully and count every bullet and constantly look for deadly traps, and sometimes offer just awful ideas to player (the maze at map07, for example, surely isn't what I can praise). Design is very clever in texture selection, so it's look beautiful overall, but geometrically there's too many similiar square'ish rooms that is just sacrifice to concept of the city. Still worth ****.

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  • File Reviews

    • By E.M. · Posted
      This right here is one of the oldest joke wads ever made, and its parodies of bad map design are still relevant to this day.
    • By SilverMiner · Posted
      The soundtrack is coherent thruout the whole
    • By LateToDOOM2020 · Posted
      No idea how this works Its doom magic!
      Very cool
    • By Philnemba · Posted
      Ok not going to lie, but I thought this shitpost megawad was made last year and NOT from February of 1998 which also technically predates the original Mockery wad by a few months 👀!?
    • By Catpho · Posted
      The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.   Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.   The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.
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