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Survive In Hell Public Release 2

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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 pistol start mindset. Actual pistol start on map 33.

- Saves every 10 minutes or so.

 

Not bad, generally a well received megawad. No story, but I dig the overall theme being hell(ish), meaning red textures dominating the set. There are also some grey/green/brown rooms with tech stuff here and there, not making a huge contrast or for episodic purposes, and at least for me personally maps with only brown textures didn't look quite appealing, although the usage of green in map 29 was an attractive difference. I played with GlBoom+, but on ZDoom there are a few additional details, such as the lava moving different than usual, or smoke that comes out of things touching lava, anyway I think they are worth to check if you like reality effects in Doom. The soundtrack is a mix of stock tracks plus other cool midis that really bust the gameplay imo, the one that I loved hearing again was in map 23, the Jazz Jackrabbit bonus level track!. 

 

People who played Hell Revealed and its sequels will find themselves in constant deja vu here. The gameplay resembles the earliest conceptions of slaughter, as in monsters appearing en masse in front of the player where spam mostly hitscan ammo or maybe die is the key. Well that's what HR offered in general, don't know about the sequels, and here the author replicated not just the style but the maps' layouts too, with some minor differences, so it felt like playing the same thing again, which still wasn't much of an issue since JC added the "hellish" visual touch... Of course not everyone is familiar with the old-school too-many-monsters style, so what you can see here in terms of combat is, indeed hordes of monsters as the main concept, but number isn't always correlated with quality. While JC provided tons of cases for each weapon class, either preparing you for sweaty combat or a boring slog, more often you won't need to think twice about what you'll have to do, as these hordes can come in single types or mixed types, and you know what happens in the second case, but in the first case, it can happen that you have more than enough space to implement your ammo spamming without risk, or monsters can't go further due to block lines, which severely trivializes the combat. In other cases, it's possible to be overwhelmed if you don't react fast, or have no idea what's going on (e.g. being infinite-height-scratched when platforming). What can be attractive to some players is that many of these maps allow you to "choose" how many monsters you want in the same area, given size and space, which can elevate difficulty and infighting shows. There are also a few bite-sized maps that empathize in tight combat, those are probably the trickiest ones yet not that interesting on the weapon progression side. Oh and, about progression, generally linear, triple-key hunt, getting lost is never a thing here.

 

The new set of monsters have their ups and downs, mostly downs, and that's due to their usage: Belphegors are abundant, they are red buffed barons that attack twice, I liked them in general, but their usage as walls with health in some occasions really put me off. Afrits rarely appear, they are deadly flying barons that don't wait a second to spam their multiple projectiles, and in this case they can't be pushed too far away, I only wish their appearance was more casual. Last baron's cousin is the Cybruiser, though unlike Valiant's, this one shoots twice and their attack's frame is so short that it's nearly impossible to notice when it shoots, and that was super annoying, keeping a distance is recommended. Then there's the Poison Soul, a buffed skull that shoots green fireballs, they look cool, but hardly ever appear, if not just two times in the whole mapset. The new final boss isn't a joke at close range, I'd say his usage didn't favor him a lot, plus he isn't so aggressive, still a cool looking enemy though. Finally, last enemy is, basically a bomb, can only be found in the bonus map, hopefully fans of that particular game will know better what that thing is. Some stock monsters have been reskinned or modified too: Cacodemons are now grey, less cute unfortunately. Spiderdemons are slower and lack their "boss" class, meaning rockets are more effective on them, and you can't hear them from afar, there's only one case where its usage is hilarious, just pay attention. Revenants and pain elementals won't show blood when being hit with hitscan, which was confusing at first but not a big deal. 

 

Secret-wise, what mostly caught my attention is the tiny visual "thing" that can be found in all (or most) of the secrets, a neat something I've never seen in other wads. Aside of that, nothing in particular to point out, maybe the fact that one requires SR50 and can be frustrating for some maxers. For favourite maps I'll pick 22, 23, 24, 29 as they look gorgeous compared to the rest. 

 

Overall, while not providing always original contents, I think it's worth to check if merely for the music and all the red going on. Difficulty is there, but I doubt it'll impact on anyone there who has moved on from the 90's slaughter style. Still, if you are keen of the HR trilogy, this could be up your alley. My rate is 6/10.

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Guest

Unknown date

  
A poor man's hr/ks/av/hr2.

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Guest

Unknown date

  
A very good wad, in the Hell Revealed style. I'm not a fan of custom monsters, but in a wad for Boom, in witch your are forced to drop monsters for others, it's pretty cool, and definitely adds to the gameplay.

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Guest

Unknown date

  
Not a bad wad per se, but not a good one either.

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Guest

Unknown date

  
Very fun WAD, but some areas are too similar to areas from the HR series. Well, it`s well worth a playthrough, especially in coop I must say. 4*

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darkreaver

Unknown date

  
A little too copycati`ish in some places/maps, but still very very fun. Great.

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Guest

Unknown date

  
Not bad - basically an HR clone, with very simple design and straightforward slaughter. Unfortunately, gameplay's not so great; by MAP08, I was fed up enough to not continue. Many of the levels are also knock-offs: MAP04 is MAP13 from HR2, MAP07 is very obviously MAP07 from DOOM 2, MAP08 is MAP08 from HR2, and so on. No doubt many I've not played also are, and some I've played I simply didn't recognize. 2.5/5 - ZZ

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Guest

Unknown date

  
This is a really good megawad. I really like the custom monsters, the only one of those I've seen before is the Afrit, all the others were new to me, cool stuff. The maps are well made, and look good, some are a bit too rip-off:ish, but most look original and really nice. Overall, I give this megawad a 4 out of 5.

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Guest

Unknown date

  
This is great! I had to strain to remember where the piano music was from in the intermission and then it came to me...MINECRAFT! I knew I heard it plenty of times before. The maps are creative while not high on detail, they are rich on gameplay.

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Guest

Unknown date

  
Not a bad megawad, it has some really good moments, some of the maps are beautifully designed, some are not and some clearly rip off other maps, but the mapset lacks cohesion and is a bit mixed up. But on the other hand, the maps whatever way, shape or form are really fun to play overall and very fun to record demos for (all maps have a uv max already) with lots of little tricks put in by the author which is really neat. Overall this isn't a masterpiece, but a solid fun wad. 4 Stars. cannonball

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Guest

Unknown date

  
Not that bad, but the custom monsters we have seen everywhere for too long and the "hr" style gameplay that "so cool" kinda ruin the whole package. Still, some very nice stuff in this, even if the hell revealed lookalike gameplay should really be dropped in favor of new stuff.

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Guest

Unknown date

  
Not without it's bright moments, but not that spectacular nevertheless. Keep mapping.

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Guest

Unknown date

  
That was alot of fun, survival 1 life. Thx 5/5 from the doomdaddies!!! -Burzum

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Guest

Unknown date

  
The maps look gorgeous and perfect, so 5/5 for the design. But for the gameplay I'll give it a 3/5, slaughter maps are getting old and repetitive, while custom monsters shouldn't be there either. I kind of wish mappers would drop the "Hell Revealed" style and try something new. So to sum it up, I'll give it a final 4/5, it's a fun megawad and pretty darn good looking too. Map 33 was genious, I really loved it.

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Guest

Unknown date

  
Too many monsters, no story.

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Guest

Unknown date

  
Why did I never heard of this .wad?? Thanks to the doomworld-news I got my hands on it finally. Just Perfect! The design is wonderful, nice usage of standard DooM2 Textures. And the gameplay simply rocks! Sometimes a bit too much ammo maybe, but nevertheless 10/5! More of this plz:-) -unidenti7ied

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Guest

Unknown date

  
single player legendary :D

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Guest

Unknown date

  
Gonna start with ** for originality. Most of the maps are obvious copies from things i've seen before. Some of the smaller maps and a few traps were just annoying, but i'm not gonna trash a whole megawad just for that. On the other hand, gameplay is great fun for the most part and a few of the maps are definitely *****. The new monsters were quite enjoyable... was starting to wonder if that final boss was killable at all! 4/5 for the overall effort i'd say.

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Guest

Unknown date

  
SO LAME- 1 STAR

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NuMetalManiak

Unknown date

  
a lot of knockoffs from famous slaughtermaps here, it could be fun, as the custom monsters provide more variety, but i'm not too impressed.

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Guest

Unknown date

  
Excellent. Kicks ass in coop.

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MajorRawne

Unknown date

  
I'm not a massive fan of slaughtermaps, but this megawad is fantastic. It's exciting, fun, vicious, deadly, but always makes me feel I can get further if I just try again. Map 30 is an excellent fight and the wad deserves 5 stars for map 31 alone (warp to it, look at it and listen to the music). A big step up from Hell Revealed in the looks department despite inevitable comparisons and I found it more fun.

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Player Lin

Unknown date

  
Nice idea for secret levels, especially Map33.

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Guest

Unknown date

  
Good wad i love it 5 stars

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Guest

Unknown date

  
Looks and plays like simplified HR / KS. The problem is, it doesn't improve upon aforementioned wads in any aspect nor does it tries to offer new twists to classic layouts. Thus I consider it as a cheap rip-off, a tribute wad done wrong. I'd rather replay twice each of wads that inspired this piece of glass than bother to try find any value in looking through it. 3*

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  • File Reviews

    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
    • By geo · Posted
      Believe the hype, Sand Chain is indeed a terrible map. Not terrible like oh this must be someone's first map or designed by a team of kinder gardeners and their friend in second grade who can use DoomBuilder, I'm talking hall of mirror walls, coupled with the fact you can go through the game's exit switches. The map is short and sweet, which only adds to how terrible it is. The level is a single hallway with... get this... a bend! Oh stay with me here... and then after that bend, there is a bank of switches! Yeah, that's it. The level isn't meant for Nightmare, but it should become everyone's first accomplishment of, "I can beat this level on nightmare."

      I suppose in an artistic way, the hall of mirror affect on all walls is to disorient the player, so they miss the big twist at the end. Thus costing speed runners valuable seconds on their first play through. The big twist being the bend. Other than that, there are plenty of shotgun shells, shotgun troopers and health to ensure you make it to the end of this brutal and rigorous test of endurance over the course of 5 - 30 seconds.

      This is the level that has become famous, because everyone needs to play it themselves to add their two cents of "it's crap" to the pile of reviews that will no doubt entice more people to play this game. It's a gorgeous display of everything wrong without the annoyance of having to play it for longer than a full minute. Complete with someone from an aol email to spice up it's true 1995 feel... despite being made in 2009.   * slow clap * You've done it. You've found a new twist on terrible.
    • By Chipchase · Posted
      I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. There are wads where you die quicker (eg "Stupid Benchmark #1"), and wads with worse graphics( eg "Sand Chain").  TBH, after all the hype I was a bit disappointed, I was expecting worse LoL.  
    • By NuMetalManiak · Posted
      Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.   this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?   WRONG   while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.   it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
    • By Chipchase · Posted
      Pointless crap.  A small yard, empty except for a futuristic shotgun. No monsters and no exit. See my screenshot and you've seen it all.  
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