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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

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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

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    • By P41R47 · Posted
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      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.
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      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.
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      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.
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