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Hell Awakened...

   (25 reviews)
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About This File

Read the read me for full story 32 levels of difficult gameplay and decent deco. This version is a patched version of the origional. Several fixes have been made, and it was long overdue for release. Enjoy.


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<inactive>Player Lin

  
If this WAD needed other IWADs but not DooM 2 please wrote it into the damn TXT file, seriously, I try run it with DooM 2 IWAD and I get many of HoMs... Very hard at UV and may cause you feel boring if you hate such design...back tracking also made this even worse. And I feel weird at most levels' layout... 3/5 -playerlin

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Bryan T

  
Hitscanners and pain elementals everywhere. Constantly confusing layouts. A real chore to play.

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Guest

  
Pros: -Teleporting monsters popping out of everywhere -Level design. The hellish plague is really nice with the sudden teleporting to hell back and forth. Cons: -The key and door system flow is a bit hard to understand -Difficult to find exit

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Guest

  
Too many darned stupid annoying switch and key hunts!!! got annoyed and quit around map 20something. DooM is about shooting stuff up, not wandering around empty labyrinths for ages, wondering where that missing switch is and cursing the wad's author...

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Netherstorm

Unknown date

  
Ugly? More like "pretty darn good" at best. Some of the maps are goodly detailed and they all have great gameplay. The effects in the maps are good as well, especially with map03. But yes, the maps do get a little dull after a while. I could see the Doom 3 style in some of these maps. But all that said, I loved this. 4/5 - Netherstorm

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mrthejoshmon

Unknown date

  
first impressions of this are that it is a (for once) serious wad by an author who knows what he is doing, I like the design of the levels as well as placement of items and monsters 5/5

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Doomkid

Unknown date

  
From the reviews, I didn't know what to expect. If you don't like vanilla-flavored stuff, you probably won't like this: although there's the occasional ZDoom effect, it all feels very "Solid 90's" in terms of mapping. Nothing too bad here, couldn't find any of the aforementioned HOMs but overall I see this as a humble little oldschool-style set. Nice little traps placed around too that keep you on your toes.

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Guest

Unknown date

  
These maps aren't bad, but they lack that "certain something". The first few maps you'll play will be fine; after that, you'll find it more and more repetitive and boring. There's nothing to keep things fresh, neither in terms of design nor gameplay; the term "dull" from above is spot-on. I appreciate the effort that went into this, but I'd rather play 1 good map than 32 bland ones. Sorry, just 2/5. - ZZ

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Guest

Unknown date

  
Ugly map. Average.

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Guest

Unknown date

  
Techbases, hell maps, and combinations of the two. Switch and keycard hunts, oh joy! The new textures in some of the hell maps are nice, though. Otherwise, it's just more of the same level designs that should have been left behind in the 90s.

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CorSair

Unknown date

  
Minimal and sleek texturing, but can be dull sometimes. But this wad can kick your ass when it comes for monsters and their placement. For those who seek challenge in UV.

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Guest

Unknown date

  
Starts out wimpy then picks up speed fast. Overall, with 32 levels, there's some hits and misses, but the design and monster placement are solid and it continually delivers a challenge. 4/5

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Guest

Unknown date

  
Good technique at mapping. I'm playind the first levels on ultraviolence. Saves are required, hard maps; fine map design and creative effects.

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Guest

Unknown date

  
Decent detailing. Better than some others that have a higher rating.

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dg93

Unknown date

  
It was pretty decent. I can tell the author put a lot of time and effort into this WAD. (7 years, holy crap lol) 4/5

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Guest

Unknown date

  
Man this is tough but not unbeatable makes beating each level all the more satisfying.

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Pure Hellspawn

Unknown date

  
Tough. Map20 was a nightmare for me. 4/5.

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  • File Reviews

    • 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.
    • By Garlichead · Posted
      Infinity is the third chapter of the Serenity Series. Originally released in 1995 as a replacement for episode 1 of Doom. It consists of 8 vanilla compatible maps (no secret map). I played the episode on Ultra Violence using Woof on *vanilla*  compatibility setting.    The average difficulty is higher than Doom 1, but for the wrong reasons. The maps relies on, such things as mandatory damaging floors (which are recurrent on this series), abundance of sergeants and a lack of armor and health all through it. The previous entry had these issues on some of the maps, with map 2 and 3 being the biggest offenders; so I guess it is characteristic of the Serenity wads.   Infinity follows the tradition of the previous entry with the use of copyright music. The episode includes an eclectic mix of tracks by C+C Music Factory, Miles Davis, Michael Jackson among others. The renditions are not bad, and give the wad a nostalgic feeling of early hackers coming up with maps for what was once was an emerging new video game genre   The maps are a little basic for todays standards but they are still fun to play. One most approach to this old wads with the mindset that you are exploring an old design.  They are not as polished as todays designs, the fun comes out of exploring them as a product from their times.    1. **Switch bored?**: a short romp through a wood base. Good use of shotgunners a couple of fun ambushes. The map is a little low on health and has some mandatory damaging floors which can get you killed depending on the hitscanners fights go. *Switch bored?* has the strange habit of having secrets thrown around on the normal route.
      2. **Say jazz to another excess**: a shotgunner heavy map  set on a tech installation.  The most memorable section being a maze full of elevators which makes you choose between different tunnels. The rocket launcher and the baron of hell are introduced on this level. For being such as  a hitscanner level it is certainly missing some armor or medipacks. 
      3. **Beat it!:** The best level so far. Aesthetically it is all over the place combining tech sections with wood and marble, but from a gameplay perspective it much more forgiving than the last two. The plasma rifle and green armor are finally introduced here.  Similarly to the first level it is full of nonsensical secrets which are flagged as you progress.
      4. **Everybody frag now:** Combat heavy scenario, simple buy very fun. The BFG is introduced on this level albeit I did not got a chance to use it. There is an interesting section near the start in which you fight enemies inside a waist level maze.
      5. **Dungeons of doom:** Sewer kind of level. Very easy and combat oriented, due to the cell ammo you receive. Very nice ambient song. 
      6. **Who's afraid of red, yellow and blue?:** after the triad of combat heavy maps this one is much slower paced and puzzle oriented. Doomguy explores a very abstract map while trying to find the necessary keys to get out. Did not like this one very much.
      7.  **Blaze of glory:** an ok level. Not very memorable. 
      8. **Stargate into infinity:** an arena shootout level. Nice design in which the main arena expands during the fight. It tricks in to believing that the bruiser brothers will be the final boss, nut once they are killed the level opens up for one final section.   Is it worth playing Infinity today? It depends. The levels are basic and occasionally difficult for silly reasons, while also being short and charming in their own quirky way. Compared to some other maps from 1994 and 1995 this one is not as polished as Fava Beans or Slaughter Until Death but it is certainly better than something like Serenity.    On the other hand, if you compare this to todays maps there are some design decisions which are not expected after almost 30 years of mapping. The (ocasional) lack of health and the mandatory exploration through damaging floors can get on your nerves easily.   Compared to some other stuff from the early nineties this gets 4/5 stars, compare with some map sets from today it would be around 3/5.
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