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Hellbound

   (205 reviews)
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About This File

32 map megawad with collections of maps made from different periods of my doom mapping hobby, along with new ones. All old maps are re-polished to make them consistent in look with the newer ones. Maps are "progressively" chained together (so the previous map's end is more or less linked to the next one's start). Difficulty is medium, sometimes hard, but not insane. Experienced players can do it in UV without any problem.

HBFM29.wad: the full version of MAP29. Load this if you think your port/computer can handle the awesomeness (or laggyness) of it. Barely any gameplay difference, though.


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Guest

  
Pretty damn good megawad, with only a few duds. Urban/city style maps are the best ones, they seem to be Z86's specialty. Maps 14 & 16 in particular are a must play for anyone IMO. While i wish more maps were done in that style, I can appreciate thematic variety and this megawad has it in spades. Also, pretty much every map is a joy to look at. Some of the final hell themed maps are sadly something of a let down, way to long with some pretty uninspired and tedious gameplay. 4.5/5

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Guest

  
One word: Legendary. Fantastic visuals and perfect level of difficulty that almost never goes overboard. There are a few maps towards the end that are a bit on a slaughtery grind side, but they are not enough to drag entire package down. Five stars.

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Guest

  
But Evilution was actually pretty enjoyable for the most part. Only about a third of Hellbound is enjoyable, the rest is a tedious slog that brings me to sleep. It was perfectly justified that this did not win a Cacoward.

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Guest

  
One word. Boring.

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Guest

  
Very nice retro wad, I love the Evilution-ish style of it. 4/5

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TheUltimateDoomer666

  
Many excellent well-designed maps. Overall this is a very good megawad with impressive architecture and nice locations. My only complaint is that some of the later maps were a little too slaughtery and repetitive for my tastes.

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Guest

  
Lift at the beginning in map14 is broken. Possible to fall inside of it and be trapped. Pretty good, otherwise

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Guest

  
Overrated. The Gameplay rarely exceeds mediocrity, with a few maps even being downright garbage in this respect. Quite possibly the least fun I've had from a recent megawad. Gets 2 points solely for the impressive visuals.

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Guest

  
4/5 i agree with comments about Hellbound's slaughter maps. While rest of this wad is trully superb it is very obvious that author wasn't in his element with slaughter gameplay, they felt forced and tedious.

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NuMetalManiak

· Edited by NuMetalManiak

  

the design is top-notch, something unbelievable to see in a limit-removing megawad without new textures. the gameplay certainly leaves a lot to be desired, with mostly samey action and general longevity. I'd still take it over some of the harder mapsets anyways though, because it doesn't get too tough until the very end. Hellbound's levels are all quite memorable believe it or not, and the difficulty really is just right for players. sure, there are some hiccups in progression, and it's possible to get rather lost in the mid-maps of the megawad, but you're really not gonna find anything you really would despise. MAP29? maybe, because it's one long climb to the end while slaughtering loads of foes, and it's probably the one biggest boring map, but the rest are worthwhile. and again, it's all melded very well to make it seem like it's story-driven. well done wad.

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Guest

  
Solely because of the M_DOOM offsets, it crashes Crispy Doom. Changing the y-offset from 20 to -1 fixes this problem.

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Guest

  
Aesthetically, this megawad looks great. Gameplay-wise, it starts off good, but gets boring after a while. The slaughtery maps in the later half arent that good by slaughtermap standards, and were an abrupt change compared to the dark/moodier maps.

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Guest

  
Legendary, a real lesson in how modern megawad should be made. I hope that Z86 isn't done with Doom mapping and even if he is, he and his masterpiece have left a lasting mark on Doom community.

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Guest

  
best megawad for doom2 !!!!!!!!!!!!

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Guest

  
First half Ok. Then idiotic slaughterwad secret level. Then a bunch of maps that take 2 minutes+ to load... Nice ideas turned into garbage.

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scifista42

  
Top-notch excellent looking megawad, awe-inspiring usage of detail and lighting in each map. Gameplay was good, although the combat and wandering around the maps felt unnecessarily prolonged and tedious at times, and overally it could have been better done to be entertaining. 4/5

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Guest

  
Fantastic megawad, extremely varied in both environments and gameplay. Some really great architecture and impressive visuals, even more impressive when you know that each map is using only stock resources. Maps are challenging, fun, and never boring nor cheaply difficult. As others have said there are only few maps that go into slaughter territory, and even they don't become too over the top or frustrating. 5/5

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Lightning Hunter

  
Flippin' Amazing. Z86 has really impressed me. Hellbound has it all: creepy UAC bases, epic cities, forests, Hell-themed maps, and much more. City of Pandemonium is possibly my new favorite map, but every map has something to offer. There were a few slaughter maps toward the end, but I would not classify Hellbound as a slaughter-fest WAD in general (which I do not enjoy anyway). Map29 was overkill, but still well-constructed. Hellbound should have made the Cacowards for sure. Legendary.

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Guest

  
One of the best wads I've ever played in recent years. It's amazing that this just uses vanilla textures because the maps are just so detailed. The gameplay is challenging at times and yet addictive making you come back for more and more. A very rewarding experience to play through and finally complete. 5 stars no doubt from me. -TRRobin

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killer2

Unknown date

  
Truly wonderful megawad. The fact it's made by only one guy blows me away. Every map is really big, has nice detail and fun gameplay! I love how most levels are non-linear as well. Map29 especially is beautiful! Good job, Z86!

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pcorf

Unknown date

  
This is a bloody great WAD. Huge maps, big battles and great architecture. For a one man megawad, this is a great effort for something that was made in about 1 year. Get it now.

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Grazza

Unknown date

  
I'm only part way through the wad, but have enjoyed every map so far. Definitely worth your time.

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Guest

Unknown date

  
i loved it especially level 32 homage to the level wolf 3d spear of destiny

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Guest

Unknown date

  
Great fucking wad! Has almost a Doom 3 in Doom 2 sort of style that works really well, combines good details with a really classic feel. Only criticism I'd give is some of the later hell maps,while beautiful, begin to feel like a chore instead of fun. 4/5

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vdgg

Unknown date

  
Hard to judge. Good WAD, but the amount of positive feedback makes me feel perplexed. "Not my style". Monster placement is sometimes sooo lame (who except Z86 would put 2 barons in the final room of gigantic MAP16?) Also SSG in secrets in half of the maps - I hate it. Impressive scale, lots of detail, some really good maps.

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  • File Reviews

    • By valkiriforce · Posted
      This had lots of fun exploratory elements and fancy visuals, but I wasn't so keen on the abundance of dark caves crammed with the larger Doom 2 beastiary. At first it started to feel like a commitment playing this wad with the first few maps leaving much to be desired, but I started having more fun when I reached maps that had more breathing room for running and gunning. The lesser maps really feel like they were early efforts, with some consisting almost entirely of cave crawls - made worse by the fact that many of them have hidden lines on the automap. Another thing to note: Ritenour seems to like putting things very close to the edge like a key or a switch, so make sure you check every corner carefully, as some solutions were very close to a cliff edge. Falling off could spell your Doom, as often the lower cliff ledges damage the player with no escape. There were also very thin ledges which could be climbed, so that was another easy to miss solution. Despite the low points dragging the experience a bit I greatly enjoyed the visual work of crashing waves, a clever skybox and nice island locales with mountainous structures and buildings. It was worth a visit in Doom's earthen vanilla equivalent - and it's quite the achievement for something this old, I just wish I could see where I was going in those darn caves...
    • By NuMetalManiak · Posted
      here for the seventeenth installment of dwspd, the theme is to build a canyon. like the previous installment, this is a relatively common theme for mapping, therefore the maps are expected to be pretty decent, and well they mostly deliver. once again Fredrik's map is the first one, and it blows everything else out of the water. kind of a bad thing to make it the first map to be honest though, because it could make some players believe that the other maps after it would be just as good, but that won't be the case when you play the rest, as they don't really have as much bite as that one does. to further exemplify that, once again the MAP02 slot is disappointing in comparison, while MAP06 and MAP07 are both unfinished (nothing but layout in MAP06, while it's pretty much impossible to get the red key in MAP07. not the worst to offer, and Fredrik's map serves as an insane opening challenge.
    • By NuMetalManiak · Posted
      dwspd's sweet sixteenth installment focuses on the theme of abandoned mines. now that's a good map to make a theme on, MAP26 is a personal favorite of mine for Doom 2, and these maps as a whole do pretty well to capture that theme. of course there's a few weak ones like MAP02, but at least they adhere to the theme. many of the maps have low monster counts and low challenge overall. the exception is naturally Fredrik's map, one of his most unforgiving. pretty ballsy to actually make that the first map to play here (you don't need the blue key by the way). not much else to say overall, other than thematically speaking this did pretty great.
    • By NuMetalManiak · Posted
      here we have the fifteenth iteration of dwspd, which also invokes a specific set of rules known as WYSIWYG or "what you see is what you get". relatively speaking, no doors. which seems like it could be easy, a simple outdoor or cave-like map that completely lacks any doors works well enough. the first map is an example of what I'm talking about. ugly as fuck all with no detailing, but it does what it needs to do. the next two maps sadly actually have doors, which sort of ruins the theme. MAP03 is worse than MAP02 (MAP02 has a problem with the beginning as well as the key door not being marked), while MAP03 you can go through a certain fence. and yeah, there's only three maps, but not one of them is really good. MAP02 comes closest, and just because it has doors, it at least has windows so you can see what's behind. but this is easily a weak dwspd compilation that isn't worth checking out.
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