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Hellbound

   (200 reviews)
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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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Ajora

· Edited by Ajora

  

I find myself at odds with the consensus on this megawad. My main issue is that most of the levels are just way too over-designed for their own good. A bit of complexity can be a good thing for Doom maps (Back to Saturn X seems to hit the sweet spot), but the levels here just sprawl out of control, often without any rhyme or reason. There are numerous instances of switches that will affect the level in ways that just don't feel logical. This isn't helped by the fact that the maps are extremely dark, and it's all too easy to miss seeing things that should be a lot easier to see than they are. 

 

I acknowledge that the author put an incredible amount of work into this project, and the texture work is very impressive, but I really didn't enjoy my time spent with these maps. Sorry. 

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Grain of Salt

  

It's pretty good if you like bad things. I only like good things, so it didn't really click with me.

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- Crispy Doom 4.1

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

I think this must be one of the most awesome wads in terms of aesthetics. Combines tech/city/canyon/hell in very good-looking layouts, beautiful details, and realistic environments. Signposted streets really stood out above everything in my opinion. There's also, for the most part, low light, sometimes difficult to see where to go, but that adds suspense which is cool. Appreciated the non-linearity in most maps and one of the things I always look for in wads, you are able to come back to previous areas, even the start point, in every map, so slow 100%-ers like me could tag everything without problem. 

 

Combat is ok. There are very little encounters that proved to be a real challenge. In fact, my death count must have not exceeded 10, 12 maybe, and at least 6 of them were due to bosses-tier. In general, monster-clearing is straightforward. Not many traps, but that's fine for me. A mapset doesn't have to rely on traps everywhere to stand out. However, as for teleporting ambushes, I found that in many levels, monsters would teleport/pop up very early, sometimes filling a new room before I could get there, turning into easy grinding. Map 31 for example, there were times that enemies teleported so early that I had to fight them via door-camping. Infighting is prominent in later maps, I like this feature so no problems.

 

Secrets are fine, for the most part, easy-medium to find, including some obscure ones with no clues (at least non-intuitive) like in map 26. Probably what didn't convince too much was hiding the SSG in many maps, but that's not a big issue. On the other side, good use of computer panels as secret switches. I also liked the use of iwad midis as well as custom ones, nice to hear Death Bells in map 06.  

 

My favourite maps are 02, 05, 11, 14, 31, 16, 20, 24, 27, and I would have added 29 but the insane lag made it hard to perform myself in the map. Nevertheless, it gave me a nice final battle with two big spiders dominating a bunch of weakened cybers. Map 15/31/32 secret paths looked and played awesome. Map 30 bugged me a lot, while I could do it without relying on god mode, I had to turn idclip on to kill Romero's head since the central ring failed to raise, or I didn't understand the gimmick... anyway, if it is wasn't that, it was the tedious obligatory lava type 20. The rest of the maps are good too, maps 12 and 21 were so so for me. 

 

Overall, a good wad, better in visuals than in gameplay. Had fun after all. I'll give this a 7/10  

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Gallic00

  

Lots of work in this one.  Levels are huge and very well detailed.

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Demtor

  

I had the privilege of experiencing this WAD along with the Doom Wad of the Month Club where it was analyzed to death and pretty fairly assessed as an awesome piece of work. I recommend perusing our write ups for in depth reviews but you can't really go wrong with this one. It's got it all. Atmosphere. Action. Slow. Fast. Modern architecture with hellish details. You can't go wrong.

 

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ahmadmob

  
This was a really good wad, I generally like slaughter wads, and this one was satisfying for me specially lvls 20 and later.

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doomero-21

  
i never played a megawad like this, i mean with lots of complex architectures, is very awesome, my favorite maps were map18 and 19.

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Spectre01

  
Visually impressive with great attention to detail and continuity between levels. Maps are actually populated with enemies and aren't full of teleport traps. The levels ranged from medium to huge and offer lots of non-linearity to progression. Map 29 runs like crap but whatever. 5/5

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Skrell

  
easily one of the BEST and most professional megawads EVER. Each location feels like a "place" and the lightening and texture work is brilliant. In all 32 maps i think only 2 really annoyed me to the point i skipped them.

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Guest

  
Amazing megawad, apart from a couple of unintuitive switchhunts and tedious finale. Many a exploration heavy map, for the most part classic gameplay, uniformly great visuals. It's IMO funny how this megawad, that was seemingly only included in that year's cacowards in order to be mocked for being "boring", gained far bigger popularity that most of those ultra difficult Plutonia-clone megawads that were so praised on various cacowards.

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Guest

  
Current favorite maps are the downtown ones, and some of the later Hell maps. Others were okay. Told a story that was recycled yet forgiveable. I think people are judging it without the sensation of 'other' wads in existence. I'm pretty sure that if one looks at it as something of a direct 'sequel' too DooM 2, and forgetting the many others, it wouldn't be so boring. But that's only if they can forget to compare.

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Guest

  
goddddddddd map :V I like to start a department

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Guest

  
Pretty good megawad. Recommended if you want some classic gameplay, great architecture and focus on atmosphere. Slaughter enthusiasts might find it to be boring and, until some of the latter maps, lacking in challenge compared to some other more popular modern releases. However, those who seek easier, pre-Plutonia style gameplay will enjoy it. There is noticeable jump in difficulty towards the end, but I didn't find it to be as bad as some claim.

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Guest

  
Visually impressive, but It simply becomes a tedious borefest after the first episode.

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Guest

  
best megawad ever done.

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Mason.

  
The levels were pretty well detailed, not quite as odd looking at some other limit removing detailwads. But the gameplay isn't exactly my kind of thing.

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Guest

  
Modern masterpiece.

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Guest

  
I actually enjoyed most of this, but I wont give it more that 3 stars due to several maps being "re-imaginings" (read: rip-offs) of original maps, and due to stolen music.

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Guest

  
Pretty damn boring megawad, with only a few gems.

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Guest

  
The maps seem to focus on being "atmospheric", but they end up just being dull and bland. There's hardly any excitement to be found here. The music also lacks consistency, and in some cases, doesn't even fit the levels they're used on. For the positives, I like the detailing, and the skies, and there are a couple odd levels that are decent. But overall, its a major disappointment. 2/5

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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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  • File Reviews

    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
    • By Zalewa · Posted
      If you want something that looks uncomplicated but fair looking, easy but not uninvolved, non-linear but small, somewhat blocky but still good architecture and very quick to beat without ever saving throughout all 9 maps then this is your WAD. I played it, I liked it. Design themes stray towards the original E4, but are not exactly the same.
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