Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Hellbound

   (205 reviews)
Sign in to follow this  

Guest

8 Screenshots

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.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

MuratMikal

  

Hellbound is a huge megawad comprised of several different scenarios such as tech bases, big cities, sewers, hellish maps and so on. I found it overall very challenging and took about 13 hours to beat it. The things I've liked on this megawad were: big maps with tons of enemies (some maps features over 500 monsters), a lot of ammo through the maps and NOT cramped gameplay which is a plus for me. The things I haven't liked: Map 25 sucks hard, shitty progression and very confuse; the majority of archvile enconters are unfair: they're used without cover for the player, teleporting instant and dealing unavoidable damage. My favorites maps were = 14, 16 and 31. Overall, I recommend this wad to anyone who likes a challenge and don't mind big maps, some lasting more than 30 minutes to complete. 

Share this review


Link to review
dylux

  

Hellbound Review

 

- My second time playing this with a year in between.

- UV Difficulty

 

The Good:

-  Has puzzles, which I love!

-  Progressive Maps, as in the next one continues from the previous and the Maps are not linear.

-  Excellent progressive degree of difficulty.

-  Not a slaughterfest, but not easy either.

-  Plenty of everything to keep you alert, yet alive.

-  Loads of secrets – most are clever and rewarding.

-  Awesome Hellish themes in some of the later Maps.

-  Later Maps are huuuuuuge; Map 29 (Ascension) must have taken a helluva long time to create, just as the Author states in the description of it. Use your Rocket Launcher and/or BFG when you get to it. The rest of your weapons are obsolete at this point.

 

The Bad:

-  Absolutely disliked Map 30. A whole lot of running around in the “poison lava” pit.

 

In Short:

All and all, Hellbound was a blast. You’re going to work for the keys from Map 21 and onward because they aren’t just lying around.

 

Map 17 (Starport) and Map 26 (Forbidden Archives) were my faves. I remember reading "Doomworld’s Top 100 Memorable Doom Maps" that Starport was ranked #80. So there ya go!

 

Despite disliking Map 30, I’m still giving this WAD 5 out of 5 Stars. One Map is hardly enough to deduct from the other 31 awesome Maps. Definite replay value. Bravo! Thanks for making it!

Share this review


Link to review
Player Lin

·

  

After 13(+some if counts restart after death/finding keys/get lost time) hours of playing this mod(in 3-4 days of play). I'm speechless now after finished Map30, and it's good after I found it's not really vanilla IoS fight, even I still use god mode to complete it since it's still too busy for me(in UV).

 

Well, most of levels really nice, architectures, detail, gameplay are good, city/tech base maps looks good, and hell maps looks awesome...nah, I just doesn't like some of levels, like Map26, you have to go everywhere in the begining areas or you'll run out of ammo in middle part of level, then find you have too many ammo when reach to the end of level, sometimes I just don't know where should I go first, or where is the GODDAMN key/switch...nonlinear level is good but sometimes I just get lost because of that...not sure if detailed design caused that, but at least I have automap.

 

Map31 and 32 are so special, Map31 is VR style but with HELL in it, if you complete Map31 without reach the secret exit to Map32, will go back the end part of Map15, but only some lost souls. But if you found the Map32 and finish it(of course it the Wolf3D theme again, but something different!), you will still go back to end part of Map15, but this time some arch-viles will like to burn your ass! I like this.

 

I play this WAD with HBFM29.WAD loaded(decided to load that after read the TXT file) so the Map29 is a little too good and have some low fps for my computer but I can accept that. Too bad it just a well-setup slaughter-style map(but not perfect working, 6 monsters just failed to teleport into the play area), I feel a bit boring after some waves but still complete the whole level.

 

I would give this 4.5, due to some flaws but I think I enjoy most of this WAD, yeah...I know some doesn't like this but I don't care, everyone has his/her own taste, and that's not my business(unless it's way too over).  Recommend for whose like detailed/complex DooM levels.

Share this review


Link to review
Xeogred

  

A monstrous megawad, one of my new top favorites. I love how venturing through this one feels like a new take on Doom 2's Hell on Earth descent, but this is just far far more detailed and engrossing. There are even a few sections in maps that give nods to classic Doom sections or even Doom 3 at times. It feels "modern" in a strangely amazing way with how detailed the architecture and aesthetics are. I also loved the connected exits and continuity, further giving it a huge sense of scale and adventure. The tech/base aesthetics are some of the best I've ever seen and I loved the Hell maps as well. A huge project from a one man army here and the consistency in design shows.

 

There are not a lot of traps or spawns in this one which seems to be an issue some people take up with it maybe coming off a bit easy, but I personally don't mind a difference in flavor like that. The body count of enemies is still extremely high. That said I did play this with Complex which maybe made encounters more interesting from start to finish, a mod that can break and unbalance things, but it worked really well here. I ran continuous weapons too and on HMP. My only negatives are that I could not figure out the switch hunt or red key in Map19. I also did not care for Map29, which was repetitive. But the pros outweigh the cons! Overall I clocked in about 12 hours and as most say this is a huge megawad with giant maps, so you might need to be in the mood for that. Definitely a must play for the masterfully detailed maps.

Share this review


Link to review
Yura04kizel

  

Oh my god, that was best and longest mappack that i ever played with Project Brutality 3.0!

Share this review


Link to review
[McD]James

· 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. 

Share this review


Link to review
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.

Share this review


Link to review
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  

Share this review


Link to review
Gallic00

  

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

Share this review


Link to review
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.

 

Share this review


Link to review
ahmadmob

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

Share this review


Link to review
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.

Share this review


Link to review
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

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
Guest

  
goddddddddd map :V I like to start a department

Share this review


Link to review
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.

Share this review


Link to review
Guest

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

Share this review


Link to review
Guest

  
best megawad ever done.

Share this review


Link to review
StoneMason

  
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.

Share this review


Link to review
Guest

  
Modern masterpiece.

Share this review


Link to review
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.

Share this review


Link to review
Guest

  
Pretty damn boring megawad, with only a few gems.

Share this review


Link to review
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

Share this review


Link to review
  • File Reviews

    • By Scotty · Posted
      One of the best megawads of all time.
    • By Fairen · Posted
      Sunlust is one of those WADs that aims to be ultra-challenging and hardcore. And like most of those WADs, Sunlust relies entirely on a handful of cheap tricks and gimmicks that very quickly grow old. Many of these maps are spent simply taking out your BFG and holding down the fire button, as the maps often eschew complex encounters based around level design in favour of simply throwing massive hordes of enemies at you. (Naturally, a large number of these hordes consist entirely of revenants.) When Sunlust isn't doing this, it's fond of warping in or opening monster closets directly behind you, trapping you in cramped arenas, and placing hitscanners in cheap locations and overabundance. The problem isn't simply the cheapness of these "challenges" but also their predictability—coupled with unpredictability, ironically enough. You know when the game is going to do something stupid, but you never know exactly what, necessitating trial-and-error to find out where you should be standing at any given time/area, whether or not you need to quickly clear out an encounter or if you can take your time.   Incidentally: Though the map recommends UV only for "ubermensch doom-gods", lower difficulties change almost nothing about how the maps play. You're still having massive hordes throw themselves at you(r BFG), with the only differences being that the hordes are a bit smaller and some of them are replaced with weaker enemies. It's nothing but a difference of "I have to dodge 30 revenant rockets" vs. "I have to dodge 40 revenant rockets".   While it didn't start terribly, Sunlust quickly devolved into a joyless experience, where almost every major fight turns into the same repetitive chore and victory felt less like a result of skill and strategy than "okay, now I know what BS happens here". It's a perfect example of how trying to design a WAD around "challenge!" often overlooks making encounters and levels interesting, unique, or just plain fun.
    • By dei_eldren · Posted
      Conceptually this differs little if at all from Favillesco Episode 1: Genuflected on Io, basically consisting of expanded Romeroesque techbases, but the maps are longer, with more verticality, and even more intricate, while the enemy count is higher, including a larger amount of high-tiers, resulting in what i felt to be a more immersive experience.   This is classic dooming at its finest and purest, and for that reason alone some will dislike it from the start, as the set does not adhere to trends or what are considered to be modern standards.  But for people who appreciate such a thing, this is among the finest Episode-replacements that i have seen.  The levels are long, routinely it took me over 35 minutes to max them on blind run with all the secrets (and a few eluded me), and highly non-linear.  There will be lots of backtracking, and using the automap is often the key in finding a route to where you need to go next, as it's not as simple as going to the general direxion. Despite this, i had no problems with progression, and only time i was at all irritated by this was the level E2M5, as i had to run through nukage without a suit a few times to solve the last secrets and find the secret exit, before which i had had to run around the level a couple of times trying to figure things out.  But generally it won't take more than a minute to get where you want to go, despite the length of the maps. Also, the layouts are ingenious, what little inconvenience they engender, is a small price to pay for the experience.   My first death (of two) came in E2M4, in a darkened room as Cacodemons rose from below while i was platforming on top of pillars, with nukage below - an effective moment of exceptionally gloomy ambience.  The same map had another similar room, where Barons and Cacodemons attacked me in darkness while i was platforming on a narrow walkaway across nukage.  Thus, E2M4 is my favourite map of this WAD.   i disagree with those who say the secrets are 'easy' - in a sense they are, but that's only because  of experience, as they are wholly traditional in style.  And there are a few more cryptic ones, also.  The last level, as in Fav Ep 1, was annoying (though perhaps a bit less so this time), and i admit i did not finish it.  It would've taken a few more tries and some luck, as far as i could ascertain, and to me it wasn't worth it.  Nothing classical about it, as far as i can tell.   Very sophisticated Episode 2 replacement, and i would highly recommended this apparently under-appreciated WAD to anyone who likes original Doom.  (Played through on HMP.)
    • By Endless · Posted
      Woah! Look at that, an ASS that's quite good! 12 maps made quickly and with a free design, but that apparently fell into a general design inspired by my favorite episode: Thy Flesh Consumed. With a demonically gothic aesthetic, full of green marble and lots of lava, these maps prove that speed is not detrimental to good visual design. Fast and tight, the combat is intense and requires good attention, with a few bullshit maps that make us suffer a few ''jokes.'' On the upside, this is probably the most solid ASS there is in terms of consistency and quality among the first 13. Jimmy, Matt Tropiano and AD_79 are mapping wizards; their maps are fantastic, fun, flow brillantly and are just goddamn fun to play. I'd give this set a 4 if it weren't for the crappy ending, but the rest: chefs kiss. Especially recommended if you're a fan of the style and aesthetic of Thy Flesh Consumed. The Romero and McGee ink is felt quite greatly in some of these maps.   A nice ASS. Would play it again.   ASS so good, I had to put 4 pics of my favorite areas.
    • By Thrustpeak · Posted
      More challenging than anything you'll find in plutonia itself, but still a fun short experience.
×