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Hell Awakened 2 Episode 1

   (28 reviews)
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11 Screenshots

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8 Levels + 1 secret level, Difficult gameplay, good visuals and a dark atmosphere.


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Guest

  
p. sweet PSX Doom inspired episode. Teleporter puzzle in MAP08 is broken tho. On the upside that is only bug I encountered.

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Guest

  
Massive, and I do mean MASSIVE, improvement over first Hell Awakened. Not only do I not mind colored lightning and dark ambient OST, I actually love it: I felt like original missed those things since author obviously targeted darker feeling of console Dooms. As far as atmosphere and visuals go, these maps very much feel like something from D64, and as far as gameplay and design go they are extremely well made so they will be fun even for players that don't care or aren't familiar with console Dooms.

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Zalewa

  
Very good wad. Every map is done with utmost care. They're huge and open-spaced but not confusing in their layout. Difficulty is just right. My only gripe is with Doom 64 coloring (an eyesore) and Doom 64 music (it's just horrible). Both of these make this WAD very tiring during the play... One of the earlier maps is somewhat maze-y, which the WAD could have done better without.

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NuMetalManiak

  
much better than the previous Hell Awakened that's for sure! very atmospheric and I liked it a lot. MAP08 has a problem though because I somehow cannot go through one of the teleporters to the final areas.

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Guest

  
Pretty nice episode. Fun, not-too-difficult maps done in Doom 64 style.

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Guest

Unknown date

  
Never played first Hell Awakened (actually, never heard of it until I saw this), but I must say this was surprisingly enjoyable episode! Definitely reminded me Threshold of Pain. Only thing I really didn't like were some of the new monsters, I have a feeling that most players won't be a huge fans of those modified revenants.;) I'm glad that more mappers are going for PSX and D64 brand of atmosphere.

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Guest

Unknown date

  
Pretty good. You certainly nailed the visuals, at moments this feels like playing some custom maps for D64EX. Gameplay could use some more polishing: you seem to love chaingunners a bit too much and their placement is a bit problematic. Also, overusing cybers is never a good idea. I think I already encountered one on map 3 or so, and sew maps latter there were already few of them. Maps really aren't frustrating or even too hard (good thing imo), there are just minor annoyances here and there.

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Guest

Unknown date

  
Amazing Wha t abeautiful design Loves every single part! Wish there were more maps :P

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Guest

Unknown date

  
This was alright, I guess. Looks good enough, very atmospheric... Gameplay was so-so. Bit boring at times. Later maps get a bit key-hunty/switch-hun ty for my taste despite not being large. That trial & error "puzzles" at the end of map 8 were annoying, I ended up nocliping. I expected some kind of boss fight at the end similar to those from ToP, so ending was kinda anticlimactic (altho I understand that this is supposed to be first par of full megawad). Stll, twas worth playing. Keep up the good work!

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Guest

Unknown date

  
Plain, featureless maps.

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Guest

Unknown date

  
Solid if uninspired maps, sprinkled with Doom 64 lightning and ambient soundtrack.

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  • File Reviews

    • By NuMetalManiak · Posted
      Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.   this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?   WRONG   while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.   it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
    • By Chipchase · Posted
      Pointless crap.  A small yard, empty except for a futuristic shotgun. No monsters and no exit. See my screenshot and you've seen it all.  
    • By Doomkid · Posted
      Classic funny little skin, still used in servers to this day so I think it deserves some love.   I like that the voice clip says “WHERE ARE A MY PANTS?”
    • By Chipchase · Posted
      More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.
    • By Chipchase · Posted
      Starts with all monsters with their backs to you, and you might as well leave it that way and just listen to the music. One big rectangular room with no finish switch. They couldn't even make the rectangle properly - freehand I guess. Kill the monsters if you want, it's easy.    
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