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Hell Temple 8

   (9 reviews)
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A long level with multiple paths and many discreet, difficult encounters. This level was made to be played with the Brutal Doom mod.


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Zalewa

  
Rectangular architecture with ugly and monotonous textures. It's an eyesore. Gameplay is also lacking, where most areas could either use less monsters or needed rocket launcher use with lots of rockets of which I found none. I played this without brutal doom. Also, there are mazes.

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Pure Hellspawn

Unknown date

  
would love to see a megawad of these.

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Quineotio

Unknown date

  
I'm the map author. I don't know how to write here without voting, sorry :( In response to anonymous, did you play the level with brutal doom? I'm just curious because I balanced the level with brutal doom in mind and I find it quite challenging. The green bricks look quite nice painted with blood as well :) Thanks for taking the time to review my map, it's my first upload :)

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subject_119

Unknown date

  
I agree with anon, it's still a very good map, it's long and challenging by times (especially at the beginning, it really requires to stay safe to clear the first rooms), expected a big trap in this xit, making the BFG useful but no x) the map is a bit too dark and maybe a bit too long, in the end the almost only green theme is getting old but ends early enough. Would love to see more too anyway

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plums

Unknown date

  
700 monsters but mostly small groups. Fun to explore, played w/o BD, not too hard on UV but enough to keep me engaged. A few issues (1) non-linear to a fault, lacks direction, to get both SSG and CG involves lots of searching (2) fairly samey combat for the length, complete lack of a finale (3) unfinished areas w monsters, can't get 100% (4) maps this long should have new music. Still recommended if you like exploration maps. Quineotio: DW forums for discussion, review section really isn't set up for it :/

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Guest

Unknown date

  
Quite large explorer-type level. Sober texture use, highly but very repetitively decorated. Map layout is often cramped and all-over way too rectangular. Ambiance is mostly ok, but often too dark. Gameplay @ UV is too easy and very repetitively; it also took too long to get weapons other than the shotgun & chaingun. Finished it abruptly after having about 80% explored. Overall: good job, but way too long because of lack of variation in gameplay and ambiance. Small 4/5 mostly because of the effort.

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  • File Reviews

    • By Argenteo · Posted
      A lot better sights and tougher than S1, with another pack of cute midis. 
    • By P41R47 · Posted
      Pretty entertaining and challenging mapset. The maps start in a somewhat heretic or cave theme at first, and with a really abstract style with just tiny little realistic details. It use TNT as iwad and there are just a few maps with name patches. The rest and the text screens are the ones from TNT. The story is interesting: Serena, B.J. Blazkowicz's wife, worried that, after the incident on 20 Days In Hell (but it could be also after Doom 2 final map), he hasn't returned home yet. So she decide to go search for him. In the proces she found that every map we play is an hour of torture for her husband, and thats from where the title 32 Hours of Pain come. Thematically, the maps use the TNT skies to tell the story, starting with Serena on earth, vayaging throught space on map12 to map20, and reaching hell where her husband is being tortured on map21 to map30   Maps have a good gameplay, and the little and few details really stand out from the abstract design, like in map11 the ship sailing out to space. The design varies from really large and big open areas to really cramped and difficult to traverse tunnels and areas. Thus, it somehow really grasp the TNT feel and style. This also implies, sometimes, obscure progression and switch hunting. The texturing is varied, from monotexturing to using different themes like starbase and marble on the same map, especially on those where the hellish influece is seen as bigger.   I really enjoyed it! Its not a masterpiece, but it certaily has a charm and offers a good challenge. Kristian Aro's story, maybe i'm wrong with this, was use as a base for 2002: A Doom Odyssey later as its pretty similar. This mapset is kinda analogue to Paul Corfiatis The Twilight Zone. Both follow a free thematic texturing from map to map, both have a story mostly told throught little details (TTZ has a proper mapinfo on it, though) and both shows the first mapping efforts of their respective authors and how the ideas here lead to their later awesome mapsets.   I recommend it to anyone who is seeking abstract design and challenge.
    • By Meddy · Posted
      Short, but pretty well done. The best custom Hexen levels I played so far.
    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
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