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Return to Hadron

   (46 reviews)
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Another hero visits the ground zero site in Switzerland, a few changes have occured.


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Hellektronic

  

Wow, this is a stellar example of what a Doom wad should be.

 

I'll start out by saying it's not easy in any sense of the word- I recommend hurt me plenty, and I never do that, lol. Ultraviolence is almost too hard in my opinion, and I'm like a blood-drinking Doom veteran, so you might want to take my word for it. It's the kind of maps where anytime you find a major switch, all hell breaks loose all around you. Lots of cacodemons, lots of spectres, and big groups of imps. There's also a lot of nukage, but don't be too intimidated, a lot of it is just short lengths you can run.

 

The map design, the music choices, the gameplay? Fantastic. Very well balanced items, and not too easy either. We're talking pretty much Doom 2 amounts of monsters if not more, but in Ultimate Doom, which is also a cool aspect. There aren't very many Ultimate Doom wads these days, and I appreciate the enemies of the first game a bit more than I do Doom 2.

 

In the end? Very tasteful. This is one of my favorite wads, I think.

 

 

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elend

  

Great Ultimate Doom Episode with gorgeous and expansive architecture. You'll find a ton of hitscan enemies and especially lots of Caco swarms in these maps, but rest assured, there's always plenty of space to dodge about. Sometimes I wish the visuals would offer a bit more variety throughout this episode, but at least it is overally very coherent and later episodes offer different visuals.

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Denim Destroyer

  

Return to Hadron is an episode 1 replacement that provides equal bits of fun and challenge. Each level looks and plays good, the levels are open ended and have challenging encounters. My only complaint is E1M6 feels more like a gimmick than a regular map. Overall a high quality level I recommend if you're looking for a challenge just be prepared to die a few times.

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InTheBlur

·

  

This is possibly the most bittersweet WAD I've ever played. On one hand, the level design is incredible. The environment is detailed, but not in the way that it's distracting. But, on the other hand, it's possibly the most infuriating thing WAD I've played. Cacodemons were so dense, I was trapped in a cramped room with at least 30 them for five minutes with only a shotgun. Thank god for IDDQD. In every room, I had the thought in the back of my head: God Dammit, those doors are going to open, and I'm going to be raped by 20 Hell Knights, 50 Cacodemons, and a Spider Mastermind just for good measure. If you were to relax with Cacodemons, and perhaps have more health pickups, this would be 5/5.

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Meril

  
It was great until level 6, when everything changed into slaughter map... Being surrounded by 50 Cacodemons and cyberdemon at the same time is pretty unfair. God thanks for infighting! Too many teleport traps. 4/5

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killer2

  
Great mapset. Original Doom feel with greater difficulty and detail.

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AnonimVio

  
Oh no there's too many monsters it's not what Doom is about who cares that this is a mod and mods don't need to be faithful to original this should just be standard Doom 1 maps just released again. I sometimes just don't get some people's logic.

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Guest

  
I was liking it, until it threw 260 monsters at once at my face... with shotgunners in the mix, so my health was constantly draining. -_-

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Guest

  
What was originally a pretty good mapset turned into a slaughter wad. Yawn.

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Guest

  
Too many monsters. This circus act, not pleasure. the original Doom was not about tha.

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Guest

  
Most certainly an improvement from what I felt was the weakest episode in Concerned. Really fun levels, too bad there isn't more. -Firedust

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Guest

  
Set of open area slaughtermaps. Consistent texture use, highly decorated. Gameplay @ UV is fully based on finding runpaths causing infighting, while being attacked by huge hordes. It is hard, but can be done. Having said that, gameplay is totally one-dimensional. Overall this is a vehicle for max monster count fans only; players with other likes, f.e. adventure lovers, presumably don't like it. Neutral 3* + 1 for the effort. BTW @ Zalewa: sorry, but this is *definitely not* the essence of DooM.

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Guest

  
Another excellent vanilla episode, loosely based from his previous map set. It's up to the same high level of quality. 5 stars. -TRRobin.

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NuMetalManiak

  
i'm not sure what constitutes balance anymore. this is too hard even on the easiest settings. too much usage of teleport traps makes things unfair.

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Zalewa

  
This WAD gets the essence of Doom very well. All maps are single player, open arenas where you can go absolutely anywhere but never feel lost. Gameplay flow is smooth and never gets dull. Adequate weapons are always provided when needed. Difficulty is well balanced and visuals are pleasing while keeping the simple design. This is a great addition to the archives.

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Guest

  
Excellent choice of music with a great gameplay, 5 stars.

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Guest

  
Featureless/plain maps.

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Guest

  
Definitely better than E1 of Concerned (or cbspeed), and with enough changes to make it feel fresh enough for those who have already played the previous iteration as well. Levels are the right size, going from short to medium and then to borderline medium large but never too big. I would love to see the rest of Concerned and even perhaps DraftEX see something similar be released (look at the DWMC thread for specific feedback).

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Guest

  
Pretty darn good! Pleasant detail, gameplay was challenging. ROTT music suits the levels very good IMO. 5/5 - Gunsmith

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DeathMetalAccountant

  
I didn't really see anything wrong with the previous version of Concerned but this is still an excellent release and in the several areas where the changes are blatantly obvious, they are all for the better.

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Guest

  
I actually enjoyed this a lot more than the original Concerned.

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Guest

  
While an excellent set of levels, this is basically a slight reworking of the first episode of Concerned, and I did not think the original was generally worse, just different.

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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