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Legacy of Heroes

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Legacy of Heroes is a Boom compatible episode for Doom 2 with 11 levels. The maps use the textures from Eternal Doom and the themes for the most are fantasy oriented. The maps also feature a more adventurous style and the level progression was made to make feel the episode like a continuous journey. Some levels are very long and all of them were desgned with pistol starts in mind. The last level has a custom dehacked boss. This is the first wad I started to work on it, the development started in March 2015 and ended in October 2016 though works weren't continuous.

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Cool medieval WAD with some puzzles. Hard, but not slaughter. Some annoying invisible walls.

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"We will remember them!"


And now, Legacy of Heroes has endeth, played through GZDoom 4.1.3 on UV difficulty. A real nice little medieval/fantasy themed adventure, so what else is here?


LOH is an 11-map wad designed with pistol starts in mind. It takes influence primarily from Eternal Doom and Heretic, with a fantasy/medieval theme. It comes with new sounds, textures, menu background, status bar, intermission screens, music, and one new enemy, the Maulotaur from Heretic. As suggested by its theme, the action takes place mostly inside and outside of caves, medieval buildings, and even villages.


The difficulty curve is the traditional kind, starting easy and the difficulty gradually increases in steps with each map, the difficulty coming primarily from the good use and placement of the enemies as well as a lack of generosity with resources on a few occassions, meaning that if you mismanage your resources, it can be tough to fight your way through. But there are Berserk packs on various maps which can be very useful if you choose to conserve as much ammo as you can. This is further encouraged by the fact that most of the time, the players find themselves facing low and mid tier monsters, with an increased presence of high tier monsters only in the later half of the wad. No monsters are underused or overused, and the enemy count is fairly low, going no higher than 350 in the more combat intense maps, but it's otherwise below the number the majority of time.


The levels are usually well designed, with good navigation and aesthetically very pleasing, full of atmosphere and magic. They also make use of destructible objects that block the progress in places, which can easily fool an unsuspecting player the first time they see such instances, as they tend to assume they might be missing a switch when the answer is right in front of them. Quite literally. There are, however, some issues with the navigation and puzzles in the last few maps. MAP08 for instance has 2 blue keys (1 keycard, and 1 blue skull) for some reason, although the card seems to be the one required for progress. This is because the way to gain access to the room of the keycard is cryptic, or unintuitive. The player needs to cross a certain line outside a building, which reveals a timed switch inside the room leading outside. Without previous knowledge, this part of the map can prove to be troublesome and frustrating. MAP09 also has a bit of a confusing layout which can lead to players running around the map repeatedly without noticing what changed, but this time around, there are clues and indications at least, unlike the blue keycard room on MAP08. Apart from those maps, there are no other major issues going on. The journey ends on MAP10 where 60 enemies are encountered, with 2 bosses from Heretic: Maulotaurs. A fitting conclusion to an epic wad. MAP11 acts as a short "Thanks for Playing" level with no enemies or items.


The music used in LOH is great in itself, however it doesn't fit all the maps and there are some poor choices in places. Most of the music is fantasy themed, which makes it a fitting choice in general, but there are exceptions such as MAP09 which uses a track from Doom 64. It does not fit the mood of the map and fails to conjure up a strong atmosphere, let alone inspire any sort of horror, tension, or dread. It does not work in a clean, bright, and not-so-hostile-looking or oppressive environment.


Regarding enemies, although all vanilla enemies are kept and used, some of them have new textures which do not work at all. The Imp is now dark brown with yellow eyes, but lacks any kind of organic touch, feeling like a paper enemy.


All in all, LOH managed to be a solid, albeit short fantasy themed wad. It has some dick-ish moments every now and then but these instances are very rare, and some frustrating parts on MAP08 and MAP09, but shines in all the other areas. If you're looking for a fantasy themed wad, this is a very good place to start. In fact, I'm surprised that at the time of writing this it has almost 1000 views but only 65 downloads, it deserves more attention. Yours truly would be definitely interested in a sequel. But until then, pick up your sword and march to the battlefield warrior.

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picture this, you've played Eternal Doom multiple times, went through all sorts of nice-looking medieval landscapes, and got rather used to the styles used in the Return resource pack. you feel a feeling that you want to play more in terms of Eternal Doom style levels, well, gaspe has you covered with Legacy of Heroes. it's first few levels aren't too long, for granted, but once you hit MAP05, that's when you know. combat is consistent and workable, as is progression at least until you get past MAP05. you'd especially be hard-pressed for several secrets, specifically the BFG ones in MAP08 (the longest one), and MAP09 (one that is easy to get lost in). heck, MAP07 is also easy to get lost in, hence the title. the dual boss at the end may actually be somewhat disappointing, plus there's some parts of progression which may cause an eyeroll, but for the most part legher.wad does provide a decent experience.

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· Edited by dylux


This is my 7th favorite overall Wad of all time (thus far).


If you liked Eternal Doom III (the first 12 Maps of it, anyway - it's the only real part of Eternal worth playing), then you'll love this game. Gothic themed, great music. ("He's over here!" LOL!!)

Although only 11-ish Maps long, it's quality farrrrr outweighs the quantity.


My ONLY complaint is that the game should have ended after Map 09 - The Great Library. There's enough battle once you finally get the Blue Key and reach the Great Library to warrant the ending; there's little need for Map 10 and Map 11 isn't really an actual Map.


Fave Map - Map 08 ("Kythraessos") - See if you can locate that Blue Key Card and solve that 6 pillar switch puzzle! Woohooo!


A definite must play with definite replay value.

Well deserved Cacoward. Loved it!


Solid 5 out of 5 Stars

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· Edited by Paul977


I enjoyed playing this mapset. The visuals are really well done and give a strong medieval/fantasy vibe. I liked the gameplay for the most part except map 05 because of armor shortage. Map 09 is the pinnacle of the wad and my favourite map: great gameplay, visuals, setting, layout, atmosphere and secrets. Good job

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Very impressive both in visuals and gameplay, great styling and moody atmosphere. Very recommended and one of the best 2016 releases. Great work!

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Excellent grand level design and atmosphere through all the levels of which only get better and even more enjoyable as you progress. Really reminds me of what I loved about Eternal Doom. 5 stars well deserved. Much recommended.

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MAP09 is a library. And there are many bookshelves. And one of those bookshelves, which is the same as all the others, must be pressed in order to beat the map. Good luck with that! Apart from that - pretty and pretty fun, excellent visuals and continuous action (apart from MAP09). Definitely a must-play.

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  • File Reviews

    • By P41R47 · Posted
      To play this mapset properly on vanilla setting i use these files together: batman.wad vbatman.deh original molotov behaviour   I was a kid of around 9 or 10 years old when i first saw images of Batman Doom on some magazines and i rememer thinking ''holly heck, its surelly looks amazing and a Doom clone of Batman surelly will kick-ass''. But for some reason, when i finally got it on a bootleg wad CD-rom, i couldn't play it as intended as it was a break behaviour on vanilla, so i just played it on a source port, zdoom, like ten years after it original release. Be it the port, be it i didn't get much into it at that time, but i didn't enjoyed it much and i quit playing it just when i reach map21.   Now, i replayed it completelly. And certainly, this mapset is pretty advanced for 1999. Maps varies from being pretty short, to awe inspiring big. The texture work is amazing with tons of midtext usage for amazing effects. Every map has it merits, so i will showcase them a little:   -map01: we start on a rooftop, as our dark night is shown on every issue cover since it first appeared. After that, we jump to the street level and after taking some thugs, we take a subway to a different part of the city. The subway effect is just amazing, making you really feel like taking a train. After that we take down the gang leader and the maps ends. -map02: this is one of the most innovative things i've seen, especially made on a mapset from 1999, and this is non less than a Hub map. Yes, we see here the next objetive, take some health some ammo, a little secret, and then we go out onto the next crime thug on the run. Here start the episode of Killer Croc. More mapset needs something like this for awesome inmersion. Only other one i know that use something similar is Back To Saturn X made almost 13 years later, so yes, this was pretty advance for the time. -map03: we go down the sewers following the trail of Killer Croc, and we found some thugs down there, too. Theare are a lot of neat tricks in here. Thugs coming out of water and spilling it around, flowing water sound, raising water, some of the best looking fake 3D bridges. But there are also a few flaws, like an unobtaibale secret near the start, and some bumpty walk through the sewer area. -map04: is a Killer Croc's chase through some building complex and into the forest. Killer Croc fight is an outstanding moment, as it can really take the rocks from the ground and throw them to the player. Amazing dehacked work.   -map05 we returned to the batcave for the next mission briefing, and it seems Tally Man is on the loose. -map06: we are now in Chinatown and we are able to look at first hand the warring conflict between two gangs groups. It ends with a colloseum fight with two gang leaders. -map07: Tally Man is escaping on a helicopter and we need to find our way to chase him. There are a lot of verticallity in this map, and its quite awesome at the end how we board a helicpter and have to fight our way with a lot of minions on a really tight space. -map08: we reach Tally Man's hideout an its non other than an abandoned factory. The map is big and there are a lot of interesting sights for sure. The combat is tighter and difficult here, too, with not only hitscanners all around, but also incoming projectiles from different sides. The fight with Tally Man at the end is just awesome.   -map09: we are now again at the batcave, and we notice that the Penguin has a big criminal output. -map10: Oswal Cobblepot's casino is full of thigs and corrupt gaming, and after making some thugs speak, we found that the Penguin has taked hostage a whole hospital. We need to rescue them. -map11: but it was a trap!!! There is gas leaking on the whole hospital, and there are automated bomb penguins setting everything on fire as we move on. -map12: we finally found the trail of the penguin, but we reach to late to the rooftop, he already boarded the hellicopter. To our surprise, he challenge us to a fight. Exploding penguins around and a flying machine coming for us with only a thin spot to cover.   -map13: we return to the batcave after seizing the penguin, and we found that the Scarecrow is rampaging through the city tunnels. -map14: we are on abridge leading to the tunnels of the city, and there are TNT bundles all around, destroying walls, and a lot of deadly traps taht can kill you on the spot. Scarecrow certainly is making his trail hard to follow. -map15: we reached a house of fear, and the scarecrow is hiding on it, but he also take Mayor Kroll as hostage and we need to rescue him before its too late. There are really awesome dehacked trick here. Like firebreathing walls that hit really hard, and the final fight against the Scarecrow with the Mayor in the middle, if he dies we lose. -map31: We defeated the Scarecrow but as soon as we are returning to the batcave there is call for help. The scarecrow escaped and is hiding on the city. We need to find him, but he is trickier than the last fight, he spreaded his confucing gas all around and we are under his illusion. -map32: we fall under the illusion of the Scarecrow and we are now being attacked by strange creatures on a surrealistic landscape. Awesome sight for sure, but really short map. -map16: thats it, we finally snaped from scarecrow trick and we follow his trail through a cornfield. But at last, we finally seized him.   -map17: we return to the batcave just to learn that Two-Face has breakout from Blackgate prison and we need to stop him. -map18: difficult ramp from here and on, tighter spaces, island prison, new flamethrower enemy. The area is full of really neat sights, unfortunatelly we are late, Two-Face already escaped into the city. -map19: We arrive too late to the city, Two-Face already robbed a bank and go away with all the money. -map20: we are on the trail of Two-Face and we are up to catch him once for all. After fighting some thugs through the city, we caught Two-Face red handed and he face us with his rocket launcher. Fortunatelly, we made him explode himself.   -map21: the crime lords are getting tougher, and we found at the bat cave that the Joker is planning something big. We need to find out what.
      -map22: gigantic abandoned factory map, awesome sights, marvelous details, and an ending that just made my jawd drop. At the end, we have to detonate a TNT to cross, but the chain reaction is bigger than we though and we need to reatreat hastly before the explosion kills us. Just amazing use of the IOS explosion effect. -map23: the Joker seized a whole mansion and is having fun there, we need to stop him. -map24: We found that the Joker has taken a whole theatre for his own amusement, and at the end we fight him but we are not able to seize him as a lot of thugs jump into the fight to stop us. -map25: the Joker run away into the Gotham Cathedral, and at last we are able to seize him once and for all.   -map26: we return to the bat cave and found that Bane has breaked into an armory. -map27: the armory hit was just a decoy, we are now to late for the bigger treat Bane is planning. -map28: Bane break into the Arkham Asylum and let loose all the crime lords we captured, so we face Killer Croc, Two-Face and Tally Man on a rematch. -map29: we continue throught all the destroyed corridors of Arkham Asylum and we fight the Penguin, Scarecrow, and The Joker once again. -Map30: Bane break through our mansion, he knows who we are, and he challenge us to a final hand to hand combat. He is fierce and deadlier as a raging bull, but after a long fight, we defeat him.   From the description we can see that maps are mostly linear, but there are too many neat details and secrets that let us spend time exploring around that we doesn't feel at all the maps being linear. In fact, there are a lot of interesting details to look into that we can lose a good chunck of time on just one map, even when it is kinda short.   After all, this is an amazing Total Conversion, and it surelly deserves to be among the best outputs from this community. 
    • By Argenteo · Posted
      The last chapter was the one I had less memories, perhaps because it's tough. A good time playing.
      Beat it. Everybody frag now. Vangelis. Cool midis.
    • 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.