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Return to Hadron Episode 2 - The Collider's new clothes

   (20 reviews)
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A episode 2 replacement for the Ultimate doom, set in the location where Concerned's E2 took place. The development of this wad however was entirely from scratch, there are some resembles to the original maps here and there and some ho,d similar themes to their counterparts. The gameplay is fairly challenging on UV, especially the second half of the wad.


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elend

  

Great Episode that picks up where the first one left off and increases the difficulty quite a bit. Again you'll wander through gorgeous architecture and eliminate hordes of hitscanners, imps and Cacos. Especially in later maps you'll encounter a ton of cannon fodder, but it always remains manageable. That's what I like about these maps, they seem to emphasize fun and not punishment.

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Denim Destroyer

  

If you have played Hadron Episode 1 then expect more of that but even harder in its sequel Hadron Episode 2. If you haven't played Hadron Episode 1 then out of this level set expect an episode 2 replacement for Doom that consist of nonlinear maps with incrementally increasing difficulty.  Out of the 9 levels the only ones I didn't like are E2M6, E2M8, and E2M9 as I am not a fan of slaughtermaps. The best map for me was E2M5 as that has the balance between constant action and the type of exploration you expect out of Doom. One final note is that the music in all the levels are top notch.

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Summer Deep

  

Played on UV, continuous, GLBoom+

 

This is a very absorbing and well put together Episode 2 replacement. The difficulty is cranked up incrementally throughout, and towards the end becomes seriously challenging, though always fair. Map 7 is particularly memorable, with its 500 monsters and a big surprise in the blue key room, as is the hellish descending escalator in Map 9. The final level is absolute mayhem, with 9 Cyberdemons and a supporting cast of 300+ sidekicks, but with a properly worked out strategy it's beatable: you need to make good use of infighting, plus it helps to be on the lookout for a secret area that isn't all that secret....

 

Not sure that any game ever merits an absolute 5 star rating, which implies that no improvement is possible, but this is certainly approaching 95/100 territory.

 

Definitely looking forward to checking out ConC.E.R.Ned by the same author.

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trrobin

  

Cannonball has become my go-to guy for very well made doom 1 episodes and I'm pleased to say that he has struck again with another classic.

The great map designs, well thought out monster and item placements, the rewarding secrets, fitting music, and at times pretty challenging gameplay (especially on UV) make this a very engaging and addictive doom episode.

Bravo!

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tourniquet

·

  

CB is a master when it comes to Ultimate Doom maps and these are some of the dopest i've played up to this date.

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Zalewa

  
Viciously evil, a slumber that is Doom 1 gameplay is subverted here and you are kept on your toes at all times. Just as good as the original, but even more difficult.

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NuMetalManiak

· Edited by NuMetalManiak

  

"the Collider's New Clothes" what a stupid fucking title. RtH's second episode proceeds to give players an inch above the difficulty of the previous Return to Hadron, but still somewhat of the same. you'll notice cannonball doesn't want to leave a single space of layout without monsters in it, almost to the point of slaughter territory at times (doesn't fully hit its stride as slaughter if you ask me). gameplay will be rough, problem monsters need to be identified and eradicated whenever possible. be prepared for the long haul that is E2M7, and try to track down every secret you can when you play this one. obvious bits of inspiration in the textfile aside, you will actually notice, if you've already played concern.wad, that Episode 2 of Hadron barely resembles anything in E2 of concern.wad, a noticable departure. play it on ITYTD if you can't handle the sheer difficulty.

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Firedust

  
Thank you for this awesome episode!

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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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