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

   (19 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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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 rdwpa · Posted
      2.5/5   Core combat is a strength. It's brisk and easy, and you'll be using the SSG to double-kill imps, pellet-slap mancubi's bellies, and get a firm grip on boners in your area. Apart from that, I found the experience lacking. Visuals, though okay, suffer from alignment issues. Wandering back to the exit door, far from its requisite key, accounted for a good chunk of my five minutes playing. 
    • By rdwpa · Posted
      Lakeside might also be named Loopside: every major area appears on your itinerary no less than twice, no backtracking. Don't want to pick off cliff imps in the start area? Pouring bullets into a fatso too slow? Ignore those Bezos. Come back with a bigger weapon.   Though the whole arsenal minus the BFG appears at some point, I ended up replaying this and restricting my options to the berserk fist and the carefully rationed plasma rifle. Naturally that implies a lot of punching, with the motley cast -- 89 monsters, many punchable, many not -- offering a slate of tricky, fun Tyson challenges. To get a max this way, navigating a pair of hectic infight-baiting scenarios is pretty much mandatory. I loved it. It makes good pugilistic practice. There is even a {spoiler}demon to fist.   This is a speedmap, also a positive! Speedmaps have two big traps to avoid: the first is outright sucking, the second is having no ideas and half-baked content. Once they do both, I usually like them.
    • By rdwpa · Posted
      In Bricked, Rhys does nothing offensive. Over 10-20 minutes of play, depending on pace and completionism, you can expect fair and balanced combat, and a gradual ramp-up through the arsenal and bestiary, starting at the bottom and settling before the BFG and big bosses come out. I'd describe the dominant theme as "stock brown," with help from assets like computer panels, the silver starbase cluster, and CEMENT (the bathroom tile suite).   Having played many user maps, I've seen a lot of all of this before. It's okay, but little stood out. I liked the fighting most in the larger spaces, which allowed me to go out of my way to get numerous factions infighting. Interactive triggers like lifts and stairbuilders and optional switches are more common than average, and they are used smoothly (which is important, because extra machinery is simply a detriment if it's awkward and inscrutable).   Note: though the tally lists eight secrets, two are errant flags on a window sill. 
    • By MuratMikal · Posted
      Played at UV with keyboard only (as I always do). EPIC II is a very good megawad with challenging gameplay and very beautiful textures. After MAP 19 there're a lot of tough encounters, mostly with wave of chaingunners and cyberdemons in tight spots as well as frequent usage of archvile in all maps (with MAP 29 having 87 archviles at UV!).Thankfully the author gives enough ammo and powerups to deal with them, so it's fair game. However, a complain I have is in 3 or so maps the author uses teleporting cyberdemon to create artificial difficult to the player and in my opinion it's dumb enough to warrant the loss 0.5 less star. My final score is 4.5/5, but doomworld rating system doesn't allow this so I'm gonna rate it 5 stars. I will certainly replay this one and would recommend UV difficult only for advanced players.
    • By silentzorah · Posted
      Solid wad with a purple color scheme and new enemies.  Music choices are enjoyable, difficulty starts off low and ramps up considerably towards the end.  MAP07's end was a total beef wall, though.  Make sure you find all the secrets in that one if you want to stand a chance.   All around, no bad maps in this wad.  Four stars.
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