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DOOM II: Hellscape

   (30 reviews)
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A re-imagining those Doom II levels that take place in Hell (21-30). As such, these maps will probably be a lot more entertaining if you have a reasonable working knowledge of the original IWAD levels...


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riderr3

  

Good visuals to stare at, but in many maps there was some imbalance in difficulty, busting with hitscanners, as well as narrow passages-bottlenecks with elevators that can block player. In addition, I never found a chainsaw for the entire episode. As well there are scarcity of the secret places.

I'd also like to see the incarnation of MAP20: Gotcha in a similar style. Nevertheless, this map is more suitable for the third episode and is essentially considered a transitional one.

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Dovahxul

  

the more I play the more I get more sad that this map pack is going to end soon its really great :)

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trrobin

  

Excellent re-imagining of Doom II's last episode. Some levels are noticeably close to their originals but with so much more detail and depth to them. I thought the gameplay was really good too. Amazing all around.

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Manbou

  

Definitely 5 out of 5. I am so fascinated with the wad! All maps are incredibly designed and have traces that I have seen in doom2. 

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nxGangrel

  

Fabulous design, detailing, and texture work. It may not be obvious at first glance, but essentially these are the same levels as the vanilla counter parts but only heavily updated visually, and much much larger to scale (to the point where my computer started to lag a tad bit in some locations). Great work on the architecture, tough the gameplay is nothing to write home about.

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NightFright

  

The last third of Doom II, reimagined by Lutz. And boy, what an imagination he has! Amazing architecture, brilliant lighting and shadows. Huge levels with insane amount of detail. Clever monster usage that doesn't turn into blind slaughter, but still keeps you on the edge due to strategic ammo placement. One of my personal highlights in 2017 when it comes to Doom mapping.

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Roofi

  

I just played this wad and I tend to think it's pretty average although Lutz's hell maps are really beautiful. As a matter of fact , the gameplay is the major problem according to me. I loved the architecture , everything is perfectly detailed and Doom 2's textures are really well used to make massive  and unique doom levels. But I can't figure out how it's possible to have fun in maps where ammo and health are so scarce (I honestly hated the 22th map because of too much health/ammo restriction , difficult movements...) . Also , maps are unequally difficult because traps are too ineffective in most of the maps. They are kinda basic and it's easy to avoid them when you are at ease.

 

In brief , esthetically this is a interesting revamp of the third episode of Doom 2 but I largely prefer the original maps for the gameplay.

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NuMetalManiak

  

Great revamp of E3, wonderfully crafted design while making sure the gameplay remains generally consistent. Recommended.

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Zalewa

  
Imaginative recreation of familiar environments that still build completely new levels. Each map here deserves the highest note and the WAD is very balanced in all aspects. MAP29 is unforgiving.

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lupinx-Kassman

  
Accomplishes exactly what it set out to do! Stunning revamp of the doom2's third episode using stock resources. And the core gameplay hasn't been altered. Good excuse to replay the iwad maps :)

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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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