Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Hexen - Curse of the lost gods

   (3 reviews)
Sign in to follow this  

About This File

An expansion episode for Hexen, taking place long after the events of the original.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

whirledtsar

·

  

Tough Hexen adventure with great architecture/texturing. It doesn't follow the standard hub formula, with a mostly linear level progression. A variety of environments are explored, from a standard fantasy castle to a foggy swamp/canyon to a massive fortress inside in an icy cavern. The wad uses a selection of custom textures (made by the author himself I believe) that look great and fit in with the stock texture set very well, allowing for some very beautiful architecture with liberal use of arches. Each level is quite massive and elaborate (excluding the final map), with a high level of non-linearity, interconnectedness, and optional exploration. The first level will probably turn many people off due to the huge amount of enemies one must face with only the first weapon. It is challenging, but it's doable with the wise usage of items (and the wise choice of not playing as the Cleric). It's probably the hardest level, as the difficulty decreases significantly once you get your 2nd weapon in the 2nd map. The ice fortress segment is split into 3 levels, and requires some backtracking between them. The first part, Lower Tartarous, was my least favorite level (and the main reason why I didn't rate this 5 stars), as there were several annoyances like frustrating platforming, sequence-breaking, and confusing level design that made it drag on for much longer than it should've. The final level, as I mentioned, is much shorter than the others, and as such feels rushed/unfinished. It's not a bad level, but it certainly would've been nice if this was finished. Overall it's a great wad, and what's here is mostly very polished, so I would recommend it to Hexen fans.

Share this review


Link to review
Matthias

  

Well as a creator of megawad "Fucking Hexen" I could look like a jealousy ass because I didn't get into Cacowards and you did, but... Yeah, the levels look epic and the architecture is breathtaking, however the gameplay itself it too way hard. It was sometimes absurd, like... if you play as Fighter, you spend lots of time only with the basic weapon and it takes some time to get another one. In first level I had to kill thousands of slaughters only with fists. I had to fight with Zedek boss only with fists and... in the end you won't find the last weapon. Ok, it's just not quite right.

Share this review


Link to review
maulosiarch

  

I found this to be very convoluted, and grand architecture got in the way of an otherwise amazing idea. For example, I personally enjoyed the little secret entrances to Tartaros the best parts of the game... they were very trippy, and I still don't know how getting the secrets in the seemingly unrelated map managed to register on the proper map of Upper Tartaros. Yorick's Skull seemed to be overall irrelevant to reaching the end stage, which I found interesting. In fact, I don't know what placing it did at all to the map, except for release a horde of Afrits.

 

Thanks for all the fish.

Share this review


Link to review
  • File Reviews

    • By mistersector · Posted
      There are some really nice pre-modern aesthetics using stock textures, but gameplay was lackluster due to corridor-room syndrome, key/door backtracking, simple puzzles (e.g. BFG), underwhelming monster ambushes and little to no traps. I never felt in danger, but hope the author focuses on gameplay first and tacks on artistic shine in future maps because he is adept at producing great visuals.
    • By Stupac · Posted
      Try this if you really care about seeing some history of early Doom user created levels. But, be aware that we are spoiled with good Doom content, from Id's classic levels to tons of incredible user content. It is hard to be critical though, considering that I have never created a Doom level, and these guys back in '94 managed to create this episode. All I can say about Serenity is that playing it in 2019 after playing all of Id's classic levels and fresh off Eviternity and Alien Vendetta that I was bored to tears by level 4 and had to stop. I'll give Eternity and Infinity a try though.   If you decide you want to give it a go for the history, expect misaligned and inconsistent texture use. Expect uninspired architecture and layouts. Expect confusing layouts with obvious secrets but concealed paths forward. Expect boring fights. While the wad does try some new things, they failed to appeal to me at least.   To sum up, this review would have been a higher rating, but since we are spoiled with Doom content, I really don't think this wad is worth your time unless you really care about history. I was unable to find anything in this wad that was inspiring or fun apart from the fact that this wad was created by pioneers who we owe a debt of gratitude to because they are part of a long tradition of Doom level creation that goes on today and continues to provide me enjoyment and inspiration. So, despite my scathing review, thank you Bjorn Hermans and Holger Nathrath for making this.
    • By NuMetalManiak · Posted
      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.
    • By dylux · Posted
      Hellbound Review   - My second time playing this with a year in between. - UV Difficulty   The Good: -  Has puzzles, which I love! -  Progressive Maps, as in the next one continues from the previous and the Maps are not linear. -  Excellent progressive degree of difficulty. -  Not a slaughterfest, but not easy either. -  Plenty of everything to keep you alert, yet alive. -  Loads of secrets – most are clever and rewarding. -  Awesome Hellish themes in some of the later Maps. -  Later Maps are huuuuuuge; Map 29 (Ascension) must have taken a helluva long time to create, just as the Author states in the description of it. Use your Rocket Launcher and/or BFG when you get to it. The rest of your weapons are obsolete at this point.   The Bad: -  Absolutely disliked Map 30. A whole lot of running around in the “poison lava” pit.   In Short: All and all, Hellbound was a blast. You’re going to work for the keys from Map 21 and onward because they aren’t just lying around.   Map 17 (Starport) and Map 26 (Forbidden Archives) were my faves. I remember reading "Doomworld’s Top 100 Memorable Doom Maps" that Starport was ranked #80. So there ya go!   Despite disliking Map 30, I’m still giving this WAD 5 out of 5 Stars. One Map is hardly enough to deduct from the other 31 awesome Maps. Definite replay value. Bravo! Thanks for making it!
    • By mistersector · Posted
      An excellent E4 replacement. Good use of traps. Window and ledge fighting is common, but complacency invites a hellstorm of imp fireballs from afar. The custom textures fit the eerie aesthetics, although the design is somewhat generic and some maps snag the player along jutted wall lips. Disappointing new sounds as there were no weapons changes, yet are horribly distorted, abrupt, and tonally blase. Nothing a mod can't overcome. Ammo and medkit shortage encourages safe gameplay.
×