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Hellcrap

   (6 reviews)
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About This File

Two levels I started making two years ago I think, with the plan of using them for a bigger megawad. Although it was a long time since I last worked on this project (which I doubt I'll ever finish) and decided to release them. Maybe I'll do more small packs of smaller WADs or single maps in the future.

Theme: Marble and Hell. You got beat the crap out of the monsters. Beat the hell crap!


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Havoc Crow

·

  

Doom 1 -- SP -- Boom

Two ho-hum E3-themed maps. The first map has you exploring the side corridors off a central vine-covered hub, while the second map is a trip through semi-labyrinthine red brick passages on your way to a meeting with the final bosses.

There isn't much to either of these maps. The difficulty is low, especially since the second map is quite generous with ammo (on the other hand I ran out of shells near the end of the first map), and its final boss fight is downright disappointing: it's a "Gotcha!" redux, except you're given so many powerups that there's almost no way not to win. At least the map has a semi-interesting cave exploration scenario going on, which doesn't make up for the nonexistent challenge but gives it an edge over the first level. Skip this.

[originally written Dec 2018 for The /newstuff Chronicles]

 

 

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Zalewa

  

I judge this Whiskey fueled misadventure as way below the quality level of the first IWAD, whereas I consider the first IWAD to be of rather high quality. This is a room-corridor chain with non-orthogonal linedefs, red/green stone textures and next to none sector height variation. Everything is very bare and shooting is straight-forward. I would rate this 1 star if 0 stars were still available, but they are not, so have 2 stars instead.

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Dexiaz

  

Agree with other comments. E3M1 is really good, E3M2 is crap.

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Trupiak

  

I liked the first map, it was simple, didn't need to check the map, fun to kill enemies, not too small not too big and had consistent theme. The second map however ? Awful texture choice, at first I ignored that because the start was somewhat OK but later I discovered the map was boring, big rooms, 1 enemy per corner ( I just ran past them lol ) and the boss fight was easy, if there wasn't a second map i'd remember it as casual wad to play when bored and fun to speedrun and I'd give it 3 stars but because of the other map... 2 stars

 

 

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Memfis

  

Weird crap. Mostly nonsensical design (e3m1 is way too cramped, e3m2 is way too bare and orthogonal) coexists with some genuinely nice looking stuff but in small quantities. I smell a jokewad but who knows. Quite silly overall, skip unless god told you to play this.

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BigDickBzzrak

  

e3m1 was very beautiful, m2 was huge and very boring.

They feel like 90s maps, a good one and a not-so-good one.

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  • File Reviews

    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
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