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Heretic Upstart Mapping Project (HUMP)

   (2 reviews)

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About This File

The Heretic Upstart Mapping project was made to get people into mapping for heretic. It includes many maps by people who had never mapped for heretic before, and some older maps that authors had never published.

NOTE: All maps are designed to be wand-started. They have been arranged roughly in order of difficulty, so continuous play will also work. To wand start: When you enter a map, type "engageXY" where X is the episode number and Y is the map number given below (So type engage11 for E1M1). This will restart the level with only your wand, staff and no items. Jumping and Crouching have been disabled in this wad. You will not be needing them.

Maps Included (17):

Map: E1M1 Name: Sidhatraz Author: Skeletonpatch Music: Heretic MUS_E1M4, by Kevin Schilder

Map: E1M2 Name: Castle Gardens Author: SOSU Music: Demon Crest Stage 1, By Toshihiko Horiyama

Map: E1M3 Name: Parthoris Tunnels Author: Riderr3 Music: Ambient 10.mid from Dune 2, by Frank Klepacki and Dwight Okahara

Map: E1M4 Name: Mines of Mystery Author: Walter Confetti Music: Heretic MUS_E2M8, by Kevin Schilder

Map: E1M5 Name: Aedin's Castle Author: Pillar of Salt Music: The Enchanted Cathedral - MIDI version (From Hexen II), by Kevin Schilder

Map: E1M6 Name: Bird Cage Author: Jonathan Dowland Music: Twenty Four Hours, by Joy Division

Map: E1M7 Name: Courtyard of Elements Author: Fraggle Music: Heretic MUS_E1M7, by Kevin Schilder

Map: E1M8 Name: Persepolis Author: HexenMapper Music: Heretic MUS_E1M3, by Kevin Schilder

Map: E2M1 Name: Sunken Serpentorium Author: Zergeant Music: Heretic MUS_E2M1, by Kevin Schilder

Map: E2M2 Name: The Bungalow of Dr. Chaos Author: Impie Music: The Music of Dr. Chaos, by HexenMapper

Map: E2M3 Name: Cacowad's Funhouse of Artitraps Author: Cacowad Music: Blasphemer MUS_E1M7, by Jute

Map: E2M4 Name: Otkachka Author: BeeWen Music: Heretic MUS_E1M7, by Kevin Schilder

Map: E2M5 Name: Chaos in Bloom Author: ETTiNGRiNDER Music: Heretic MUS_E3M2, by Kevin Schilder

Map: E2M6 Name: Trial of the Maulotaur Author: Philnemba Music: Dracula's theme (Super Castlevania 4), by Masanori Adachi and Taro Kudo

Map: E2M7 Name: Keep of Despair Author: danielhday Music: Heretic MUS_E1M2, by Kevin Schilder

Map: E2M8 Name: During the Ceremony Author: Beewen Music: ALhoRRo_GisheRamayReR_2.mid, by Augen auf [XG]

Map: E3M1 Name: Ophidian Temple Autor: Rolo Music: Heretic MUS_E3M1, by Kevin Schilder



Story: The servants of Korax, D'Sparil and Eidolon swept through Parthoris, wracking your homeland and murdering your kin. You fought valiantly, but as your city was overrun you were captured and imprisoned with many others, to be turned to golems or executed if the flesh was not willing. Waiting in your cell you saw the foul methods that were used on your brethren. Surely it would be your turn soon... The day all but yourself had perished or turned to the dark wills, a portal opened briefly in your prison cell. A small wand and staff dropped out, the portal immediately closing behind. To your astonishment, the means of escape lay at your feet. You praised who or whatever had sent help, tucking the wand into your belt and grasping the staff, you prepared yourself for what lay ahead...

Title slate and Title music: HexenMapper

Note that E1M5, E1M6 and E2M2 may not be finishable in Doomsday as they require boss actions to lower floors. Currently we haven't been able to work out the current boss action definitions for Doomsday. Any help would be appreciated. Likewise if anyone knows how to get heretic to display par times in the intermission we would also love to hear from you. You can email me at: thespidersrepublic@hotmail.com


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Kepehn

  

I Just played it recently and I really liked it! Also I love the fact that it plays continually (it goes from e1m8 to e2m1). Some maps were better than others, some are small others are big, but overall it was a very good experience. I especially loved e2m2 - The Bungalow of Dr. Chaos, with each key being in "Dimensions" out of the mansion.

It's a levelset with little sense of progression and with different styles of maps here and there. I would prefer that the campaign final map was e2m8 and the only way to play the e3m1 was from the menu. e2m8 should have been the HUMP's showdown, and the e3m1 would be a bonus map. But apart from that, it's an awsome

Heretic Megawad and I recomend it for all Heretic lovers!

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Walter confetti

  

Lots of awesome maps there, especially in episode 2...

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  • File Reviews

    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
    • By Argenteo · Posted
      Dario Casali siege-carnage adventure. There's maybe a thousand monsters in here, so better find those weapons and start to think how to digest it all. Watch out for those nazi ghost. Built time about two. Funny.
    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...
    • By Argenteo · Posted
      Amazing episode, some custom decorations and good care to lights and shadows. I like how he uses the playing space (wide corridors) and how it affects the combat. Despite her beautiful voice, you gotta kill her. Burning trees.
    • By aargh · Posted
      Nice, tight level design. E1M8 was an amazing puzzle map.
      It's surprisingly difficult for a Doom 1 WAD, but for wrong reasons: constant ambushes, monsters teleporting right behind you. Also, there is a serious lack of medikits. Fights with 5 % health and hitscanners all around are common.
      Still, it was quite fun.
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