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Hellebarde

   (5 reviews)
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Hellebarde is a 32-Level Megawad with small/medium Maps created for gzdoom. It features classic Gameplay with intense Boss Fights in well detailed Levels.


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Gallic00

  

Very good megawad with a scythe-like progression.  The levels are very nice and I liked how the bosses added a surprise at the end of every level.  The maps get harder at the end, with little ammo and health, and more custom monsters.  Some annoying doorway cyberdemon fights at the later levels.  I didnt like the music very much.

 

Overall I think this is a great wad, highly recommended.

 

 

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NuMetalManiak

  

this is an interesting wad. for starters, every map layout is pretty much short and Scythe-like, some probable homages to that wad or its sequel (heck, this wad's MAP31 has a similar concept for reaching the secret exit too). also custom monsters. i'm generally not a fan of these overall, especially small enemies that have more health than a cyberdemon, but i think for the most part they are used to good effect in this set, even if the majority of them are "exit monsters" so to speak. difficulty scales rather nicely. highlights are the hell maps, although 27, 28, and 29 were significantly easier than, say, 22 or 24.

 

verdict: pretty fucking tough but worth at least one playthrough.

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sluggard

  

I quite enjoyed this levelpack, I thought it was well put together for the most part, my only issue was the Boss fights, they felt out of place and Afterthought and only served as means to make players waste some ammo before proceeding to next level, regardless everything else worked fine and I haven't noticed any issues during my playthrough this, the levels look and play good, Great work.

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Zalewa

· Edited by Zalewa

  

There are many things in this WAD to like.

 

I like the fact that it was made by a single author and yet all maps feel different from each other. Of course, themes repeat, but these are not just reiterations of the same concepts with different layouts or, even what would be even worse, no concept with random layout. Maps feel distinctive and visually appealing. The shapes are rectangular in most levels, but there's additional detail or additional ledges or hanging rooms that hide the bluntness of this shape.

 

I like the fact that ZDoomisms are subtle and the usual Doom gameplay is not affected by them. You'll get some 3D floors and some DECORATE enemies, but no cameras, no cutscenes, no obvious scripting. Some enemies could've been balanced better (I think many monsters from Realm667 could use some design touch-ups), but I think in their current state they are fine too.

 

I like that the WAD maintains constant quality. There is some subtle improvmenet in latter maps, but there's nothing here that would stand out as being better or worse than the average. The maps I liked in particular were MAP19 - the rockhole, MAP22 - the cyberdemon danger and all the maps after it except maybe MAP30. MAP30 could be better if the amount of high-threat, high-HP enemies was reduced. The latter maps also get slaughtery, but it's always manageable without sweat. It's a relaxing variant of slaughter.

 

I like the visuals - good textures are used, there's sufficient but not overabundant detail and the layouts ensure movement in many directions. You won't be bored. However, I'm not exactly keen on using wall textures on floors.

 

I, however, don't like technical derpiculties that involve missing textures or teleporter lines that have no "repeat action" flag. There's also one spot on MAP25 (I think) where you can fall between rock pillars and never get out.

 

I moderately liked the silly music choices. "Another Brick in The Wall", lol.

 

For a single person effort - this WAD is damn good and it was made in a period of time that is relatively short.

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Nems

  

I was really torn between how many stars to give this. On one hand, I love the idea of there being mini-bosses and the use of Decorate to spruce things up. The level design is also great even with some minor HOM and texture misalignments.

 

On the other hand, some of the choices for mini-bosses are questionable. I'm not a fan of the one with the shield that blocks most/all of your attacks. Some of the others feel like you need more room to fight them as the amount of projectile spam gets ridiculous. The ending is a real downer as well. I'm hoping a sequel will remedy these complaints.

 

Personally, I'd still give it four out of five stars. However, if I were to recommend it to others, I'd give it more like a three out of five stars because I know this kind of WAD isn't going to be for everyone. It's not a conventional megaWAD and it doesn't try to be, which I appreciate despite its faults and frustrations. At least give a try.

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  • File Reviews

    • By TheMagicMushroomMan · Posted
      5.5/10   The problem with DTWID is that the same concept has been carried out by countless WADS already - they just didn't draw any direct comparison to the original DOOM. So what you get here is a set of competent-but-generic maps that follows the same beat-to-death techbase>hell progression of DOOM. Just like 10,000 other vanilla style megaWADs. In the end, that's all this is - a WAD that attempts to mimic (not always successfully, as there are some questionable maps here and there) OG DOOM. Without the awe that comes with experiencing the original game for the first time, you're left with a bunch of generic maps. The inspiration that ended up leading to the creation of this project causes the WAD itself to feel uninspiring. It lacks memorability and soul.
    • By printz · Posted
      A pretty tough level with an unusual design. There's no exit; your goal is to defeat all monsters. Good luck.
    • By printz · Posted
      Mostly a flat maze level full of illusionary effects. It's not a very complex structure overall, but pretty challenging. The exit is randomly hidden somewhere.
    • By Lol 6 · Posted
      For a wad made in 1995 it's a pretty convincing church, I like how detailed it is, as well as the graveyard, too bad it is quite short because it's fun (Although I understand that, as a deathmatch level, making it too large can make it unfun to play). The exit gates are an awesome detail too. Definitely check it out 5/5 stars   - xX_Lol6_Xx
    • By VoanHead · Posted
      Upon the release of The Ultimate Midi Pack for Doom 1 that replaces all midi slots w/ original compositions, I thought to myself "Hell Yeah, now I have an excuse to play DTWiD!". Besides the shameless plug, I would recommend everyone to give that pack a listen and perhaps a spin w/ this wad b/c god damn does it go together like peanut butter and nutella.   Onto DTWiD: Well, the people behind this wad accomplished the goal of mimicking the style of John Romero, Sandy Petersen, and last but not least Tom Hall. Every level breathes like it was made by any of the three gentlemen, and god damn I had a blast w/ this one. While certainly not as hard as your Plutonia, Rowdy Rudy 1+2, Hell To Pay, or even Good Morning Phobos, it has its own moments where it doesn't pull its punches. However, one of my main gripes w/ this wad is that there's a lot of secrets to find if you're a completionist like I am, as some of them are a bit tricky to hunt down. The maps are way bigger than the OG John, Sandy, and Tom Hall levels, and while it's great to mesh some good fights here and there, it at times felt like a slog to go through b/c of the size of some of these maps. E1 was the weakest in terms of fights here, as expected that you won't be fighting anything tougher than hitscan, imps, and pinkies. While the design was great, I admittedly got lost a few times trying to get my bearings and know just where the hell I need to go. E2 was a bigger improvement upon E1, and had a few moments where it was spooky, like things are really beginning to hit the fan. E3 (which unironically in the OG UD was my least fav episode that I couldn't even bring myself to finish) was probably the best episode of the bunch, everything was oppressive and coming for you, luckily there was an abundance of ammo to help you out in messy situations, more traps and better set ups than what E2 had and a way better episode than E1. The secret levels of all 3 episodes are the highlight of the wad.   While I wouldn't say that this wad is a "must play" b/c over time I started to get a bit exhausted on the size of some of the levels and figuring out where I need to go, and especially since I binged E1, E2, and E3 3 days each respectively, I had my moments where I was like "Please God let this be over". Overall, I would say this is more of a wad that if you really wanna check out, go for it, or a good recommendation for people who are just beginning their journey of playing community wads and want something ez to play.
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