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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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tempdecal.wad

  

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 chowbar · Posted
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    • By whirledtsar · Posted
      An odd wad in which you play a Hexen class while fighting Heretic monsters in Heretic-textured levels. Surprisingly, it works pretty well, and is an interesting change of pace from either game. It retains Hexen's hub design, although it's not at all puzzley, just a "go and collect 3 items and return to the hub" quest. It's very combat-focused (there's almost 400 enemies in the final level), but unlike some Heretic maps, it doesn't end up feeling like a slog. Perhaps Hexen's weapons are just more powerful than Corvus's. The level design is very good, besides a couple of sore spots (the cramped areas of the lava level, the metal maze in the final level). The boss, D'Sparil, is much easier to kill than he was in Heretic; he probably should've been modded to have a better chance against Hexen's warriors.
    • By Philnemba · Posted
      A fun heavily modified tougher version of Doom 1's E1M6 dated back in April of 94(yes same month of origwad). Its starts a bit hectic but with so many shotgun guys and plenty of health throughout the map, its actually not that hard to go through. However like any 94 wad, it has typical misaligned textures, a few HOMs, and had to use noclip cheat to grab the last card key due to ceiling being too low to pass under. Despite its age and a few minor stuff, its a fun wad from 1994 and I would recommend to give it a try :)
    • By whirledtsar · Posted
      Excellent wad for Hexen fans. It stays true to the style/spirit of the original game while introducing new ideas. The level / hub design is interesting, the combat is well-balanced, texturing is well-done and well-aligned, and there are plenty of interesting scripted events. The wings are used in a very smart way - you're able reach many previously unreachable items and paths. The only thing I disliked was the "boss" of the final level. I won't spoil it, but it's quite disappointing.   Unfortunately there is a bug in The Castle Of Fluft - the flame mask switch is not set to "repeatable", so if you try to use it without the prerequisite mask, you won't be able to use it again when you do. If you encounter this bug, type "puke 10" to activate the script the mask normally would.
    • By Lane Powell · Posted
      This seems like a semi-hidden gem. The author's other WAD Crimson Canyon won a Cacoward, though I prefer this one.   It certainly lives up to its namesake. The textures are all Hell's green marble and blood, supplemented with custom textures including some modified Giger designs and some creepy sprites I recognize from Monolith's Blood. The map designs are seriously contorted. It's probably a divisive aspect of the set. In some levels the angular layouts wrap around themselves in a jagged mesh, creating devilish mazes with slightly obscure progression, and where fireballs can fly at you from different parts of the map. Other parts are darker and more claustrophobic. It's all a totally hostile atmosphere.   There are some common themes gameplay-wise but you'll know them by map 2. A big one is ammo constriction, especially on UV. Certain maps seem near unbeatable without finding key secrets.   This was actually one of the first WADs I completed a few years ago, and on revisiting it it feels very fresh. Like most memorable WADs, it rides on strong concepts and some devilish gameplay while targeting a distinctive theme.
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