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Hell on Earth: Super Tiny Edition

   (7 reviews)
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A super short megawad where I recreate Hell on Earth into tiny playable 64x64 playable area however there are still monsters outside the playable space to kill ya.


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Majin

  

very creative and concise. 

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Astronomical

  

Quite a good time, Cheats are required but it wasn't intended as a challenge anyway.  It's so short that you might as well give it a look no matter what.

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whou

· Edited by whou

  

Very cool and creative wad! Shootable switches are used very well, and how each level had some new way of playing with these concepts and moving around the area is pretty fun and creative. Seeing the levels being redesigned while still maintaining their visual style and """quirk""" was interesting.

By far the most memorable level was MAP24 The Chasm, which even though only had the Pinky blue room I liked having to try to avoid all the attacks in this tight space and trying to kill all of them. MAP26 The Abandoned Mines was one of my favorites too, definetly my favorite fight on the wad. Oh, and it'd be funny to mention how I was wrong to think Nirvana couldn't possibly be better lol. The Icon of Sin fight sucks even more, though it's not the wad's fault, it's just the boss + the tight space.

 

Needless to say that this is almost, if not just straight impossible to beat without cheats, though I don't think anyone should even care about using cheats or not in this.

 

Very fun and cool one hour experience!

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pulkmees

  

Fun little experiment. Every level has it's corresponding essence taken from it's Doom 2 counterpart. Factory is a bit hard to complete on pistol start though.

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GarrettChan

  

Very interesting idea to represent 32 maps of the D2 in a small area. It's nice to check out this under-1-hour experience. Some of the later maps used Voodoo Doll tricks to alter the gameplay a little bit for a refresh. It's sad that I can't give a 4 because gameplay doesn't really exist in the WAD.

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Erick

  

Short and sweet, although there at times the WAD can catch you off guard, like with how thin the lifts. Nevertheless, the use of voodoo dolls and shootable switches was used well here and it's overall a pleasant experience.

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Misty

  

Another short and quick experience,which lasted less than hour. Good usage of voodoo dolls and shootable switches. My only complaint is that some lifts don't have repeatable action in case if player fails to get up in time. 

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  • File Reviews

    • By ETTiNGRiNDER · Posted
      This one is all over the place with several disparate "chapters" to how it progresses linked vaguely by themes of texture choice, and it's mostly not good; at times I felt like the author was trying to make the most infuriating level possible.  One of the biggest issues is the seeming obsession with timed door scenarios, where you trigger a switch, then have to run somewhere else to get through a door before it closes again.  These are placed over and over again across the map, and the first couple, before you work out that they're the main gimmick of the map, are pretty cryptic in trying to figure out what the switches do.  From then on it's kind of "oh, it's THIS again, couldn't it be something different?"  As the fighter, none of them were bad enough to force speedrun tactics, but they were tight enough to be annoying and would probably be even more so as one of the slower classes.   In the beginning, you're in sort of a dark labyrinth of waterways and caves, and it's a bit difficult to navigate where you're going in the darkness; there's a torch that you might want to burn early, but there are later parts of the map where it would also be useful so there's a tradeoff in saving it or not.  This part of the map is also pretty brutal when it comes to count and nastiness of monsters vs. the available resources, tending to result in the hard beginning, easier later type of issue though it never quite gets generous enough to be super easy.   Breaking past the start you come across the dam proper, which is huge, and has some fiddly jumping and ledge hugging (along with the timed door gimmick, which here can potentially kill you if you don't get through certain tunnels before the polyobject comes back and crushes you).  There's a section that's like Doom 2's Chasm, with the addition of having to jump between the platforms and dying to fall damage if you miss, but at least this part isn't on a timer.  A few switches are retriggerable and can block your progression if you hit them more times than needed.  At least one of the essential timed actions is rather hard to figure out, too.   In the second half of the map, after completing the dam, you get the Wings of Wrath and can fly around some big spaces battling a big mass of creatures, which might be the most fun part of the map, but it's not enough to really redeem it and soon enough you're on to some dark, confined catacombs where the timed door gimmick comes back in force.   Finally you break free into some larger and better lit arenas where you fight a couple of class bosses and their minions.  After that you get a message that you won the map, but that you can still explore if you want to; at this point you have wings and a loopback is open, so I did so, found and killed a couple of optional sort-of-hidden bosses (with not much reward for doing so beyond beating them for its own sake), but ultimately couldn't find the last four monsters.  So I issued the console "kill monsters" command to see if any final scripted thing would happen if you wiped everything, but nothing apparent did; the "you win" script line is all the ending you get, with no formal exit.   There are also some missing texture errors; they reference flats from the Hexen beta version so if you load a texture pack that includes them, it'll fix the issue, but it's puzzling why they weren't included with the WAD.  There's some other weird texturing that almost feels like some walls were missed in the process of changing texture choices, and the way the ZDoom skybox feature was used is a bit weird and ugly.   I've seen worse by a lot but I would not recommend this one.
    • By Horus · Posted
      Impressive use of custom monsters, textures and sprites, considering the time period. The Mission Impossible-derived soundtrack fits the goofy nature of the map well. First map is my favourite, final map drags a bit.
    • By Logamuffin · Posted
      I'm so thankful that they changed the ugly red and white pill symbol to a green cross in the Doom Classic Unity port.   The text file going into incredible specificity with why it needed to be changed originally gave me a good chuckle though, so I won't give it 1 star.
    • By Horus · Posted
      Oppressive amounts of hitscan, tunnels and paths of limited lighting, plus very little health, turn this into a cover-shooter in the extreme
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