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Hexen Upstart Mapping Project (XUMP)

   (1 review)
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About This File

This project should be run with GZDoom or Zdoom. Requires the HEXEN.wad. Supported for Co-op: up to 4 players. Designed for jump, freelook and some maps require crouch.

GZDoom is recommended as some maps look strange in zdoom and map18 sometimes crashes in zdoom.

Project Lead: HexenMapper Idea Base: DUMP projects run by TerminusEst13 Special Thanks: Zedonk, PerfectionismTech, Mikolah Playtesting: Ichor, Whirledtsar, HexenMapper, Zedonk Title Music: HexenMapper Titlepic: HexenMapper

MAPS (12):

MAP01 Title: Pit of Sorrows Author: Skeletonpatch (scripts/finishing: HexenMapper)

MAP02 Title: Garden of Torture (Hub) Author: HexenMapper

MAP03 Title: The Cursed Village Author: Manhs

MAP04 Title: Castle Klattakus Author: Dynamite Kaitorn

MAP05 Title: Frozen Sands Author: VIE-rus

MAP06 Title: Athenaeum Author: Watler Confetti

MAP07 Title: Sanctuary of the Damned Author: Manhs

MAP08 Title: Grisly Gorge Author: Whirledtsar

MAP09 Title: Abandoned Observatory Author: Mikolah

MAP10 Title: The Stagnum Ignis Author: Zedonk

MAP11 Title: Shattered Valley Author: Shades

MAP18 Title: Arena Author: HexenMapper (Lich trail ACS: Mikolah)

Hub Progression Scripts: If you need to open up the new areas of the hub, type the following commands into the console:

puke 50 puke 51 puke 52 puke 53 puke 54

These 5 scripts will progressively open up the hub.


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Effluvium1

  

Hi there!

 

One of my few hobbies includes testing WADs for Hexen. I've played all the ones on DoomWorld, and I'm sure you're familiar with all the superb ones (eg. Scourge of Viscerus, Vaults, Caldera).

I came across this WAD a few days ago. VERY impressive.

I would even go as far as to say that if an expanded version of this was released instead of Hexen 2 (which I also quite like), or even Deathkings, it wouldn't be at all questioned.

I had a fantastic time playing this WAD. Very taken aback by the sheer creativity and ingenuity of each and every map. Any hardcore Hexen fan (like myself) would have an absolute field day with this WAD. As is typical Hexen character, the puzzle element is incredibly intricate and sophisticated, but yet somehow still not overdone.

I used zDoom and it ran fine without crashing - however it did become a bit slow and glitchy in the Garden of Torture map - especially when facing the "blender" torture device.

 

Highly recommend this WAD - very well done!

 

- Anthony.

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  • File Reviews

    • By Ofisil · Posted
      Very inconsistent everywhere you look, from the overall feel of the megawad, to each individual level. The balance is all over the place, leading to levels having uber-easy regions mixed with insanely challenging, trial-and-error ambushes. The exploration is very hit and miss, mostly leaning towards miss. A couple of interesting places, but the wad just isn't that fun, even for those who have a high tolerance for old wads like me.    
    • By Havoc Crow · Posted
      An example of how not to make a map. Lots of ugly rooms filled with same types of enemies. The blue key room in particular has about ten hell knights and barons trapped on pillars, and you have only a super shotgun to fight them; thankfully, what _would_ have been a mind-numbingly boring fight is skippable because the blue key is right there for you to take. Errors large and small abound, such as the pass-through metal bars or the clumsy approach to detailing and shading.
      New music, in the form of a bad-sounding midi which barely has any rhythm.
    • By Havoc Crow · Posted
      Finished within 4 minutes or so A 2016 re-release of a 1994 level. The text file warns: "Bad, really bad 1994 quality", and is right; there's nothing whatsoever interesting about this level -- you enter one flat room after another and shoot at haphazardly spread out monsters. There is an "invisible teleporter" gimmick which, however, I have barely noticed in my playthrough. The exit isn't even hidden or locked in any way, and can be easily stumbled into accidentally. There's nothing to say.
    • By Havoc Crow · Posted
      The map feels very linear throughout, with you basically doing one thing in each room and moving on to the next. The rooms are very varied though, and there is actually something pleasant to uncovering the successive areas. There are some puzzles, one of which involves illusionary walls, with a zombie shooting at you from "nowhere" being the only hint; this is a clever puzzle but it could ruin the map if the player accidentally kills the zombie early and gets stuck. The spiderdemon hall near the end contains what is either a glitch or a really annoying "trick": columns that seem safe at first, but actually don't shield you from the spider's gunfire at all.   Almost finished, ~20 minutes; died to the spiderdemon.
    • By Havoc Crow · Posted
      (MAP03 review only)   Finished, ~20 minutes Yet another map which drops the ball in terms of difficulty. Health is provided in extreme abundance, and even when heftier enemies show up, their attacks are easy to dodge in the huge arenas (even the cyberdemon/spiderdemon fight at the end provides such ample cover that you need almost to be _trying_ to die -- as, uh, has happened to me). I've once read that, with the advent of modern source ports which streamlined mouse aiming, older Doom levels suddenly became very easy; this would explain why so many of these mid-90's maps feel so strangely unchallenging...
      The area beyond the yellow key door offers a more interesting fight, what with the corridor filled with lost souls. However, the map quickly loses momentum after that, wasting the player's time with the pointless room of six teleporters, which all turn out to lead to identical closets with medikits. Turns out, that room is just a red herring; the real way to progress is to open a door indistinguishable from a wall. Annoyingly, having to hump the walls to find the hidden door happens several times throughout the map.
      Powerups are scattered haphazardly, including a pointless invulnerability sphere, numerous invisibility spheres despite the total lack of hitscanner enemies (this is another 90's thing, it seems; did the people back then _really_ think invisibility spheres helped against projectile-throwing demons?), and a light-amplification visor despite a lack of dark areas where it'd be useful.
      The map topology is as basic as it gets: a small starting room with four doors, one initially open and three locked with keys, each door leading to a totally separate area housing the key to the next door over. Each area is distinct visually, although there's a lot of simplistic-looking, overly large rooms. There's fairly little interconnection between individual rooms within each area; mostly you just progress from room to room, and things like windows are rare. The map suffers from "symmetry syndrome", where the mapper goes out of his way to make every room symmetrical, without thinking if it improves the room or not (example: in the red door area, there's a side room housing an irritating slow-moving lift, not worth visiting except to get 100% kills... and this side room of course gets dutifully duplicated on the other side of the area).
      There is custom music in the form of a rock midi, not particularly well-made, but not overly grating either.
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