Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Heretic: The Mysteries of Underville

   (1 review)
Sign in to follow this  

Guest

About This File

With D'Sparil slain and his bodyguard Maulotaurs defeated you step into a portal not knowing if it sends you home or to another twisted world. You are not scared of what you will find as you have witnessed horrors far beyond your wildest imagination. Will you have to fight for the rest of your life? So be it. At least you will die proud of yourself, of what have you achieved. The light around you fades out and you crouch into a fighting position with your wand pointed forward, ready to dispose of yet another bloodthirsty demon. But there is no foul beast in sight. All you can see is a familiar mountain range you have passed through countless times in the past when travelling with your Sidhe brothers and sisters. There's no mistaking it - this is your world, Parthoris. You are back. You're starting to get overwhelmed with joy when you suddenly realize that the only way to overcome those mountains is getting through Underville, an ancient underground village formerly inhabited by a powerful clan of Ogle miners. When the Serpent Riders arrived and began plundering the world the village of Underville was one of their first targets. As an important strategic point in war, it was swarmed by D'Sparil's minions and conquered soon afterwards. Nobody was left alive. Beaten in battle or executed with no mercy all miners were quickly disposed of and the village was turned into a bastion of evil. After that there was no one who could tell what they did to the place. Even coming near the entrance meant swift and ruthless death. There is no way around it. You have to fight again. D'Sparil's curse is following you like a shadow seemingly never to leave you alone. You embrace your destiny, whatever it is, and determined to end it once and for all you make your steps forward.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

D'Craven.0ne

  

First off, Def. would recommend. Architecture is solid, visually pleasing and I would imagine the gameplay flows smooth too. (Thing is, I wouldn't know... cuz I had the brilliant idea of playing on hard & missed the dragon claw.)

 

-PLAY ON NORMAL FIRST-

 

Here's why:

-I dunno about normal but on hard, ammo is extremely limited from the get go. Like "melee 60% of enemies and/or try make them infight" kind of limited. (Now don't get me wrong I like to save ammo probably more than most others.)

But "kill a dozen enemies get 10 ammo for the elvenwand" does not equal hard, more like tedious.

-Huge open areas, projectiles from all angles, some surround traps thrown in for good measure, paired with a limited amount of health pickups.

-Two maulotaurs ya need to drag out of the way constantly because they keep geting in the way of entering buildings. Also they tend to separate, so you constantly need to bunch them up.

(No you can't kill them... No ammo remember?)

-Most buildings have non-essentials (ammo for weapons you get later or armor) wich you can get at, for the cost of life and ammo.

-For the love of GOD, get the dragonclaw! -it's in the central building. (I missed it... TT_TT)

-Go out of your way to find secrets, you'll probably need the stuff inside.

-If ya find a ledge you won't be able to backtrack from, get ready for 2 dozen enemies.

-High and narrow walkways? Walls and such open up forcing you to choose between some life you can't spare or dropping off and go round again.

 

Conclusion: While I personaly had a Taxing experience, this wad is obviously well made, I just had the wrong approach. Play on normal first, get to know the map and then maybe go for hard afterwards.

Share this review


Link to review
  • File Reviews

    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
    • By Walter confetti · Posted
      A basic and nice looking showroom type of map where monsters are trapped inside glass prisons, no exit and no way to play this with any modern source Port like DSDA-Doom and GZDoom, but works really well in Crispy Doom. It was a pleasant experience.
    • By Walter confetti · Posted
      Conceptually not bad, it's a pretty imposing tower with some decent lighting, but no ammo at all despite having the guns and a VERY obscure way to rise up the floor in the lava pit? That's a big downer. But overall, it's ok.
    • By eanasir · Posted
      Well, the map is pretty basic. The map is quite challenging, with there being 0 ammo pickups (excluding the backpack) outside of the starting room. There are also nazis for some reason. I will give it 2 stars only because this really wasn't meant to be played to be enjoyed, but rather just a example of how to build a map in DEU.
×