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H2H-Xmas.wad

   (93 reviews)
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32-level pwad for Doom2 (Doom 2, required)


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MuratMikal

  

This one is a good megawad. It's indeed overpopulated with revenants (e.g = in map 12 there're 165/map 14 - 115, etc) but the authors give enough weaponry for deal with them then it's alright. The only complaint I have is some maps could use more monsters, as some maps have below 50. Play it only if you don't mind the overwhelming quantity of revenants in some maps.
 

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Katamori

  
Makes my Christmas better since 2009. A true happiness bringer, absolute classic never getting old.

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NuMetalManiak

· Edited by NuMetalManiak

  

there sure aren't a lot of fans of Christmas on Doomworld, are there? not that that matters, as Christmas-themed FPS mods back in the day were just not good. for those that don't know, Joe Wilcox went on to form Simply Silly Software, the company responsible for Duke: Nuclear Winter. here, we see a collaboration effort of authors who make quite a few peculiar Christmas-themed wads, with some being recycled deathmatch maps retooled for singleplayer. wad overall is ugly, but the combat definitely gives the Hell Revealed vibe (this was before HR btw). a bit overdose on shotgun guys and revenants, and sometimes the layouts are wonky. Dave Swift in particular was responsible for the more slaughterish levels, particularly MAP12, while Pavel Hodek restructures his own deathmatch maps for singleplayer as well. there's definitely a lot of memorable maps here besides MAP12 mostly because of the encounters, especially through the middle of the megawad. plenty of errors and design that would be frowned upon today. MAP14 has some broken parts, while MAP22 has only 2 monsters on ITYTD/HNTR, and what's up with MAP30's monster spawns? they should be in the map. this is one of the roughest levelsets out there, and the most notable Christmas-themed one just to ensure there's some charm. every level is still completable thankfully.

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Guest

  
There wasn't much new graphics, and levels were crude representations of what they were supposed to be. So aesthetics-wise, this wad is lacking and doesn't have that much of a "Christmas feel". Gameplay-wise, it overuses Revenants, has some hitscan hell parts, and there's absolutely no sense of difficulty progression with outright schizophrenic difficulty. I still had some fun though and some of the levels were neat. A decent pick if you're looking for an old school wad, but very lacking by modern standards

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Guest

Unknown date

  
IMO it's done just enough Xmas spirit to not overwhelm the DOOM game (I don't want a Xmas makeover like the Simpsons one). So for that, it's brilliantly done. Does anyone know where did the "12 days of christmas" come from because this version is perhaps the BEST I've ever heard, using a key transition to keep it fun!

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Guest

Unknown date

  
Pretty damn good wad. 5/5

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Guest

Unknown date

  
What the fuck is this stinking shit? Annoying sounds, missing or misaligned textures, boring and crappy map design... Mandatory 0/5.

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Guest

Unknown date

  
This one is legendary, I used to play it a lot in coop. the design is not so good but the gameplay (the fun!) is definatly there 4/5 - PerOxyd

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Guest

Unknown date

  
Christmas + DooM = fuck no.

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Guest

Unknown date

  
I admit, now, it seems really cheesy. However, when I first played this, I thought it was awesome, walking in a winter wonderland with Christmas music in the background killing demons. This WAD has been a classic for me and my friends. We play Co-Op every December for the past 10 years. Still pretty fun singleplayer.

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Guest

Unknown date

  
it was funny! 5/5

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Guest

Unknown date

  
very good Christmas time WAD. get me in the spirit for Christmas. There is nothing better then waking up Christmas morning and killing demons with the chainsaw!!! 4/5 -r_rr

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Guest

Unknown date

  
A reasonable wad, from 1995, it looks ok and plays pretty alright. It looks of course a little dated but for novelty value it's ok. The sprites (trees) look good but of course creating Christmas themed monsters and more textures would have been good. 3 stars cannonball

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Guest

Unknown date

  
yep, it is really legendary !!! if you love to wrestle with billions of Revenants, here you go ;-) in deed it is challenging, good textures and just fine stories and action. Classic-must-have-in-your-doom2-directory - wad ;----))))

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Guest

Unknown date

  
Revolutionary for its time.

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Guest

Unknown date

  
yknow what would be impressive is if this actually WORKED

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Doomkid

Unknown date

  
You'll always find this in Doom servers around the holiday season, Even if it doesn't have the best maps ever made, it's friggin' H2H Xmas. Legendary WAD.

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Guest

Unknown date

  
It's technically very crude. The new graphics are very poor and the voice samples are... eccentric. There's a spiral staircase on level three that's horrible. But it's fun to play, so four stars; it's like a kind of crude punk Christmas wad.

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mallo

Unknown date

  
I liked the mod (except for some maps which are God-awful), it doesn't bring Christmas feeling, however. Also, most of the custom textures look awful. (Not sprites, however)

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Guest

Unknown date

  
Wery good and funny wad. More and more revenants. I hate this.

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Guest

Unknown date

  
the xmas megawad. 3 stars for this. Daimon

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Guest

Unknown date

  
It was very good despite the christmas music.

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Guest

Unknown date

  
The new graphics are ok. I didn't like most of the levels though. Some of them felt really random and didn't even match the names of the level given.

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Guest

Unknown date

  
i'm up to level 10, and its been really fun for an older megawad. wish I would have heard of this wad when it was released in 96! 2 thumbs up so far :) -magor

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Guest

Unknown date

  
king of 1995

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  • File Reviews

    • By valkiriforce · Posted
      This had lots of fun exploratory elements and fancy visuals, but I wasn't so keen on the abundance of dark caves crammed with the larger Doom 2 beastiary. At first it started to feel like a commitment playing this wad with the first few maps leaving much to be desired, but I started having more fun when I reached maps that had more breathing room for running and gunning. The lesser maps really feel like they were early efforts, with some consisting almost entirely of cave crawls - made worse by the fact that many of them have hidden lines on the automap. Another thing to note: Ritenour seems to like putting things very close to the edge like a key or a switch, so make sure you check every corner carefully, as some solutions were very close to a cliff edge. Falling off could spell your Doom, as often the lower cliff ledges damage the player with no escape. There were also very thin ledges which could be climbed, so that was another easy to miss solution. Despite the low points dragging the experience a bit I greatly enjoyed the visual work of crashing waves, a clever skybox and nice island locales with mountainous structures and buildings. It was worth a visit in Doom's earthen vanilla equivalent - and it's quite the achievement for something this old, I just wish I could see where I was going in those darn caves...
    • By NuMetalManiak · Posted
      here for the seventeenth installment of dwspd, the theme is to build a canyon. like the previous installment, this is a relatively common theme for mapping, therefore the maps are expected to be pretty decent, and well they mostly deliver. once again Fredrik's map is the first one, and it blows everything else out of the water. kind of a bad thing to make it the first map to be honest though, because it could make some players believe that the other maps after it would be just as good, but that won't be the case when you play the rest, as they don't really have as much bite as that one does. to further exemplify that, once again the MAP02 slot is disappointing in comparison, while MAP06 and MAP07 are both unfinished (nothing but layout in MAP06, while it's pretty much impossible to get the red key in MAP07. not the worst to offer, and Fredrik's map serves as an insane opening challenge.
    • By NuMetalManiak · Posted
      dwspd's sweet sixteenth installment focuses on the theme of abandoned mines. now that's a good map to make a theme on, MAP26 is a personal favorite of mine for Doom 2, and these maps as a whole do pretty well to capture that theme. of course there's a few weak ones like MAP02, but at least they adhere to the theme. many of the maps have low monster counts and low challenge overall. the exception is naturally Fredrik's map, one of his most unforgiving. pretty ballsy to actually make that the first map to play here (you don't need the blue key by the way). not much else to say overall, other than thematically speaking this did pretty great.
    • By NuMetalManiak · Posted
      here we have the fifteenth iteration of dwspd, which also invokes a specific set of rules known as WYSIWYG or "what you see is what you get". relatively speaking, no doors. which seems like it could be easy, a simple outdoor or cave-like map that completely lacks any doors works well enough. the first map is an example of what I'm talking about. ugly as fuck all with no detailing, but it does what it needs to do. the next two maps sadly actually have doors, which sort of ruins the theme. MAP03 is worse than MAP02 (MAP02 has a problem with the beginning as well as the key door not being marked), while MAP03 you can go through a certain fence. and yeah, there's only three maps, but not one of them is really good. MAP02 comes closest, and just because it has doors, it at least has windows so you can see what's behind. but this is easily a weak dwspd compilation that isn't worth checking out.
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