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Hells Half Acre

   (3 reviews)
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About This File

BACKGROUND:

I like wads with a kinda theme, not just haphazard stuff thrown together. Ones that sorta make sense; as much as critters from hell can make sense, that is. This one is kinda hell-based, but not actually in hell itself. It's some kind of an outdoor type area on Earth or one of the moons of Mars (you decide...) Anyhow, it's been overrun and slowly being converted by hellspawn, which of course you must utterly and irrevocably slay, being the fearless Space Marine. (all rights reserved, etc. etc.) No rest for the wicked...

Pretty basic formula: Find the switches to throw to allow you access to the keys you need to proceed though the level. Takes awhile to even see the first (yellow) key, so don't get discouraged.

All the stuff you need to do the level is provided. Just look for it. (i.e. the radiation suits)

No cyber-anythings or BFG's here. I like the more low-tech slugfest weaponry. Thank God for shotguns.

Pittsburgh sports fans will like one of the secret areas. And if you don't, well, get bent. =)


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Guest

  
Too primitive even for a 1996 map. No, even if you like mazes, this one plays boring.

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Guest

  
Great if you like mazes/ Not so great if you don't.

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Guest

Unknown date

  
Not bad. Nothing revolutionary but fun. 7/10 for me.

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  • File Reviews

    • By JudgeDeadd · Posted
      A cool ZDoom mapset with well-balanced new monsters, good music, and of course the star of the show: the new arsenal. I'm not the fan of the difficulty at some spots (did I miss something in map04 or is it meant to be an ammo-starved slog?) but when you've got the full arsenal at your disposal, the gameplay becomes really fun.
    • By stevenaaus · Posted
      Awesome Doom 2 chaos with a fresh look and weapons. Cheers The new weapons remind me of Q1 Malice. Loving the chainsaw replacement.
    • By Erick · Posted
      There's definitely some ideas put into use here, but the result is rather sloppy. You start off with three teleporters in the first room, so going in blindly, I couldn't tell if I had to take one teleporter first or if I can complete the level in any (almost) order. To sum it up, you have to go through these teleporters in a linear order to complete the level, otherwise you'll be greet you with locked doors that serve to remind you that you're going the wrong way. The level itself isn't overly confusing, but coming in the gauntlet room unprepared left a sour impression.   The majority of rooms are spacious and not very pleasing to look at. You'll see big open rooms with dirt and marble textures placed throughout, and aside of the pentagram room with Spectres and an Arch-Vile at the center, the map just boils down to big rooms and hallways you can run past through. With good use of powerups, you can get by most threats without an issue. There's some bits of carnage, but the overall gameplay feels plain.   A little heads up, but when playing on a ZDoom port, the teleporters at the start of each area will teleport you to a random destination. That is because their lines are zero-tagged teleport actions, meaning they will teleport you to any destination placed on a zero-tagged sector. This can make the level more confusing to complete as you may end up in an area you aren't supposed to be at. When playing in vanilla, these teleporters will always teleport you to the start of the level.
    • By Erick · Posted
      Decent 1994 WAD with some alright use of textures and nice swarm of monsters when you hit all the switches at the center part of the level. It's pretty standard as far as gameplay goes, it has a few optional areas you can go to but otherwise, it's short and linear. Compared to many other levels around the time, this isn't too bad.
    • By MuratMikal · Posted
      There're some obnoxious counter intuitive puzzles along the way but that aside it's a fair megawad. The maps are well made and the overall difficult is in the right spot for me.
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