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So How is Hell.

   (5 reviews)
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About This File

Same wad as my Dumb Wad except this version has more Monsters in it and it has less Weapons.


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Unknown date

  
This is dated January 1997. It's a pile of shih. You fight 79 monsters in a hideously angular large room, except that you don't have to fight them at all, because directly in front of you as you start is John Romero's head surrounded by barrels. Blow them up and he dies. You can even stand amongst the barrels and die and still move to Map02. Overall it's less entertaining to play than it was to write this review.

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Unknown date

  
hated it

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Unknown date

  
Shi+.

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Unknown date

  
Wow. A billion enemies and you can still beat the level by blowing up a barrel.

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  • File Reviews

    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • 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.
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