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HQ.WAD

   (4 reviews)
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About This File

This level may be played all by itself as the second level of the second game, but is intended to be played as the second level after the "CANYON.WAD" (At the end of CANYON.WAD, you're loaded up with ammo, etc., which is particularly useful for less-experienced players who are playing at a higher-difficulty level)


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Guest

Unknown date

  
A good map, though maybe a few too many barrels.

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Guest

Unknown date

  
This is dated August 1994. It's reminiscent of CANYON.WAD, in that it's large and wandery. The design is a bit more sophisticated, with some light-sourcing that's very impressive for 1994. Unfortunately the level is very mazey, and feels like an exercise in light-sourcing. At one point you have to flick a switch in a pitch-black hidden room, otherwise you'll wander ad infinitum. Overall it's not bad. Seems to be the author's second and final Doom level.

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  • File Reviews

    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
    • By Nems · Posted
      Aside from a couple of stinkers (I'm looking at you, maps 20 and 33), this was a pretty fun and challenging map set to play through. For the time limit imposed in order to make these maps, they're of pretty nice quality, I think. While I wasn't the biggest fan of the (in my opinion) overusage of Arch-Viles and Revenants, it was still a fair challenge.
    • By Classicgamer6 · Posted
      Disregard earlier review server error caused me to download the incorrect file. So what do I like? The textures combined with the sharp lighting contrast between heavy dark and rather bright areas. What I don't like is the rather empty feeling level with large rooms and corridors filled with medium tier enemies on Ultra Violence, i.e cacodemons and hellknights, while only given a shotgun and chaingun. The issue with this is that encounters become more tedious than dangerous. I would add a super shotgun or spread out the medium tier enemy placement. The level detailing leaves a lot to be desired with the large empty grey rooms/corridors reminding me more of Half-Life than Doom. With some more detailing and better monster/weapon placement I would rank this higher but as it stands this level leaves a lot to be desired.
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