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Hell Revealed

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About This File

Hell Revealed is a megawad, a 32-level replacement for DooM II, created by Yonatan Donner and Haggay Niv.

In Hell Revealed, you will find: 32 new high-quality very detailed levels, many new graphics including textures, flats, skies, status bars and others, full skill-level support and additional attention to coop-players, and extreme challenge.

Hell Revealed supports single player, cooperative (with additional weapons and enemies) and several maps have special DM parts (maps 1 and 2 are especially good for deathmatch).


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Summer Deep

  

Played this on HMP difficulty and found it very manageable, despite having read quite a few reviews which implied that it becomes almost impossible by halfway, even on this setting. Quite honestly, it was a very fair and enjoyable challenge and I didn't find the gameplay or the graphics dated or disappointing in the least. Levels 24 and 26 are mightily tough, but well executed and satisfying to complete.

 

It's also worth pointing out that the wad is very generous in its provision of health, armour and ammo. No 'resource management' nonsense here, LOL.

 

The only reason I've not given five stars is level 30. Never really felt that the IOS is a worthy or even legitimate element of Doom, and its use in this wad, as in one or two other megawads (eg Alien VendettaDTWID2) illustrates the point. It's very doable on the two lowest levels, but the step up in difficulty in HMP (and presumably even more so in UV) is staggering. You'll be lucky to get onto the platform (or anywhere near it) more than once on most attempts, and the authors also introduced a timing issue into the rocket firing, which doubles or triples the difficulty. I finally managed to complete it after about 100-plus attempts, but needed to save twice in the process.

 

Disappointing that so many megawad creators have apparently felt obliged to use the IoS in their final level.

 

 

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Spie812

  

Hell Revealed is one of those mapsets that became famous for its difficulty. In my opinion, HR is an excellent WAD that has stood the test of time and remains something that delivers a slighlty dated but fun and very challenging experience.

 

Many of the maps offer something memorable in them. Most of the best maps are in the third episode, such as MAP22, MAP24 (probably my favorite), and MAP26. If I had to pick out a worst map, it would be either 18 or 20. Detail throughout HR is pretty sparse and simple, but never bad looking or otherwise offensive. Out of the two mappers, Yonatan is easily the better one, featuring better layouts, more varied encounters, better decoration, etc.

 

The thing that makes HR so famous is its difficulty. I found that despite its age, HR has one of the smoothest difficulty curves of any WAD that I have played. It starts you off very easily, but slowly raises the stakes until you hit the iconic slaughter of the third episode. Generally speaking, each level is just slightly more difficult than the last in such a way that you never really feel overwhelmed or unprepared for what lies ahead. HR is very hard, but almost always in a fair way. There are a few spots that feel unfair, but they are the exception rather than the rule.

 

The gameplay that is offered is different from what most people are now used to. The maps seem to focus on mid-tier enemies such as the revenant and baron. My biggest problem with the gameplay is that at times it really shows its age. HR seems to come from an era just before people learned that shotgunning barons isn't very fun. MAP20 is one level that really suffers from this. However, between the parts that drag is pure gold. Far from the BFG spam that is the stereotype of slaughter, the BFG remains a rare treat and you have to focus on your RL and SSG for most of the dirty work. Because of this, I found that HR requires a lot more strategy and planning. I spent some time on several levels with -nomonsters planning for the chaos ahead. HR is tricky but very fun and rewarding when you finally succeed.

 

Overall, Hell Revealed is an iconic mapset that captures some of the origins of Doom's more difficult side. It is something that everyone should try, and if it gets too hard, don't be afraid to tone down the difficulty since "after all, that's what difficulty levels are for!"

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Agent6

· Edited by Agent6

  

Another classic megawad has been finished.

 

Since it's obviously going to be compared with Alien Vendetta, one of the first things I noticed during the progression is that it's pretty well balanced, there's no surprise levels where the difficulty spikes, it's consistent from start to finish. It has aged well, perhaps even a tad better than AV, but there isn't really anything remarkable about the layout or the texturing of the levels, and as expected the gameplay is the focus which, for the majority of Hell Revealed, is solid. However, there are a map or two which have mediocre gameplay, most notably MAP18 Hard Attack. The problem of this map are the ill designed enemy encounters, which take place in a few cramped spaces at the beginning, and the focal point of the map relies on an extremely poor kind of infighting. You have to climb a wall using an elevator, and the said wall is full of Revenants, Hell Knights, and Barons. The most efficient and economical method of passing this area seems to be allowing the Cyberdemon to take care of the enemies who come down when you activate the elevator, but takes a lot of time, not to mention that there are a few waves of enemies, at least one when you need to reach a room, and another one after you return from it. There are also 4 Cyberdemons in a room with a switch who keep teleporting and occasionally fire a rocket at you. At least it's a rather short level which looks decent at the very least, but these are the only qualities of the level...

 

Either way, with the exception of MAP18 there aren't any other poorly designed levels, all the others are fine and fun enough, save for, perhaps, a few rooms here and there that are almost completely dark in MAP26 and MAP29. MAP26 also features ghost Imps and an intriguing design, seemingly taking place somewhere in space, but extra care is advised here since loads of enemies are present and the encounters themselves are rather brutal. However, the usage of the previously mentioned ghost Imps is not very good. In fact, Icarus did a better job with them in a map which used ghost enemies for almost its entirety. Here, they're little more than an annoyance. They don't add much to the experience and also feel out of place, an attempt at adding something more unique and unexpected that ultimately doesn't pay off.

 

The levels are more or less created in slaughter style, therefore they all share a couple hundreds of enemies but the numbers don't go into the thousands from what I remember. Some of the encounters are rather merciless, and the authors surely loved using Hell Knights, Barons and especially Arch-Viles, this combination being one of the toughest in Hell Revealed. And towards the end the Cyberdemons make a significant amount of appearances, but shotgunning them was quite fun, and more exciting than Barons. You could also rely on the Rocket Launcher and the BFG to take them out, but the maps don't seem to offer enough ammo so that you can keep using them for almost their entirety, and that's actually a good thing, it wouldn't be fun otherwise. On the other hand, they most certainly offer copious amounts of shotgun shells.

 

My favorite level is probably going to be MAP28. It's a rather short and straightforward level despite its size, but I enjoyed the atmosphere of the map and the textures used, and it was neither very difficult or easy. This level is followed closely by MAP16 which features lots of browns and red, but not particularly exciting encounters so it doesn't stand out in this respect. Still, I loved its look and overall gameplay nonetheless, there's some really beautiful bloodfalls, although technically there are better maps in the megawad. MAP30 of Hell Revealed is a typical Icon of Sin level, but it's a fitting conclusion to the journey.

 

While the encounters are generally good, certain enemies are underused, while others are overused. Hell Revealed seems to mostly rely on boss tier or just generally tough enemies. This means that enemies such as the Arachnotrons, Chaingunners, Zombiemen, Shotgun Guys, Spectres, Pinkies, and Imps are encountered much less frequent than Hell Knights, Barons, Revenants, Arch-Viles, Mancubi, and Cyberdemons, with the Pain Elementals and thus Lost Souls on the middle ground. If you hate hitscanners or otherwise just these enemies in general you're probably going to like this, however due to overusing the strongest demons the encounters do become predictable, and on a few occasions boring. Luckily, their placement and usage is still good most of the time so the encounters themselves are still exciting, preventing them from falling into boredom, keeping you focused and careful, yet they could've used more variety. This is something that AV avoided and in consequence, the enemy usage there is slightly superior.

 

The megawad also introduces a few new music tracks which are combined with the vanilla Doom soundtrack, so it's not a complete replacement. It also features a new red status bar, intermission screen, menu background, ENDOOM screen, and a couple new sky textures which are just gorgeous. However, there are no new sounds or enemies introduced.

 

As about the difficulty, having played Alien Vendetta as well as Ancient Aliens before (and I must mention that AA tops both AV and Hell Revealed) it wasn't very difficult for me, except for the occasional unforgiving encounters. Despite this, it's certainly not targeted at average players but most certainly can be completed by them, even on UV since it's not nuts, regardless of whether you're going for it blind or not. It also doesn't involve a lot of trial and error, especially compared to the other 2 megawads I've already mentioned, save for MAP24 perhaps, which takes a while to understand the first time you're playing it, but after that it's fine. It's perfect for experienced players but in no way impossible or ridiculously hard for everyone else.

 

All things considered, it's a solid classic that's definitely worthy of its status. It's fun, challenging, beautiful, but most of all fair, and it has aged pretty well, some of the levels doing this even better than AV, although I consider the latter superior overall, which is why I'm giving Hell Revealed 4/5 stars, while Alien Vendetta got 5/5. And despite my comparisons between the two, I'd very much let them stand on their own and speak for themselves.

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GuyNamedErick

· Edited by GuyNamedErick

  

I remember really liking Hell Revealed years back, thinking it as among some of the best megawads out there and even today it does hold up to its classic title. Now visiting this megawad again in 2018, the flaws became more apparent and honestly this megawad is half the time fun and half the time a chore to play to through. It is fun in coop given the high amount of enemies, sure, but playing on UV single-player, the quality of the levels are rather inconsistent.

 

In the first episode, Hell Revealed doesn't start off so bad, while it's pretty brown and green all around, the mapset does sufficiently in introducing you what kind of mapset you'll be playing, and it won't be an easy one (at least for the more casual Doom player). So overall, the first episode is good enough, I really like MAP07 with how it's shaped like a spider and you have to fight many Arachnotrons and a Spider Mastermind. Of course, while the first episodes sets forth that the WAD will be tough, that doesn't always mean it'll be tough in the sense that it'll be painfully hard. In fact the first episode is pretty easy overall if you know well what you're doing, nothing too bad though. That's where the second episode comes, where the quality starts to show its inconsistency and the not so pretty texturing of the maps. While some maps are open and allow some exploration such as MAP14 and MAP15, among my favorites of the mapset, others are just cramped and has you fighting in cramped hallways with no ammo for your other weapons. With most of your ammo being shells, if you want to be conservative with your ammo, you'll have to find yourself attacking Barons with a SSG or using a SG against Mancubi from a distance. And when you find yourself doing this for 30 minutes or more in 1-2 levels every now and then, it makes Hell Revealed a rather tedious experience. It's a shame there isn't more maps like MAP14 and MAP15 since to me they offer the best of Hell Revealed, and maps such as MAP18 pretty much comes off as tedious and annoying rather than say difficult.

 

Speaking of the difficulty, it's weird how some maps have plenty of Cyberdemons and other tough enemies to some maps suddenly having next to no Cyberdemons and mostly Imps instead of Barons. The third episode opens up with a fresh look and a cool skybox, of which you pretty much get supplied with all your weapons and full ammo, however instead of starting off with a difficult map, there isn't a whole lot to worry about in MAP21 as you can just go back to the beginning of the map for 200% health and armor in case you take damage, killing any sense of intensity here. Then MAP22 appears and suddenly you are back to hundreds of enemies around every corner with tons of Cyberdemons waiting to get you. There could have been so much more to the second and third episodes, I especially like MAP26 here but instead most levels are just drab and tedious to play as they don't hold up a consistent difficulty curve and even if maps do get tough, sometimes they don't have the resources you want to get through them. It doesn't help that some of the levels have nonsense encounters, which often brings more frustration than (a good) surprise. I should also mention that the secrets are nothing really clever, for the most part they're obvious push the wall for resources that you need secrets, and rarely is there any interesting ways to find them like MAP15's secret switches to get to MAP31.

 

Overall, while Hell Revealed isn't really a bad megawad, it really hasn't aged well 20+ years later, surpassed by more modern WADs that refine the gameplay style of Hell Revealed, with more consistent levels to boot. Hell Revealed is worth checking out for the historical factor, but if you're looking for a good series of high quality levels, you're better looking elsewhere as I don't feel motivated to play Hell Revealed again after this.

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- Crispy Doom 4.2

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset

- Saves every 10 minutes or so.

 

This was, something. One of the most (in)famous megawads from the 90's, which is mostly acclaimed for it's high difficulty and as a pioneer for slaughter gameplay, among other things. I can definitely see why this is still a well-known wad in the community, and to be honest my expectations were a bit higher than reality. Unfortunately, there's a lot of stuff that has aged, not so well. For instance, the aesthetics are very very simple, pretty much every single map has green, grey and/or brown textures with little to no detailing. Then there are a few exceptions with new textures (more brown) and neat effects with, for example, portals (map 26). But the majority of the layouts are squared boxes with stuff in them, and with stuff I mean monsters. Plenty of bumpy floors and some questionable positioned lamps. Yet none of these overly affect gameplay, and I get that the wad focuses more on combat, so my feelings are not directed to the visuals, or the music which is limited but real good...

 

As for combat, here is where I had my issues. The wad states from the beginning that is going to be a very populated mapset. But, this doesn't mean it will always be tough. There are many cramped fights as well as overly spacious encounters where any threat is missing. Monster placement is a complete mix bag, rolling on the bad side for specific types of enemies. The most affected one is the Baron of Hell, which 90% of the time is meant to be dealt with a SG/SSG via door-camping or to suppress monster count. Another one is the Cyberdemon in the similar respects, but times changes and I understand this monster used to be a more intimidating thing back then. To add more negative things, monster blocking lines eliminating any kind of danger (pinkies), lack of proper weaponry/ammo just to cut down the "grindy-ness" (thinking for pistol starts), and tons of optional nonsense encounters (I can calmly hit the exit button, and a spiderdemon appears miles behind me for whatever reason, why?)... Of course, there are interesting things to save from the whole mapset: tense situations with "bosses" were rare but I recall a couple with, a mastermind in map 12, and a cyberdemon in map 14; the ring in map 31 where priority targets are not just the usuals; infighting simulators, often high-tier vs. mid-tiers, particularly in map 23; a great The Living End-like map populated by so many archviles; a map starting into void, which looks iconic for the visuals.

 

Secret wise, if there's something I don't like is secrets you have to wall-hunt, via hit or shoot, to magically stumble upon one, and there's plenty of these. In addition, these kind of secrets usually contain something crucial to the maps they are into, such as weapons to reduce "grindy-ness" (the SSG in map 27 is, offensive). One standout is the pitch black maze in map 29, a pretty clever kind of secret with inescapable pits (not offensive at all personally talking).  

 

So, for favourite maps, only map 24 is the one I liked a lot, the rest vary in between good/ok/so so/please no. The worst one being map 30, I can point out at least 15 bad things in it from my POV, but whatever, IoS maps don't appeal to me. Afterlife (26) could have been another favourite, if I could grab the RL earlier. 

 

All in all, the mapset is just ok as whole, I'm glad I visited it to see what was Doom for doomgods in the earlier days, and I'm not unhappy with my experience. For recommendations, in short words, go for it on continuous first and, take advantage of your carryovers, otherwise, pistol starting might be too tedious with, barons. My rate would be less but, since it's an old wad, I think I'll give it a 5/10.

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Zalewa

  

I have recently booted this historical WAD for a full, UV playthrough in single player. How does it fare now in 2017, 20 years after its release? Unfortunately, not so well.

 

This is a WAD full of contradictions. Sometimes the fights are numbingly easy - sometimes you are immediately surrounded by a flock of arch-viles and some rocket moo-moos. Sometimes the action stales and you become a stationary turret, blasting away doors-with-health - sometimes the action is packed with running around and picking off singular targets until you are done. Sometimes the levels have good design - sometimes it's really, really awful.

 

My favourites? The sandboxy city MAP14? The circular MAP15? There are more good levels here, but there are equally many poor ones.

 

I didn't know I remembered so many of those levels from ZDaemon days, where this WAD was hosted to death on many coop servers. This was a strange thing, because there are several places in this WAD where you can get the map stuck - and not only in coop, mind you, but also in single player if you act quickly or rashly. To this day I remember entering servers which were always on a map already stuck, awaiting admin action to push the game forward. With the "vote changemap" feature not being present at the time, it was an odd WAD to host. The authors provided items for 4-player coop, but also forgot that players die in coop and then respawn at the starting point, behind the wall/door/lift that closed forever.

 

This is a classic; a one of the pivoting points of Doom history, but it did not age well. I salute it, but I also walk away from it, glad that I'm done, without desire of ever coming back.

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Gallic00

  

I had fun with the couple last levels, where the fights were more balanced and less boring.  The first half is a bit tedious.  I remember playing it and having a blast when it came out tho so I guess we are accustomed to better quality nowadays..

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doomfan444

  

Legendary, enough said!

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Katamori

  
Meh. Legendary, etc., yet definitely not satisfying for me. 3*

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Dynamo

  
Of all the classic megawads, hell revealed has got to be the *sorriest*. Hell Revealed is a case in study of bad map design, with most of the levels consisting of either claustrophobic rooms, endless corridors or huge rooms with massive fights ala serious sam. none of these are fun or interesting to play, and they are absolutely UGLY to boot! Worst of all is that this came out after wads like obituary and memento mori had outclassed it in playability, looks and difficulty. What a sorry attempt. 1/5

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Spectre01

  
One of the worst megawads I've had the displeasure of playing. Ugly level design and boring gameplay. There are much better "hard" megawads that don't waste your time shotgunning Barons. 1/5 for catchy music and influencing significantly better works like AV.

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Nazgul9

  
Absolutely mind blowing and fully deserving of its legend status, a class of its own even 18 years after its release. Even the simplistic design works in favor of the experience... may not be your cup of tea, but its quality and influence are undeniable. Solid 5!

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Argent Agent

  
A nice wad. The early maps and last couple of maps were weak, but the rest was a fun experience.

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Combinebobnt

  
Classic and hard, later maps are great even today

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Guest

  
i hate this. Too many monsters. dull texture . unimaginative. with teenage boys who like to play on a thousand opponents, and so many . totally inadequate as an intellectual product. What a good career ? UAC Ultra, Phobos2,Earth, Shotgun Symphony, Demon Eclipse1, etc. Hell Revealed a shit .

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mdmenzel

  
The perfect hard map set that is not a slaughter map. I love the gameplay here.

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Guest

  
Still a Godlike level set that holds its own to this day.

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Guest

  
Freakin afterlife sucks!!! U guys like need more cell packs in that damn level. It was harder than post mordum if you ask me. You want like extreme challenge download this wad. It's crazy hard

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MajorRawne

  
Even today, after playing Scythe, Resurgence and Deus Vult, Hell Revealed is still the daddy. Modern slaughtermaps have lost their way; they are just battles against blocks of pop-up monsters. HR.WAD remembers it's still Doom, yet it puts up one hell of a fight. 5* for its impact on the community, for being light years in front of all modern slaughtermaps and for dragging me back again and again, even though I don't even fething like it. I hate slaughterwads!!!

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Guest

  
blows my ass. uses ROTT ost over and over, among other issues. download requiem/mm/av instead

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dg93

  
Legendary 5/5

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Guest

Unknown date

  
Takes Doom to a whole new level.

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Guest

Unknown date

  
Another megawad worthy of my time and my skills. the later maps are what I like better. My favorite is map 24. -dljosef

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Guest

Unknown date

  
To be really honest, I don't like this at all. Too many monsters (obviously), but also too many cramped, under-detailed spaces. Architecture is bland and uninspired. Basically, this hasn't aged well at all. HR2 is much better.

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Unknown date

  
You either like the slaughterfest style or not, but in either case you can't deny HR does it perfectly. 5/5

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • 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.
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