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Hell Revealed

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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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galileo31dos01

   2 of 2 members found this review helpful 2 / 2 members

Done on HMP/continuous/saves.

 

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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Gallic00

   2 of 2 members found this review helpful 2 / 2 members

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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mdmenzel

   1 of 1 member found this review helpful 1 / 1 member
The perfect hard map set that is not a slaughter map. I love the gameplay here.

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Zalewa

   5 of 7 members found this review helpful 5 / 7 members

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.

GuyNamedErick, riderr3 and Viggles like this

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doomfan444

   1 of 2 members found this review helpful 1 / 2 members

Legendary, enough said!

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Nazgul9

   1 of 2 members found this review helpful 1 / 2 members
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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Guest

   1 of 2 members found this review helpful 1 / 2 members
Still a Godlike level set that holds its own to this day.

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dg93

   1 of 2 members found this review helpful 1 / 2 members
Legendary 5/5

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Guest

Unknown date

   1 of 2 members found this review helpful 1 / 2 members
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

   1 of 2 members found this review helpful 1 / 2 members
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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Guest

Unknown date

   1 of 2 members found this review helpful 1 / 2 members
Legendary -Dron

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Spectre01

   1 of 3 members found this review helpful 1 / 3 members
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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Dynamo

   0 of 3 members found this review helpful 0 / 3 members
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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Guest

   0 of 3 members found this review helpful 0 / 3 members
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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MajorRawne

   0 of 1 member found this review helpful 0 / 1 member
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

Unknown date

   0 of 2 members found this review helpful 0 / 2 members
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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Guest

Unknown date

   0 of 1 member found this review helpful 0 / 1 member
The rise of the triad music in level 1 made me chuckle. 4/5 ~Joe Anderson

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Guest

Unknown date

   0 of 1 member found this review helpful 0 / 1 member
Ugh, it's so good. I wish my megawads got this kind of attention.

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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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Katamori

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

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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

  
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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Guest

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

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Guest

Unknown date

  
Takes Doom to a whole new level.

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  • File Reviews

    • By Summer Deep · Posted
      A 1994 map with some of the limitations you might expect, but overall this is well thought out and executed. It's also a very good challenge, certainly on the UV setting. It's actually for E1M1, as another review points out.   There's a Doom 2 conversion of this on the Demon Gate CD compilation, and maybe others.   A bit better than the bare 4 stars. Around 8.5+ out of 10.
    • By GuyNamedErick · Posted
      I was surprised to see that this was a WAD made in 1994, it doesn't have many of the mistakes you would find in other WADs, it's fairly nonlinear but never to the point of being a bad maze, and it's a fun short map all around. While there might be a bit more ammo than you'll really need, the WAD is solid for 1994 and might even be fun for deathmatch, maybe. Overall, a 1994 WAD worth playing!
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    • By YouAreTheDemons · Posted
      Barely playable. You're given bare armaments, and have to contend with using a shotgun against Hellknights and Revenants until you drop down a hole, get stuck in a maze of tunnels filled with enemies, and then find yourself in an outdoor area, still unarmed, but surrounded by enemies. Honestly, I think Sisyphus has it easier.
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