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Hell Revealed

   (481 reviews)

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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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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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Ex Inferis

  
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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Guest

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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Guest

Unknown date

  
Legendary -Dron

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Guest

Unknown date

  
Just managed to get through this megawad without saving during the levels. Damn this is a bloddy tough map. But it is of an amazing quality. 5/5

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Guest

Unknown date

  
Love it

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Guest

Unknown date

  
I have this. IT IS COOL!!! It has its odd parts but it is still cool!!! 5/5 Stars!!!

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  • File Reviews

    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
    • By Walter confetti · Posted
      One of the earliest Doom user maps and It shows. Despite the raw and empty design, the author take a good use of 3D space creating a small fortress surrounded by mountains, the level Is fun to play and not hard. A fancy escapade and a piece of modding history.
    • By Walter confetti · Posted
      Third and final released map of a WIP episode by David Rager, it's more long, complex and hard than the previous entries in the series. A well made map with pretty challenging parts with a mix of monster usage, envoirnmental hazards and some puzzle gameplay. Fun but pretty harsh.
    • By Walter confetti · Posted
      Two more misplaced DM maps without a exit like QUDOOM (that at least had a exit room, while not functional) that caught me by their file name and leave me for the bad experience in SP. Chicken is just a long bridge between a thundering abyss where cyberdemons wants to destroy you, meh. Gangstar is a more fun map sets in a big, abstract warehouse where a cyberdemon roam free trying to kill you, shotgunners and lost souls are here in this Hell corner adding more pain to the thing, enforced by semi-hidden mazes, my favorite.
    • By Walter confetti · Posted
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