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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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M4rk3dF0rD347h

Unknown date

  
Pretty fun and challenging maps. The layouts on a few levels are a little confusing, and some of the secrets are hard to find (maybe I just need to play it some more), but this is a pretty good level pack. Especially fun with Russian Overkill. 4/5

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Guest

Unknown date

  
The most inspiring and important pwad ever. Just look at the vast number of demos that have been recorded for it. People don't spend that long playing a wad and developing strategies for it unless it's something very special.

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Guest

Unknown date

  
really good - Super Burrow

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Guest

Unknown date

  
Hell Revealed is simply a legendary relic of 32-level megawads. It's challenge is definitely beyond captivating, and the design is done quite well. This megawad is most certainly in league with Alien Vandetta. If you are into a very hard challenge then download this wad now! Its a must download! 5/5

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Guest

Unknown date

  
One of the best TC's i've ever seen. Well balenced all around. Cool traps here and there, and occational secret areas. All maps are fun to play and take some time to figure out. 5/5 -r_rr!

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Guest

Unknown date

  
HR > AV 5*

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Guest

Unknown date

  
This is WAY too difficult for me, but it's the BEST MEGAWAD I'VE EVER PLAYED!!! Cyberdreams is clever, but this... this is pure genius! 11 out of 10!

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Guest

Unknown date

  
Best megawad ever.

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Guest

Unknown date

  
Very hard levels which also test your tactical skills (see 13 or 24.) Very fine and relaxing ROTT music too (tho I HATE "resistance is futile" :) Still putting 5/5.

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Guest

Unknown date

  
The rise of the triad music in level 1 made me chuckle. 4/5 ~Joe Anderson

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Guest

Unknown date

  
The action becomes really tense after the first third. The authors aimed for a specific theme - it uses tunes from ROTT (rather catchy) and keeps on a typical texture palette. Overall it looks unique, even fitting the THEMES section of id games. Levels are tough, but what's good is that they make use of thinking tactics too. 5/5. IC

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Guest

Unknown date

  
At the end in one way or another everything dies . 5/5

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Guest

Unknown date

  
Ugh, it's so good. I wish my megawads got this kind of attention.

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  • File Reviews

    • By Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • 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.
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