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Earth

   (76 reviews)
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About This File

Ten level episode replacement for first episode of Hell on Earth.

Story Line You arrive on earth to find it subverted by savage aliens. Your point of arrival is a rocky coastline with rolling surf: Levels: The Ruins (MAP01): You stand facing out to sea with rolling breakers splasing on the rocks. Behind you are the ruins of civilization, haunted with alien hellspawn. Seek the Sword of Damocles... The Tomb (MAP02): To have hope of freeing the world, you must take back the one place the enemy considers special... Mines of Moria (MAP03): Like its Lord of the Rings namesake, it is crawling with evil things... The Chasm (MAP04): The enemy is bivouacked in rugged coastal terrain. You mission is to clear them out... Strategic Defense Command (MAP05): A deep underground command and control center, one of the last great hopes for mankind in repelling the alien invasion. However, it seems to be off line, You need to find out why... Observation Station (MAP06): This place has seen some action before it fell to the enemy. Beware!... The Emerald Tower (MAP07): Your mission is to capture the Emerald Tower. Short, sweet, and relatively easy!?!... Ammo Pit (MAP08): This is the domain of the arch-vile. Trick him into helping you... Islands (MAP09): You arrive on an rocky island in a rugged fjord. Out to sea and somewhat up the coast is another, larger island that you must somehow reach... The Hill (MAP10): You must capture a heavily defended hill. Then home at last! You arrive in your comfortable penthouse suite where you end the episode...

Combat These levels contain a wide variety of combat situations requiring different strategies. To win these levels, especially at the more difficult skill settings, requires thinking in terms of fields of fire, looking out for your flanks and backside, and keeping open lines of retreat. Most of the monster placement is randomized so that their location and response are different each time these levels are played. Hence, you will be unable to count on finding specific monsters at specific locations. The monsters occasionally show sneaky behavior due to features in the level designs. Setting: This episode is set on a rocky coastline. with spectacular outdoor views. These include high vistas and overlooks, live surf crashing onto the rocks, scenic elevator rides on the outside of tall buildings, and a spectacular bridge crossing the canyon in THE CHASM level. General: Secrets generally have some clue that the thoughtful and observant player can spot. These levels are designed to be winnable at the easier skill settings without finding the secrets, but to win the more difficult settings requires locating most of the secrets. There are no totally hidden hazards or traps; there will always be some visual or audio cue to warn of there presence. Some of the pools and slime pits have depth, ie, you will sink into them, sometimes up to your eyeballs. One final note; cliff edges at most of the high vistas are lethal to fall off of (one cannot expect to survive a fall of several hundred feet in real life).


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Guest

Unknown date

  
Pretty nice and original 10 level set from the author of Phobos. I personally prefered that episode because here the gameplay is very lacking, but still, considering it was done in 1997, it's impressive and I always appreciate originality. Unfortunately, the quality drops as you play through to the end. I'd give it 3 stars, but I'll give it 4 for it's originality. With better execution this could've been a classic. Oh well...- TeH NeXuS

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Guest

Unknown date

  
First few levels are unbaleiveable, later levels are good, but not as. The rolling surf is awsome. 5 stars.

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  • File Reviews

    • By Darman Macray · Posted
      These levels are short, sweet, and pack a lot of punch. Complete with a humorous end-text-screen containing a healthy dose of silly shock-humor, this is a masterful triumph of Heretic map-making, and most certainly a must-play wad.
    • By Walter confetti · Posted
      A really frantic and fun DM map with pretty neat stuff like invisible pillar in the middle of the arena, doesn't have anything to do with the title but the level can become a BFG spamming fest soon, especially with bots. Less fun in SP but the arch-ville+bunch of nazi combo is a nice feat.
    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.   EDIT: Just discovered this is a ideally a DM wad… haha, for that purpose, it seems good. My original rating was 2/5, will change it now.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
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