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Hell Unleashed demo
by Isaac
new comments Doom 2, single player
released, doom(2).exe
screenshot #1screenshot #2screenshot #3
21.03.2009

Description:

9 maps worth of pure Doom fun and action. I was going to replace all 32 maps, but then I decided that that could wait until later on, so this is what I could come up with! Enjoy!



Ogerz001 writes:13.01.2009, 15:12 GMT+1

screen shot one looks crazy but the green is just kinda out of place looking
shot two looks good for a night map
and the third one is just a little bright on my computer's hi-def screen

Kristus writes:13.01.2009, 15:12 GMT+1

colorful

Dancso writes:14.01.2009, 05:42 GMT+1

ARGH! My eyes! Too vivid colours.

Isaac writes:14.01.2009, 09:53 GMT+1

For the first and third shot, I've been experimenting a little with some of the textures that I have incorporated into this wad. I can guarentee that the texturing may be a little different when I am finally finished with this thing.

Moti writes:14.01.2009, 13:55 GMT+1

You need to work on item balancing on your maps. Also work on texture choices. Screenie #1 looks half-decent, I like the texture selection but those blue walls that have water coming out of them look just crappy. You could use a different blue texture or even a green one.
Again with the second shot, the red texture looks annoying. The third one... Work on colors. Mixing four different colors in one part can be a total eyesore.
Either way, looks like you're improving since your first Hell Unleashed release to idgames. Good work, keep that up and pay attention to my criticism.

Isaac writes:14.01.2009, 20:57 GMT+1

I am sorry, but this wad is being discontinued. I just don' have the skills to be a great mapper at all. My maps are just lousy. I'll just stick to playing wads made by the best.

Moti writes:14.01.2009, 21:27 GMT+1

No, no, don't give up! Practicing is the only way for success. Everyone has their first maps... Look at my wad Techwars, it looks mediocre. Yet it was my first wad and I've improved by a lot (Check out Ministry of Damnation). The only way to learn is to take criticism and learn from it, take inspiration from existing wads and ideas from existing wads (Of course you can create new ones on your own).
Giving up is not what is intended to do. I've seen many newbie mappers that their maps were far worse than these. Your maps show potential, bud.
Just don't give up and keep working on this. :)

Dutch Devil writes:15.01.2009, 05:51 GMT+1

The map itself looks good just the texture choice sucks.

Moti writes:15.01.2009, 08:23 GMT+1

I like the new first screenshot, that's already an improvement with texture selection. Don't discontinue this. :P

Isaac writes:15.01.2009, 18:03 GMT+1

Thanks for the support, guys. I am now more motivated than ever to complete this. Winners don't quit!
FYI: 9 maps are done with 23 to go!

Moti writes:15.01.2009, 21:25 GMT+1

When you're done with a decent bunch of progress (10-12 maps) I'd like to see them and give some criticism/suggestions. Good to know you're still working on this. :)

Doomguy93 writes:16.01.2009, 06:07 GMT+1

Screenshot #3 wins all ^^

Isaac writes:16.01.2009, 13:51 GMT+1

Guys, I've fixed the mistake of not putting the correct map destination in my latest wad, The Descent Into Hell's Cauldron, now. It only has a half-star rating, but trust me, it's not awful at all!

[WH]-Wilou84 writes:17.01.2009, 02:36 GMT+1
edited 17.01.2009, 02:38 GMT+1

Shot #1 looks decent, this place could provide a great fight ( I see a BFG9000 laying in the background, looks exciting ).

Shot #2 : Ah, the Heretic cross :)
Looks like it's taken from Deus Vult map 03 though.
I love red-themed maps, keep them going !

Shot #3 seems like a lame ripoff of the Stargate Fight (TM) in Deus Vult Map 02. It looks good in DV thanks to light variation, but here it's just too colorful imho.

Isaac writes:18.01.2009, 18:25 GMT+1

I am trying to incorporate some DV-ish inspiration into this megawad beacuse, as I know, if you want to be the best, you have to learn from the best!

Dancso writes:23.01.2009, 13:16 GMT+1

Is that a football field i see on screenie #2?

Ogerz001 writes:23.01.2009, 13:26 GMT+1

nice love shot 3 look like a place for a good battle
and the stadium in shot 2 is nice

Isaac writes:01.02.2009, 07:07 GMT+1

I'm sorry I have wasted your time with my stupid maps. I'm a terrible mapper with no mapping sense at all. I guess the terrible review for descent.wad should tell me, GO AWAY! I suck, let's face it. I try, and try, but I guess I'll never get a 5 star wad at all. I probably shouldn't even bother with releasing this megawad at all either. Again, I'm sorry I have wasted all of your time and you will never hear from me again. I will not release any more wads ever again. I should just stick to plaing stuff from ,ahem, people who can actually map.

Isaac writes:01.02.2009, 07:24 GMT+1

Conttinuing on from my previous comments, I probably shouldn't bother with this wad beacus it will probably get a medicore rating too and people will complain that (a) there are too many arch-viles, (b) too much ammo, (c) poor texture choice, (d) map placement. and etc. So again, this is the last you will hear from me and this wad is shelved forever. Again, sorry I wasted your time and I should get a life and leave forever and never come back.

Isaac writes:01.02.2009, 07:32 GMT+1

And, no, I am absolutely not trying to sucker anybody into liking my wads. You don't have to feel sorry for me. I understand. It's a business.
I just don't have any skills. I feel like I'm not capable of making Plutonia 2-styled maps and I never will be. This just isn't what I was meant to do.

[WH]-Wilou84 writes:01.02.2009, 08:45 GMT+1

Hey come on, you just have to improve :)
Time and practice will help for sure.

Doom mapping isn't a business. Just do whatever you like and have fun. Don't crave for good reviews or even Cacowards, because whatever you may do, there will always be people who won't like your work.

ghost writes:01.02.2009, 13:32 GMT+1
edited 01.02.2009, 13:33 GMT+1

Keep in mind most mappers who mapped for Plutonia2 or other cacoward projects have mostly mapped more than 5 years (most over 10). I've mapped for more than 4 years now... So it pretty much takes time to practise. I suggest you to keep making levels and upload them to the forums instead of /idgames, so your maps will be given a lot better feedback on what to improve rather than harsh and stupid reviews. Surely, you will get a lot better over time. Like Wilou said, mapping isn't a business, it's for your own pleasure, if you don't enjoy mapping, then don't. Your screenshots shows potential, just that you try too much to copy Hell Revealed/Deus Vult, IMO you should try and break away from that and try to be more original before making tribute maps. Try making classical maps with simpler gameplay. Slaughtermaps aren't that easy to make than you think, it's more than just hordes of monsters with abundance of ammo, there are plans underneath them all and have been mostly perfected due to heavy playtesting.
Good luck and keep it up! :)

Dutch Devil writes:02.02.2009, 15:50 GMT+1

Keep making maps, trust me the more you do it the better you get at it.You should have seen the ugly stuff I made in my early mapping days, now look where I stand.

Isaac writes:03.02.2009, 10:09 GMT+1

OK, I guess I should keep trying. In that case, I have just finished a really cool map called "Hellopolis" that should be up soon over on the Planet Doom site. It's my biggest level yet with a lot of interesting tricks and traps!

Isaac writes:03.02.2009, 12:15 GMT+1

Hellopolis carries some "Jet Force Gemini" influences. You may not see it at first, but eventually, you'll get what I mean. FYI: "Jet Force Germini" is the awesome 3D-FPS for the N64.

Moti writes:21.02.2009, 07:21 GMT+1

Hey Isaac, I just played through the 9 maps. I skipped map04 because I already played it (Hellopolis).
I'll start with the criticism...
1. What's the point in putting demons and spectres in sniping spots and cages? they are melee monsters and can't even touch you!
2. There were a few HOMs and sector issues (Worm Digestion)that could be fixed.
3. Once again, some maps suffer from the slow-teleport syndrome. Might want to get rid of that...
4. At map08, you used HOMs to make a sky-horizon effect. It worked... Once. The rest looked ugly and showed as pitch black walls. You also forgot to put a stair texture beneath the flat itself. To make a normal sky effect (and to actually make up a lot of better tricks and options), start mapping in Doom in Hexen format. There's a Line Horizon effect in there and much more neat things your maps could use.
5. One last thing, you might want to get rid of those "enter-map-get-raped-by-monsters" rooms, or at least remove the monsters... First rooms shouldn't already be slaughterfests.
Now with the positive stuff.
1. This is honestly one of the best slaughter wads I've ever played. The maps are all very enjoyable gameplay-wise, if you'd only lay off a few invulnerability spheres, the maps would be excellent.
2. Map01's first hallway seemed to resemble Hell Revealed.. I liked it. :P
3. Your maps show a lot of potential detail-wise. I like the way you design and detail your maps. Even when sometimes the textures make zero sense. xD

Overall, I'd give this wad 3.5/5 (4/5 in idgames :P). You keep improving and that's great. Good work, Isaac!

Isaac writes:21.02.2009, 08:04 GMT+1

Thanks Moti. I have indeed worked very hard to be able to put out the best maps that I possibly can. I feel like I get better and better with each and every map I do. I'll definitely try the "Doom In Hexen" format.
Again, thanks for the help and support you've been showing.

ghost writes:21.02.2009, 08:28 GMT+1
edited 21.02.2009, 08:29 GMT+1

One thing I gotta note is if you map in Doom in Hexen format, people won't be able to make demos out of your maps (they can in zdoom, but isn't that good compared to prboom). There aren't many slaughtermaps that are in Doom in Hexen formats. They are usually in Limit Removing or Boom. I hate mapping in Zdoom, but it has a lot of nice features. Either way's fine. Keep up the good work mate. I would have given the whole pack a 3/5 myself. You do have mapping potential.

Isaac writes:21.02.2009, 14:43 GMT+1

I have decided to keep going with this wad and make it a full megawad after all. In fact, I have started work on the next map and I am about 40% done with it already.

PFL writes:22.02.2009, 01:04 GMT+1

Good boy ... seriously, your maps are different and that's what I like. I get pissed from this right texture obligation. Really pissed. Let the man express himself and don't spoil him. Green floors and red walls? Fine! Keep on bringing the action ...

PFL writes:22.02.2009, 01:16 GMT+1

... and you should entitle the resulting Megawad: "I'm Sorry". (I hope you bear with humour :-)

Isaac writes:23.02.2009, 10:41 GMT+1
edited 23.02.2009, 12:55 GMT+1

I have finished my latest map! That's now 11 maps done!

dljosef writes:25.02.2009, 06:17 GMT+1

I played through the nine maps in this one, and I gotta say those maps are making the first Hell Revealed look like a cakewalk.

Good luck finishing up the megawad.

Isaac writes:27.02.2009, 18:15 GMT+1
edited 28.02.2009, 11:30 GMT+1

12 maps done!

Pottus writes:28.02.2009, 17:20 GMT+1

You should really add some multi-player spots on these maps we played through them on CO-OP anyways just a couple of things. I don't like playing Doom by myself it's gotta be multi-player so you should gear your levels towards that play mode. Also I scanned through the levels in DB and noticed unclosed sectors on some of the levels don't release any level if it has a unclosed sector. Lastly play test your levels a lot this is why you need CO-OP spots and if you need someone to play add me in your windows MSN Live pot.tus@hotmail.com. Not to say the least but I see a lot of potential in this Wad remember it's not how many maps you can make but how you make them.

Isaac writes:28.02.2009, 17:51 GMT+1

How do I make it playable in multiplayer?

Moti writes:28.02.2009, 18:00 GMT+1

Simply insert player 2 - 8 starts.

Isaac writes:28.02.2009, 18:09 GMT+1

Do I have to add extra weapons/ammo/monsters/etc? Does this also include deathmatch starts?

Sonnyboy writes:28.02.2009, 21:15 GMT+1

I downloaded and played this wad, it was fun as far as wads go. I don't really care for the new original music, but the detail was a lot, and the enemys were well placed and I enjoyed the gameplay. But to criticize, I believe the weapon placement was unbalanced, and you shouldn't be putting cacodemons in the first level. On the other hand, when I map, I try to make something like I would if I was making a megawad, even if I know I'm not. It's an overall good wad, even though I couldn't beat the first level.
By the by, considering you promised to give up mapping forever and threw a little pity party for yourself twice in the previous placed comments, I would be inclined to think that you have self esteem issues, or for some reason want pity. You shouldn't be down on yourself if you have had a mediocre map or two. I read the comments, and most were favorable. Keep mapping, and don't feel sorry for yourself or expect me to.

Moti writes:28.02.2009, 23:30 GMT+1

Adding extra things are just a bonus (but in the case of your maps don't, your maps are already way too hard). And no, deathmatch starts are not necessary. This is cooperative for a reason.

Isaac writes:02.03.2009, 10:59 GMT+1

13 in the books!

PFL writes:02.03.2009, 17:28 GMT+1

[moti] Way too hard for the usual weapons. I tried those with an upgrade and a fast monsters setting and it becomes saddistically fun.

[Isaac] You map very fast. I feel putting some extra time in your maps WOULD give us bugs/homs-free maps. Map 8 is a good example. Also think of a possibility to free the player from falling traps that cannot be escaped by placing some teleporters or some up/down structures.

Will you put some new monsters in your project. As it goes 'till the end, it could improve the fun factor to discover some new baddies from time to time.

suggestion for map 32: a vast and large labyrinth in which you place some teleporters and 4 or 5 mega boss (including some new ones) just a bit like Doom64 map: Hardcore.

Have fun.

Isaac writes:02.03.2009, 22:10 GMT+1

Well, at least now you can tell which maps were my first ones. Trust me, like Moti said, I'm getting better. My maps lately, I promise, have absolutely NO HOM's anymore. I'm getting better with detail and monster/ammo placement.

Isaac writes:05.03.2009, 22:02 GMT+1

Hey, Pottus. I've added you to my hotmail page.

Pottus writes:09.03.2009, 14:27 GMT+1

Good send me a message so I know who ya are.

dljosef writes:10.03.2009, 01:02 GMT+1

So Isaac, any progress on those maps yet? I'll be happy to test one of your latest maps.

Ogerz001 writes:12.03.2009, 17:17 GMT+1

one thing I noticed was that some doors the wall moved with them when they opened should fix that.

Isaac writes:12.03.2009, 18:24 GMT+1

I'll fix it. I've got the whole "lower-unpegged" action with the doors down now.

Saican writes:18.03.2009, 12:15 GMT+1

Downloaded and played on uv. pretty good. i noticed that the doortrak texture you used tended to scroll up and down with the doors. set those textures to be lower unpegged so that they dont move when the door moves. pretty good gameplay overall. the chessboard thing in map 1 had me confused but it came out ok in the end. pretty good. 8 out of 10 would be my rating

thug555666 writes:21.03.2009, 15:16 GMT+1

it was a pretty decent map.
however i didnt like the fact that you used arrows to point out what to do.
but its only how i feel about it :/
other than that it was pretty good.
7/10
you should keep mapping

thug555666 writes:21.03.2009, 15:17 GMT+1

it was a pretty decent map.
however i didnt like the fact that you used arrows to point out what to do.
but its only how i feel about it :/
other than that it was pretty good.
7/10
you should keep mapping


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