Hell Unleashed {WIP} *New Download*

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Doomanator
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Hell Unleashed {WIP} *New Download*

Post by Doomanator »

Currently In Developlment
UPDATED June 26 2012

A Megawad that ive been working on for quite sometime alone. Currently up to Map19is finished.
I will relink with the newer version every few maps completed.
UPDATE: Work on Map22 Complete_ Starting on Map23
Map01=100%-Finished
Map02=100%-Finished
Map03=100%-Finished
Map04=100%-Finished
Map05=100%-Finished
Map06=100%-Finished
Map07=100%-Finished
Map08=100%-Finished
Map09=100%-Finished
Map10=100%-Finished
Map11=100%-Finished
Map12=100%-Finished
Map13=100%-Finished
Map14=100%-Finished
Map15=100% Finished
Map16=100% Finished
Map17=100% Finished
Map18=100% Finished
Map19=100% Finished
Map20=100% Finished
Map21=100% Beta
Map22=100% Beta
Map23=0%
Map24=0%
Map25=0%
Map26=0%
Map27=0%
Map28=0%
Map29=0%
Map30=0%

Download Link:
http://files.drdteam.org/index.php/file ... eashed.zip
Attachments
Screenshot_Doom_20110731_133127.png
Screenshot_Doom_20110731_133127.png (93.5 KiB) Viewed 2541 times
Screenshot_Doom_20110720_145135.png
Screenshot_Doom_20110720_145135.png (110.29 KiB) Viewed 2541 times
Screenshot_Doom_20110518_164149.png
Screenshot_Doom_20110518_164149.png (98.06 KiB) Viewed 4374 times
Last edited by Doomanator on Tue Jun 26, 2012 12:35 am, edited 28 times in total.
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NovaDragon
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Re: Megawad in progress- Hell Unleashed

Post by NovaDragon »

I took the liberty to download this although I have not had any time to try
it out yet but I will post whenever I do. First thing and foremost, put up some screenshots.
With them at least people will be more likely to look at this and try it out at some point.
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Xim
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Re: Megawad in progress- Hell Unleashed

Post by Xim »

Pics or it didn't happen. :p
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Doomanator
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Re: Megawad in progress- Hell Unleashed

Post by Doomanator »

Uploaded some screenies :)
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Blaskowitz
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Re: Megawad in progress- Hell Unleashed

Post by Blaskowitz »

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Doomanator
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Re: Megawad in progress- Hell Unleashed

Post by Doomanator »

NovaDragon wrote:I took the liberty to download this although I have not had any time to try
it out yet but I will post whenever I do. First thing and foremost, put up some screenshots.
With them at least people will be more likely to look at this and try it out at some point.
DId so earlier. Im looking forward to your critique.
Sodaholic
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Re: Megawad in progress- Hell Unleashed

Post by Sodaholic »

Why did you repost the exact same link that was in the author's post? :?
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Average
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Re: Megawad in progress- Hell Unleashed

Post by Average »

I enjoyed the first level. There were some nice variations on familiar themes and a couple of cool surprises (I don't want to give anything away). But then I got stuck on map 02 (couldn't get through a door near the beginning). I wasn't sure if it was me or a bug so I skipped to the next map. Then I was stuck in the first room! Gave up after that... I feel really stupid now!
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Doomanator
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Re: Megawad in progress- Hell Unleashed

Post by Doomanator »

Average wrote:I enjoyed the first level. There were some nice variations on familiar themes and a couple of cool surprises (I don't want to give anything away). But then I got stuck on map 02 (couldn't get through a door near the beginning). I wasn't sure if it was me or a bug so I skipped to the next map. Then I was stuck in the first room! Gave up after that... I feel really stupid now!
Spoiler:
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NovaDragon
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Re: Megawad in progress- Hell Unleashed

Post by NovaDragon »

OK I finished this recently and I must say i did have a lot of fun with this. I know a lot of people
don't but I loved the new enemies and weapons from the realm 667 site. The levels themselves were not
that bad either and I liked the use of scripting.

For some improvements of the next levels, try to add some more detail to them. A lot of rooms were bare bones
and did not have much detail to them or were just empty hallways. Maybe add some broken spots in the walls (I saw
some of these and they were good) or some more jagged areas in the caves and perhaps some more slopes. Maybe add a few pillars as well!

The main issue was the difficulty.....heh. It probably would have been difficult but there was one major thing. Either move it to
a later level (much later) or honestly drop the dual bladed chainsaw. Considering you get it in the first level, I used that thing for
about 90% of all the levels and it made it seriously easy. The damage it does is just insane and when you actually run TOWARDS an
archvile and not away there is something wrong lol. Most times you can just sit around a corner and wait for the mobs to come to you
so thats why i would drop it out and make use of the other weapons given. I only died 2 or three times and all were stupidity reasons. (Don't run towards a flamethrower zombie and expect to win with a chainsaw)

Anyhow I noticed three major things. Map 10 when you kill the arachnotron in the arena, you teleport back and continue the level. I would suggest making it active after everything else is dead because i missed the chance to get 100% kills from it as there is no way back to that arena. The second is map 11. Given that you most likely have the dual chainsaw and the bfg, I would drop the invulnerability spheres before and in the cyber room. That wold be a challenging area but considering you get 3 of those things you can literally sit back and relax. That way you have your work cut out for you. (If you did not have the Bfg and the dual chainsaw then I would keep at least one). Finally map 13 when your in the hellish section, you come across the 2 hangman's and it looks odd them being attached to the sky. I would rid of them and put something else in there. Also you could change the spider mastermind there and have a demolisher that way it could be the first boss of the megawad or something but that one is just preference.

It is a long review I know but those are just my suggestions with it. I really did have a 30 minute blast playing this so keep on developing, I am eager to see the finished product!

*Edit Poop forgot another bug! In map 2 when you enter the room where the marines and chainsaw zombies duked and they ressurect, if you back out of the room before the door shuts you get stuck.try and fix it so it can be opened or maybe timed for like 30 seconds before it reopens.
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Doomanator
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Re: Megawad in progress- Hell Unleashed

Post by Doomanator »

NovaDragon wrote:OK I finished this recently and I must say i did have a lot of fun with this. I know a lot of people
don't but I loved the new enemies and weapons from the realm 667 site. The levels themselves were not
that bad either and I liked the use of scripting.

For some improvements of the next levels, try to add some more detail to them. A lot of rooms were bare bones
and did not have much detail to them or were just empty hallways. Maybe add some broken spots in the walls (I saw
some of these and they were good) or some more jagged areas in the caves and perhaps some more slopes. Maybe add a few pillars as well!

The main issue was the difficulty.....heh. It probably would have been difficult but there was one major thing. Either move it to
a later level (much later) or honestly drop the dual bladed chainsaw. Considering you get it in the first level, I used that thing for
about 90% of all the levels and it made it seriously easy. The damage it does is just insane and when you actually run TOWARDS an
archvile and not away there is something wrong lol. Most times you can just sit around a corner and wait for the mobs to come to you
so thats why i would drop it out and make use of the other weapons given. I only died 2 or three times and all were stupidity reasons. (Don't run towards a flamethrower zombie and expect to win with a chainsaw)

Anyhow I noticed three major things. Map 10 when you kill the arachnotron in the arena, you teleport back and continue the level. I would suggest making it active after everything else is dead because i missed the chance to get 100% kills from it as there is no way back to that arena. The second is map 11. Given that you most likely have the dual chainsaw and the bfg, I would drop the invulnerability spheres before and in the cyber room. That wold be a challenging area but considering you get 3 of those things you can literally sit back and relax. That way you have your work cut out for you. (If you did not have the Bfg and the dual chainsaw then I would keep at least one). Finally map 13 when your in the hellish section, you come across the 2 hangman's and it looks odd them being attached to the sky. I would rid of them and put something else in there. Also you could change the spider mastermind there and have a demolisher that way it could be the first boss of the megawad or something but that one is just preference.

It is a long review I know but those are just my suggestions with it. I really did have a 30 minute blast playing this so keep on developing, I am eager to see the finished product!

*Edit Poop forgot another bug! In map 2 when you enter the room where the marines and chainsaw zombies duked and they ressurect, if you back out of the room before the door shuts you get stuck.try and fix it so it can be opened or maybe timed for like 30 seconds before it reopens.
Thank you for the critique. Many of these improvements are well thought out and will be implimented. Im glad you are looking forward to the finished WAD. Hopefully it will be completed by the end of 2011 :)
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NovaDragon
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Re: Megawad in progress- Hell Unleashed

Post by NovaDragon »

Hey no problem at all! I had a blast and I wanna thank you for creating something
highly fun! Let me know when the next release candidate is out and I will do the same again.
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Doomanator
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Re: Megawad in progress- Hell Unleashed

Post by Doomanator »

Map14 finished. Took a while and most bugs have been edited out. Please note that this map will not be in the download link untill map 16 is completed. Stay tuned.
Spoiler:
Spoiler:
Spoiler:
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Cyanosis
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Re: Megawad in progress- Hell Unleashed

Post by Cyanosis »

I don't wish to discourage you but that's an absolute shit ton of Stone Imps and the excess colored lighting looks awful in the last shot.
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amv2k9
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Re: Megawad in progress- Hell Unleashed

Post by amv2k9 »

1. A lot of height variance (with those bricks in the first shot) can be annoying in a level. You could make the bricks thinner and use Transfer Heights.

2. Fighting a ton of the same enemy gets very, very boring. Put a few differents monsters in there, ones that "complement" the stone imp. What I mean by complement is, enemies that will force the player to mix his strategy a bit, rather than just hold the fire button down for 5 min straight.
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