Hell Unleashed {WIP} *New Download*
- Doomanator
- Posts: 43
- Joined: Wed May 18, 2011 2:25 pm
Re: Megawad in progress- Hell Unleashed
See post below
Last edited by Doomanator on Tue May 31, 2011 7:26 pm, edited 1 time in total.
- Doomanator
- Posts: 43
- Joined: Wed May 18, 2011 2:25 pm
Re: Megawad in progress- Hell Unleashed
The stone imps, Yes there is a ridiculous amount. They along with the area is a reference to the Terracota Army site. As for the lighting in the screenshot it is
Spoiler:
- wildweasel
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Re: Megawad in progress- Hell Unleashed
Bad idea during a big fight.Doomanator wrote:for the duration of the final battle to give a dark and bloody atmospheric effect.
Re: Megawad in progress- Hell Unleashed
Just gave this a playthrough. The map design is fairly average and a lot of them are fairly short and easy for today's standards. Despite this, it's actually a really fun mapset! I really hope you finish this, just try and make sure you polish up a few of the bugs. Just playtest a lot, that's my advice.
- Doomanator
- Posts: 43
- Joined: Wed May 18, 2011 2:25 pm
Re: Megawad in progress- Hell Unleashed
wildweasel wrote:Bad idea during a big fight.Doomanator wrote:for the duration of the final battle to give a dark and bloody atmospheric effect.
Oh, well shoot, the testing made it look pretty sweet. Ill make some changes after the next update to the download is made.
- Doomanator
- Posts: 43
- Joined: Wed May 18, 2011 2:25 pm
Re: Megawad in progress- Hell Unleashed
Xim wrote:Just gave this a playthrough. The map design is fairly average and a lot of them are fairly short and easy for today's standards. Despite this, it's actually a really fun mapset! I really hope you finish this, just try and make sure you polish up a few of the bugs. Just playtest a lot, that's my advice.
Lol, yea after playing some other WADs I realized how short alot of them are. But length doesnt matter so long as the player enjoys it I guess

Re: Megawad in progress- Hell Unleashed
I actually get bored during long maps, unless they flow really well. These maps are quite easily taken down after a few minutes, and I like that.
- Doomanator
- Posts: 43
- Joined: Wed May 18, 2011 2:25 pm
Re: Megawad in progress- Hell Unleashed
Scripten wrote:I actually get bored during long maps, unless they flow really well. These maps are quite easily taken down after a few minutes, and I like that.
Well im glad you enjoyed them.
- Doomanator
- Posts: 43
- Joined: Wed May 18, 2011 2:25 pm
Re: Megawad in progress- Hell Unleashed
Map15 Screenies
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- NovaDragon
- Posts: 192
- Joined: Sat Sep 20, 2008 9:11 pm
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Re: Megawad in progress- Hell Unleashed
Screens for 15 look pretty interesting. Looks like a good slaughter type level
in a city-esque theme which i like.Tell you what though, if that boss is truely the
annihilator, I think im gonna be scared of that level.
in a city-esque theme which i like.Tell you what though, if that boss is truely the
annihilator, I think im gonna be scared of that level.
Re: Megawad in progress- Hell Unleashed
NovaDragon wrote:Screens for 15 look pretty interesting. Looks like a good slaughter type level
in a city-esque theme which i like.Tell you what though, if that boss is truely the
annihilator, I think im gonna be scared of that level.

Look at all the different monsters in that one area. He'll take loads of damage from all the infighting. Easy pickings after that.
- NovaDragon
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Re: Megawad in progress- Hell Unleashed
hmmm that is a good point although doesn't the annihilator have the no target flag on him?
- Doomanator
- Posts: 43
- Joined: Wed May 18, 2011 2:25 pm
Re: Megawad in progress- Hell Unleashed
NovaDragon wrote:Screens for 15 look pretty interesting. Looks like a good slaughter type level
in a city-esque theme which i like.Tell you what though, if that boss is truely the
annihilator, I think im gonna be scared of that level.
Indeed it is the Annihilator.

- Doomanator
- Posts: 43
- Joined: Wed May 18, 2011 2:25 pm
Re: Megawad in progress- Hell Unleashed
Ethril wrote:NovaDragon wrote:Screens for 15 look pretty interesting. Looks like a good slaughter type level
in a city-esque theme which i like.Tell you what though, if that boss is truely the
annihilator, I think im gonna be scared of that level.![]()
Look at all the different monsters in that one area. He'll take loads of damage from all the infighting. Easy pickings after that.
Actually this is a worse situation screenie....better hope those monsters are still around at this point

- TorrentialFire
- Posts: 51
- Joined: Thu Apr 09, 2009 5:02 pm
Re: [WIP] Megawad- Hell Unleashed
MAP01:
-Texturing: I'd go back through and put in some work adjusting/adding textures to the wall of the various rooms (especially the last couple, which feature the man splayed on the bricks). The repetition of those kinds of textures looks cheesy.There is a significant lack of detail in places wherein, if only a little work was applied, the map would look and pla significantly better.
-Map Structure: Short, sweet, and to the point. I didn't get why the player needed to teleport at the very beginning. Also, is the alcove with the double chainsaw supposed to be a secret? If so, it needs to be defined as one.
-I felt like the player was given access to a lot of weapons very quickly.
-It was fun to mow down the chainsaw zombies in close quarters. Though, I'd make the traps make more sense. Like spring the zombies on the player after they pick up a power up or something like that.
Overall: 4/10
MAP02:
-Texturing: There was very little variety to the texturing in this map. The walls and ceiling in most of the rooms are the same RROCK texture. Adding borders and such and chainging the ceiling and floor heights more often would breathe some life into this level, which I felt was a bit bland.
-Map Structure: I was scared to go into the EXTREMELY dark hallway near the beginning. Adding a light to the end of the hall, or at least bringing up the lighting a little would help. In addition, think about light sources in your mapping, ask yourself, "Where is the light in this room coming from?" If there is no source of light, and you want to keep the light level up, make a source!
-I grew tired of fighting ZOMG a hundred chainsaw zombies. Variety is the spice of life, you know...
-Seems like a good distribution of ammunition so far.
Overall: 4/10
MAP03:
-Texturing: A huge improvement in this map! I loved the first room and the library area.
-Map Structure: The map itself however doesn't make much sense, and I felt like it was just a pit stop to pick up the plasmarifle and minigun, both of which where extremely overpowered and overstocked for this map. It's much too early in a 32 map megawad to give the player such firepower. The layout of the map is odd, transitioning from pools of blood and ash to a library (metal/wood theme) to an outdoor/blood river theme. Try to stick to one theme or make understandable transitions.
-Less chainsaw zombies, but still having to fight a small horde every few minutes gets old.
-WAY too much ammo at this point.
Overall: 5.5/10
After playing the first couple of maps, I can say that there is some vision in this wad, but a lot of work needs to go into gameplay, mapping, and story before it'll be truly awesome!
I would suggest making use of the MAPINFO lump (here: ZDoom Wiki: MAPINFO) to define the map names and other things (such as skies) for each map in the wad. This will help the wad make more sense.
Keep up the good work, and I hope the finished wad is a success!
-Texturing: I'd go back through and put in some work adjusting/adding textures to the wall of the various rooms (especially the last couple, which feature the man splayed on the bricks). The repetition of those kinds of textures looks cheesy.There is a significant lack of detail in places wherein, if only a little work was applied, the map would look and pla significantly better.
-Map Structure: Short, sweet, and to the point. I didn't get why the player needed to teleport at the very beginning. Also, is the alcove with the double chainsaw supposed to be a secret? If so, it needs to be defined as one.
-I felt like the player was given access to a lot of weapons very quickly.
-It was fun to mow down the chainsaw zombies in close quarters. Though, I'd make the traps make more sense. Like spring the zombies on the player after they pick up a power up or something like that.
Overall: 4/10
MAP02:
-Texturing: There was very little variety to the texturing in this map. The walls and ceiling in most of the rooms are the same RROCK texture. Adding borders and such and chainging the ceiling and floor heights more often would breathe some life into this level, which I felt was a bit bland.
-Map Structure: I was scared to go into the EXTREMELY dark hallway near the beginning. Adding a light to the end of the hall, or at least bringing up the lighting a little would help. In addition, think about light sources in your mapping, ask yourself, "Where is the light in this room coming from?" If there is no source of light, and you want to keep the light level up, make a source!
-I grew tired of fighting ZOMG a hundred chainsaw zombies. Variety is the spice of life, you know...
-Seems like a good distribution of ammunition so far.
Overall: 4/10
MAP03:
-Texturing: A huge improvement in this map! I loved the first room and the library area.
-Map Structure: The map itself however doesn't make much sense, and I felt like it was just a pit stop to pick up the plasmarifle and minigun, both of which where extremely overpowered and overstocked for this map. It's much too early in a 32 map megawad to give the player such firepower. The layout of the map is odd, transitioning from pools of blood and ash to a library (metal/wood theme) to an outdoor/blood river theme. Try to stick to one theme or make understandable transitions.
-Less chainsaw zombies, but still having to fight a small horde every few minutes gets old.
-WAY too much ammo at this point.
Overall: 5.5/10
After playing the first couple of maps, I can say that there is some vision in this wad, but a lot of work needs to go into gameplay, mapping, and story before it'll be truly awesome!
I would suggest making use of the MAPINFO lump (here: ZDoom Wiki: MAPINFO) to define the map names and other things (such as skies) for each map in the wad. This will help the wad make more sense.
Keep up the good work, and I hope the finished wad is a success!
