| Authors | Jonas Feragen Afterglow Metabolist Gemini Cyb prower Mattias Berggren Martin Friberg Andy Olivera Pedro Blanco Ola Bjorling Grave |
| IWAD | Doom 2 |
| Engine | standard Doom engine |
| Date | 2003/12/31 |
| Levels | 32 |
| Other | Some new textures & and new music |
| GP | AR | UV | Overall |
|---|---|---|---|
| 4 | 4 | 4 | 4 |
Another big Doom project comes to completion — at long last. Surely it has been over five years since I saw the Hell Revealed 2 website go up?
Hell Revealed 2 is a 32-level megawad. As seems to be obligatory these days, the episode comes with new music, new menu and new status bar graphics. As in Alien Vendetta, the new menu doesn't work too well with the ports, as it replaces the menu title image with the whole menu, instead of replacing the individual menu item graphics, so it doesn't work right in ports that reorder the main menu. There are some new textures too, but, except for one or two levels, these are used sparingly.
For once, I will leave the review in the order that I write it: that is, writing up the individual levels as I go along, and drawing it together at the end.
This is in the industrial Doom 2 style, with a small cement industrial base set in a small valley with a nukage lake. It feels rather like a deathmatch level: the base is rather too small and the layout is implausible. There is some good architecture including over-under bridges and good use of nukage; but apart from these details the level is uninteresting. The action is good, with a sharp opening fight, limited health and ammo, and plenty of enemies appropriate to the terrain.
Similar industrial and nukage style to the last level. This level has lots of nice architectural features, with barred windows, keycards on pillars, and windows and walkways over an acid lake. The straightforward fights are not very challenging; apart from a good initial fight, most of the other enemies are packed into small rooms without any challenging placement. but the traps and secrets are good.
A nice cement base level, with a series of buildings built around a lake connected by metal walkways. The layout is used to good effect, with windows between areas giving the player more than one direction to look in. There are some good, but nasty, traps, and some secrets. Some of the fights can be a bit of a grind, with lots of one type of enemy used at a time in a compact area, to be killed one after another; apart from this complaint monster placement is good, and there is a good mix of moving and defensive fights.
A nice bricks and metal base level. The monster placement at this level is excellent, with diverse mixes of monsters used to attack the player in different ways and from different directions. There is still a high proportion of nasty traps, but with less health available at this level there is much less tolerance of mistakes; with tough traps like this, and no plasma or BFG yet, the player can lose a lot of health to each surprise which cannot be easily regained. The architecture is good, with overlooking ledges and windows between areas used to make things interesting.
This level is small but the architecture is good. There are lots of interesting features, including some good water features, and details like metal beams in the brick passages. There are a couple of tough fights; these are both brutal, with a high risk of dying, and unforgiving, because the level is devoid of health.
A fairly small level based around two courtyards overlooked by barred windows and ledges on all sides. The layout is simple but effective, with lots of hell knights firing down into the yards from different directions making for some quite tactical fighting, as the player tries to clear the overlooking ledges without being shot in the back. The style is very much Doom 2 industrial, with mainly brown brick and stone used. An absurd amount of ammo is provided, proving that this author comes from the ammo-boxes-as-decoration school of level design.
A small, industrial style level. The architecture is good, with varying floor levels, and details like computer panels and metal beams. The level tries a kind of joke on the player, where the keycards are immediately behind doors at the start, and it seems that the level will be completely trivial — and then, surprise, the exit is fake and you are forced to do some real work. The joke falls rather flat, because the level is still rather trivial even when you get past the fake exit. Despite the good detailing, the areas are all small, there is little interconnection between areas: there is no heart to the level, and the areas feel lifeless. The gameplay has the same problem: a sequence of small fights, no secrets, and only one significant trap — compensated for by tons of health and ammo (except it is all misplaced too early in the level).
This level starts with an excellent opening fight, with a room of hell knights and chaingunners that keep the player trapped in the tiny start passage. The rest of the level promises much but comes to little: there is one loose cyberdemon that can be used to kill off most of the other enemies in the main area; the side areas have no particular challange; and the four other cyberdemons don't have to be fought. The architecture is good, with a rusty metal theme (like The Crusher, or The Twilight).
This is a huge, impressive level. While it is clearly a clone of The Path (Hell Revealed), and repeats many of the ideas from that level, it is sufficiently new, grand and impressive to stand as an excellent level in its own right. The same basic style — huge lava caverns, with a snaking path leading through them overlooked by ledges and powerful enemies — is used to make a new and challenging level. The gameplay is very tactical: the caverns offer little cover, so the player has to find safe areas to fight from, and when moving forward you must always be wary of distant monsters sniping at you. There are large numbers of enemies, and early on ammo and health is limited, so you have to take every chance to get them fighting each other. Later in the level the player is fighting more in side areas, and these are full of overwhelming traps and some very unusual fights.
This is a bricks and metal base. Like other levels in the episode, this one uses lots of tough monsters, but it makes good use of mixing the different types to keep things interesting. Monster placement is good; there are a lot of well-placed archvilles, for instance, so that a quick player can pick them out from the crowd before things get too nasty. There is good use of chaingunners and other weaker enemies to harass the player too. The level has lots of good traps, and the architecture is to a very high standard, with particularly good attention to lighting and fixtures.
A large level, consisting of a several complex buildings set in and around a canyon. It is somewhere between the tall-buildings-and-city-streets style of Downtown and the base-in-a-canyon style from levels like the KBoom and KHills series. Initially there are large numbers of monsters in the buildings and on ledges overlooking the player, making for some good early fights; the player then has to get up into the buildings, gradually clearing them and hitting switches to gain access to new areas. The good use of vertical space, windows between areas, and ledges in other buildings shooting at the player keep it interesting throughout. There are plenty of traps and interesting fights once inside the buildings. The architacture is good, with impressive outdoor areas, and good lighting and other detail in the indoor areas, as well as some clever special effects (in particular a 4-tier bridge-over-bridge feature).
This is quite a stylish tech-base level. The level is small, but there is plenty of action, with a cyberdemon, a horde of barons and a number of archvilles being teleported into the main area as a succession of traps are triggered. The best fight is in one of the early areas, as a number of revenants are used in cramped conditions to get at the player; the rest of the fights do not put the player under much pressure, as there is space and plenty of rockets. The architecture is very good though, with the stylish use of floor lights, curved steps, nukage and crates making this feel from a much more modern school of level design than most of the other levels in this series.
Now this is a really good level. This one somehow reminded me of some real classics — Requiem, or Memento Mori, in fact it's a bit like The Stand (Memento Mori MAP04) — because of the really good architecture, complex structures, overlooking windows, and complex gameplay thanks to lots of monsters and plenty of crossfire. The level is a great mixture of more standard Doom fights, with lots of monsters of different types in the yards, or overlooking from the windows, and also a few really tough battles, with archvilles teleporting in, or a cyberdemon, or a horde of cacodemons. Interesting layouts, plenty of big battles, and some excellent traps and secrets.
This level is built around what appears to be a volcano - a rocky mountain with a lava cauldron in the middle. The player works his way up the outside, using paths around the edge which dip in and out of caves in the side of the mountain. The design goes for a large scale: little detail, but lots of large impressive views from the paths around the edge of the mountain. The gameplay is fairly good. Some of the fights can be a little bland, as blocks of monsters all of one type are normally used. But the interesting layouts frequently make up for this, giving the player little good cover and making the fights more dangerous.
Initially this level looks like a simple example of the Resistance is Futile school of level design: a big yard, packed with monsters, and big side areas that reveal even more later on. The level has a nice symmetry to it: the central building essentially divides the yard into four areas, and there are two platforms in each of these areas each holding a horde of either revenants, barons or archvilles. The layout of connections between the yards and the central building mean that even once the yard is cleared, it is still quite tricky to clear the platforms; and the symmetry carries over into the gameplay, with a switch on each platform needed to release the crucial keycard, and each platform triggering yet another horde of monsters to be released. The architecture, at least the outdoor part, is very well done, with the shape of the yard and the platforms making the level look interestnig as well as play well. On the downside, the player ends up spending most of his time hiding in a passage at far end of the level, peeking out every now and then while letting the monsters slaughter each other; and, while the layout and sequence of switches to hit is interesting, the player eventually works out that the best plan is simply to hit as many as possible before hiding, so they can kill each other on a larger scale. That said, there is still plenty of interesting hide-and-seek with cyberdemons when the time comes to mop up.
Altogether, these make an unusual selection of levels. The first ten maps are really small concept maps; then there are a few big battle levels. Then from MAP15 onwards the levels are larger, fuller levels, with a greater selection of monsters, traps, secrets etc. Then around MAP25 it goes back to concept levels, this time large concept levels. I would say the episode suffers a little from incoherency — there is the odd gothic look of The End is Nigh, for instance.
Early on I was fairly unimpressed, as the episode looked like it might just be a collection of smallish battle levels. The latter half certainly corrected that, and there are certainly some excellent levels here. The Path 2 and The Inmost Dens III deserve better names, as they are outstanding enough to be known as more then just sequels. Jonas Feragen's contribution is more than just numbers, as Reluctant Pain and Mind Trap are both good. Fear of the Dark, Sewer Slaughter and Dis 8000 are all very unusual but good levels.
Of course, if you name an episode Hell Revealed 2, you have to expect a comparison with the original. But there is no comparison; the original is a totally different piece of work, and totally outclasses this sequel. Only half of Hell Revealed 2's levels are in the Hell Revealed style, of massive fights with vast hordes of monsters — and of the levels that are in that style, many are small, and many others are clones of the originals. The clones, by the way, are generally unimpressive, although Hardcore is an exception in that it manages to improve on the original. The bit of Hell Revealed 2 that I liked was mainly not the part that tried and failed to be a good Hell Revealed sequel. The main failure though is understandable: it simply doesn't have the unique oppressive atmosphere of the original Hell Revealed. The music might have something to do with that too.
Overall this is a good episode, though. There are many good levels, and many genuinely clever new levels. It is not that good as a sequel, but once you get into the episode, there is a lot of good original stuff here. Don't be put off by the smaller maps at the start, nor by the number of levels that appear to be simply clones of the original Hell Revealed.
| Map | Coop | Dmatch | Flags | Based on |
|---|---|---|---|---|
| MAP01 | 4 | 4 | SkLevs | |
| MAP02 | 4 | 4 | SkLevs | |
| MAP03 | 4 | 5 | SkLevs | |
| MAP04 | 4 | 5 | SkLevs | |
| MAP05 | 4 | 5 | SkLevs | |
| MAP06 | 4 | 4 | SkLevs | |
| MAP07 | 4 | 7 | SkLevs | |
| MAP08 | 4 | 4 | SkLevs | |
| MAP09 | 4 | 4 | SkLevs | |
| MAP10 | 4 | 4 | SkLevs | |
| MAP11 | 4 | 4 | SkLevs | |
| MAP12 | 4 | 4 | SkLevs | |
| MAP13 | 4 | 5 | SkLevs | |
| MAP14 | 4 | 4 | SkLevs | |
| MAP15 | 4 | 6 | SkLevs | |
| MAP16 | 4 | 4 | SkLevs | |
| MAP17 | 4 | 4 | SkLevs | |
| MAP18 | 4 | 4 | SkLevs | |
| MAP19 | 4 | 4 | SkLevs | |
| MAP20 | 4 | 7 | SkLevs | |
| MAP21 | 4 | 5 | SkLevs | |
| MAP22 | 4 | 4 | SkLevs | |
| MAP23 | 4 | 10 | SkLevs | |
| MAP24 | 4 | 4 | SkLevs | |
| MAP25 | 4 | 8 | SkLevs | |
| MAP26 | 4 | 8 | SkLevs | |
| MAP27 | 4 | 8 | SkLevs | |
| MAP28 | 4 | 9 | SkLevs | |
| MAP29 | 4 | 0 | SkLevs | |
| MAP30 | 4 | 9 | SkLevs | |
| MAP31 | 4 | 4 | SkLevs | |
| MAP32 | 4 | 8 | SkLevs |