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Doom Travelogues 07: Hell Revealed 2, Part 2

by praxis

Welcome to week two of my ongoing misadventures in playing WADs that may or may not be too hard for me. Last week you may recall that I started playing Hell Revealed 2, the sequel to probably the most trying WAD in my map-playing career. To my great surprise and mild disappointment I’ve been making steady progress with it, which means I’ll most likely have to finish it come hell or high water n...

Welcome to week two of my ongoing misadventures in playing WADs that may or may not be too hard for me. Last week you may recall that I started playing Hell Revealed 2, the sequel to probably the most trying WAD in my map-playing career. To my great surprise and mild disappointment I’ve been making steady progress with it, which means I’ll most likely have to finish it come hell or high water now that I’ve come as far as I have. I predicted last week that things would get tougher in the second episode, and they have, for the most part, but not nearly to the degree that I had feared. There are a lot of good levels in the second episode, and if I could complain about anything it would be that the kind of difficulty that HR.wad was known for, the kind that puts the screws to you early and doesn’t let up until you finish the level, is only seen here fleetingly. Kind of weird to be complaining about not pulling my hair out, I know.

So it would seem my fears of being repeatedly curb stomped by cyberdemons were unfounded, which is a bit of a relief. That said, when you invoke a name you invoke everything that comes with it, and Hell Revealed 2 may have ultimately done itself a disservice by tying itself to Hell Revealed. As I said in Part 1, Hell Revealed is known for one thing above all else, difficulty, and if you’re going to make a sequel to it it had better be damn hard (ergo the disappointment I expressed earlier). HR2 is certainly hard, but finishing a level in HR sometimes felt like a lesser miracle. There has been no Last Look at Eden or City in the Clouds thus far, and I’m doubtful that there will be a Post Mortem waiting for me in the final stretch.

But I’m belaboring the point a bit. The problem is with the expectations set by the name and not, by and large, with the levels themselves. Had it been called something else this is a conversation that wouldn’t even be occurring. But of course it wasn’t called something else. Thankfully, this isn’t so much of a problem when playing it, because taken on their own merits the maps of Episode 2 are actually pretty good. So let’s stop stalling and get to talking about them, shall we?

MAP12: Anti Static by Michael Reid

Michael Reid kicks off the second episode with the first true slaughterfest of the mapset. The main battleground is a Suburbs-ish outdoor zone with a handful of small buildings. Every key grab is tied to a monster ambush, each one larger than the last, and all of them involve large numbers of arch-viles, so fighting monster packs head-on is suicide. Holing up with a rocket launcher, on the other hand, works wonders. The 3D bridges and transparent platforms are a nice touch, the gargantuan monster closets that dispense most of the level’s enemies, less so.

MAP13: Hardcore by Jonas Feragen

The mapset’s first full-on homage to its forefather, Hardcore is a dead ringer for Dead Progressive, i.e., MAP25 of Hell Revealed. There’s no mistaking Feragen’s source of inspiration here, and in fact the only dramatic change architecturally is the northern section of the map. Gameplay-wise, it’s a smallish open-air arena-style map which rewards meticulous play. Most of the Doom cast make appearances, with some cyber and mastermind action even, but, surprisingly, it’s seems easier than the original. I spent most of the level waiting for a nasty ambush or devious trap that never came. Oh well.

MAP14: Metal Meltdown by Sam Woodman

For his second effort Woodman transports you to a hellish metallic bastion suspended in the clouds. The map is divided into northern and southern sections, and figuring out how to cross the demon-infested bridge between them is probably the biggest challenge you’ll face. There are no less than five cybers here, but one can be telefragged and the other four are released individually into a spacious arena with a number of cover points. Provided you’re not prone to taking rockets in the face, there really isn’t anything to get yourself too worked up about.

MAP15: The Path II by Jonas Feragen

Like the original, The Path II features cavernous expanses of brown stone with narrow pathways over caustic blood. A handful of rad suits offer some much-needed maneuverability early on as you scramble to get your bearings while harried by mancubi, revenants, arch-viles, and more. It’s the most successful level thus far in terms of emulating the Hell Revealed play style, with tough encounters from start to finish. There are a few boring mono-monster packs thrown in, but by and large Feragen uses enemies thoughtfully to create a variety of uncomfortable situations.

MAP31: The Descent II by Mattias Berggren

As an alternate take on Hell Revealed’s MAP31, it has the same central conceit: a long, tense elevator ride in which the player is continuously assaulted by spawning monsters. It’s a nice, frantic struggle to hold onto what little elbow room you have. Level progression is more traditional and perhaps a little less exciting once you reach the bottom, but uncomfortable proximity to baddies remains a consistent theme throughout. The late-level quadra-cyber fight is maybe the rudest encounter of the map, all but requiring a nearby (and secret) invulnerability sphere.

MAP32: Playground by Jonas Feragen

From the get-go Playground is clearly aiming to be a classic uber-hard super secret level in the vein of well-loved MAP32s like Go 2 It and Mostly Harmful. Unfortunately, it doesn’t quite hit the mark, though not for lack of trying. The entirety of the map is a medium-size octagonal arena choked with monsters at the outset and refilled periodically through switches. While a good idea for a map in theory, unless you already know the lay of the land and what switches trigger what, the only realistic way to handle the hordes thrown at you is to hide out in a semicircular hallway in the northern part of the map and wait for your pursuers to kill each other off. Exhilarating stuff.

MAP16: The Chapel of Black Granite by Sam Woodman

A bit of a rough level from Woodman this time. Although there’s some nice lighting here and there, it’s still pretty lackluster visually due to overly orthogonal architecture and a general lack of detail. Monster composition leaves something to be desired as well. Whether it be arch-viles locked ineffectually in cages or chaingunners packed single-file in a tight corridor for easy killing, enemy positioning often doesn’t make sense. There are a few good fights to counterbalance things, and decent secrets, but when all’s said and done you’ll likely be more than happy to move on to the next level.

MAP17: An Eye for an Eye by Yashar Garibzadeh

Perhaps channelling Malcom Sailor, Eye for an Eye focuses on tricky fights with small numbers of toughs. In particular, surprise arch-viles are a near-constant threat. Your reaction speed is frequently tested as threats materialize out of nowhere, but there’s always a fighting chance. The level is largely constructed of familiar Doom 2 brown brick and stone textures broken up with unique features in certain areas like a blood fountain courtyard or a lava overlook. Maybe not the hardest level, but monster placement is smart and there’s nothing to complain about visually.

MAP18: Excess Meat by Jonas Feragen

After a quick, invulnerabilty-fueled opener, the map becomes something of a hub, with four self-contained subareas accessed via teleporters in the starting zone. Progression is linear, though, since completing one area unlocks the next. Opposition is stiff and traps are plentiful such that you’ll probably hesitate before entering each new pad. The areas are well-made but the level suffers from a lack of thematic consistency due to its fragmented design. By map’s end you’ll have traversed a canyon, a metal/industrial nukage center, a dimly-lit cave, and a wood/brick arena.

MAP19: Mind Trap by Jonas Feragen

An impressive, sprawling fortress level dominated by brown brick and steel. With “trap” right in the title, you’d expect to find a lot of hairy scenarios, and find them you shall. If you assume that every door, lift, or teleporter leads to something nasty, you’ll be right most of the time. The map’s verticality deserves special mention. You’ll spend a good deal of time fighting on parapets and gradually scaling a centrally-located tower with the aid of crisscrossing bridges. Monsters will often fire upon you from above or below, and you can even preview later areas by peering over walls or through windows.

MAP20: Fear of the Dark by Martin Friberg

Maybe a little relaxed for the end of an episode, but an enjoyable level nonetheless. Visibility is pretty low throughout, but there’s just enough light to prevent you from being cheap shotted by a foe you didn’t know was there. Structurally, it’s a pretty standard hub, with several small areas branching out from the start that you’ll visit in sequence as you gain keys. In addition to the fixed-position monsters, hellspawn will inundate the map at key points, including a few cybers that invade the main hall. The dark atmosphere is nice, if a bit at odds with the rest of the mapset, but even at its worst it’s a pretty humane map.

A few rough spots aside, it was another good week. MAP17 and MAP19 are both great levels, and MAP15 deserves mention for being the first time I felt like I was actually playing a Hell Revealed map. Really, I wouldn’t mind replaying most of these levels if I’m being completely honest. Maybe not MAP16. Or MAP32. My God, that map. Anyway, there’s been more than enough enjoyment here for me to keep on trucking in order to hopefully finish this out in the very near future, barring some sort of natural disaster, by which I mean something shiny that distracts me or a really, really hard level. Until next time then.