Hadephobia started a long, long time ago under the banner of "Progressive Fiction". It was something of a conceptual community project. Basically, someone started by making a map, writing a bit of a story to go along with it, and then passing it on to the next person, who would do likewise, and repeat until they had finished a full-fledged Doom II megaWAD for Boom-compatible ports. The story is a little scatterbrained at times as far as the finer details, but the main idea should seem familiar. After all the agony of the Doom games, you continue to have nightmares, some kind of psychic link with Hell which dubs you as a Hadephobe. The bad dreams start to get even worse and you're sure an invasion is imminent, but the UAC locks you up in a distant asylum, out of sight and out of mind. You're the boy / girl who cried Doom, though, and when another invasion breaks loose, you must fight for your life.
When I finally loaded up Hadephobia, I was concerned that a Boom-compatible megaWAD would be filled with tons of authors trying to outdo each other a la the Community Chest series. I was pleasantly surprised to find something more on the scale of Demonfear, in that the levels are mostly short, due to an imposed time limit of two weeks or so before an author would pass the story on to the next. A few levels are outliers, of course, fielding bunches of brutes, but it's mostly short and to be honest fairly coherent due to its emphasis on story progression. Another thing tying the project together is the dominance of some of its key contributors, them being Chris Bourke and Márton János Kapuvári, aka Doomworld forum superstars Purist and Cell, respectively.
The levels are on the whole either prohibitively cramped (especially in the case of Cell's levels) or wide open, with fairly linear gameplay. Some of the maps border on slaughter but most of them are basically standard Doom action. Some of the standouts include more puzzle-oriented gameplay, like C30N9's "Power Up", where you need to close in a number of contacts in order to gain access to a generator, or the very cool climbing sequence from Melon's "Sacrifice". Bourke floods a canyon in "Washed Up", and there are some other races against time, like Hadephobia's only monster-spawner, interestingly not the finale. Some of the levels feature a lot of optional areas, notably in my mind A.Gamma's "Excavation Site" (pretty cool) and Cell's rejected "Pre-Destined Mortality" (ugh).
As far as the actual progressive fiction concept as it ended up in the STORY.TXT... It's a tough feature to work in. I liked the way Adam Windsor prefaced all his Demonfear levels with a blurb that helped to establish the action, but in Hadephobia, the story is supposed to flow seamlessly (for the most part) from level to level. The end result is that the implied narrative of the maps is explicitly told in the STORY.TXT, which makes things kind of awkward; if you follow along, it's almost like watching a movie and reading the book it is based on at the same time (or, heh, reading the novelization of the movie). It more or less succeeds and works as a companion piece, but it's a little odd to me.
Hadephobia is worth your time. It's a fairly quick play with some things not yet seen (always a plus) and the way the levels are supposed to tie together should be a nice bonus for players that are looking for a more story-driven experience with Doom. I hope that the project served its authors well, though looking at some of their proclivities, I doubt feedback will break the tendencies I don't enjoy anytime soon. Do note that it comes with three bonus levels, accessed via the standard unusual methods in the MAP33, 34 and 35 slots. 34 is more or less an outtake of the finale while 33 and 35 have strong niche appeal depending on your tastes. None of these are essential to the Hadephobia experience, but they're a welcome addition.
HADEPHOBIA
by Team Progfic
by Team Progfic
EPISODE 1
EVIL ISLE
EVIL ISLE
Escape From the Asylum | MAP01 |
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by Zoltan "Katamori" Schmidt | |
A short little wing of an asylum. Well, it has more of a jail cell feeling; maybe a military asylum? It's got appropriately creepy music and it isn't too dark but it's dark enough to make the silver-clad environment not feel oppressive. Pretty easy and the warp ambush near the end is fun but the bathrooms are dull, even if they are pretty small. My threshold for sector toilets is pretty low. |
The Stench of Freedom | MAP03 |
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by Kieran "Melon" Millar | |
Short little sewer map. It's unremarkable at first but it has some neat encounters. The big teleporter wave, best handled by infighting, is an obvious highlight, and I really liked the darkened tunnel with the caged imps. That SSG is a bit too late, though. I also like how Melon lines things up so that you can see the switch presses lower the gate sections to the exit. Nice stuff. |
MAP04 | Washed Up |
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by Chris "purist" Bourke | |
A pretty linear ravine level starting out where you got dumped out of the sewers. It's tricky at first due to tight ammo coupled with a few teleporter ambushes but once you get past that bunch of lost souls / demons / commandos - my standout encounter - you should be fine. There's a nice reveal toward the end of the level where the canyon is flooded with water, though your journey through the tech portion is one-way, so make sure you grab all the goodies. Kind of fun, and the commando shooting gallery isn't annoying. |
Rumex Crispus | MAP05 |
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by "magicsofa" | |
Kind of a shipyard that's been inundated with Hell. Flesh and brimstone crack through the ships and halls and the monsters are more than willing to strike at you. It's not exactly hectic with enemies available to harry you through most of the level but it's not immediately threatening so you're likely to let your guard down as you duck imp fireballs. The enemy teleport hordes and the dudes on the big tanker are nice encounters for SSG slaughter - I didn't locate the rocket launcher. Pretty fun and the music is off-kilter, reminding me of Gary Numan for some reason. |
EPISODE 2
HELL EXHUMED
HELL EXHUMED
Terminus | MAP09 |
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by Chris "purist" Bourke | |
Continuing the mines theme is this minetrack-dominated series of tech rooms topped off with a descending pillars in to Hell-type sequence. There are a lot of hitscanners which do a solid job of chipping away at you but most of the true pressure comes from everyone's favorite monster, the revenant, appearing in several places to keep you backpedaling and on your toes. Dropping into the shaft area leading to the finale is one of the trickiest encounters, matched only by the crate room, where opposition lurks around every corner (with a cool aerial monster reveal). |
Descent into Underworld | MAP11 |
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by Walter "Daimon" Confalonieri | |
A short level that's more or less a boss battle. I think Walter pulls the main event off, but the fights before and after the mastermind feel like filler, mowing down some imps with the chaingun and I guess some cacos and lost souls afterward. The Spiderdemon is an arcade-style fight as it warps from platform to platform in a pre-determined sequence. The only way to fight it effectively with projectile weapons is to know where it is going to appear next and then fire in anticipation, hopefully without getting tagged yourself. The scale of the whole level is too large, though, and any attempt at establishing a real atmosphere is undermined by the comparatively lazy-sounding TNT track. |
EPISODE 3
FORTRESS OF DAMNATION
FORTRESS OF DAMNATION
Septic Underbelly | MAP15 |
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by Chris "purist" Bourke | |
Pretty cool sewer level from Bourke with some Hellish undertones but most of the combat is in wide-open spaces. I like the architecture, particularly the normal exit route toward the Comm tower, and the story bit is neat, even if you know those marines are Doomed. Combat is average though again I love the combination of aerial monsters in the normal exit area and the trap in the alternate path is very nice. I guess the switch that lowers the blue key was another neat fight, but the arch-vile went down way too fast to mix things up. |
MAP31 | Hell's Armoury |
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by Michael A. "Death Egg" Jurich | |
Decent techbase inundated with all kinds of Hell. Starts out kind of tight on ammo with you doing a LOT of work with the shotgun, including a fight which will probably need some infighting, thick with mancubuses and revenants, not to mention the yellow key's pain elemental. You're supposed to be saving two marines but your real objective is to grab some decent scratch to fight the Hellspawn with, but you'll have to fight all the monsters in the armory in order to secure your prize. It's potentially deadly what with the choke point backed by a few arch-viles. I really like the way the normal exit leads back to MAP15's normal exit, though the fights aren't as interesting. |
Sirenum Scopuli | MAP32 |
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by "magicsofa" | |
A decidedly weird and abstract map from magicsofa that takes the player through some bizarre locations. The opening looks grounded enough at first with some techbase trappings but the crushing ceiling shards and revenant ambush plus the warping architecture makes things...different. Especially that intricate line design in the pillar area. The bizarro yellow key area has an interesting aesthetic with monsters teleporting in constantly. If you're not careful you'll catch a few rockets in the face, but it's pretty fun firing them constantly. The Cyberdemon showdown afterward, not so interesting. The finale is more low key with a sequence of crushing platforms and powerups; the only real threat are a couple of spread-out pain elementals. I do like the level's overall look and there are some cool SFX. |
MAP16 | Eisenhower Heliport |
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by Walter "Daimon" Confalonieri | |
I daresay it's a "typical" super-size Confalonieri level that has a bit of exploration mixed in with its wide-open areas and incidental firefights, complete with some eye candy as is the case with that semi-truck viewport. It's a very large level with a lot of running around, which is somewhat alleviated by the teleporters used here and there to point you toward objectives in case you forgot. It's just, mostly unremarkable except for some pain elemental usage and some hitscanners put in wide-open spaces. I like that little secret alcove with all the plasma ammo. |
Communication Tower | MAP17 |
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by Andrew "Malinku" Rehberger | |
A pretty cool, pretty fast tech map from Malinku. It's got a nice layout, looks clean, and has some great fights, like the second ambush (revenants and mancubuses) at the tower base or the Cyberdemon, which actually had me surprised. Then there's the crossfire near the level end, not exactly lethal if you let the mancubuses take the opposition out, but with the cacodemons and imps and other things throwing shit at you you'll probably get hit a few times. Fun stuff! |
MAP18 | Altar of Chaos |
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by Brian "Snakes" Knox and Norbert "NoneeLlama" Dávid | |
An underground mix of marble, Hell, and blood. Somewhere in there is a cathedral around which most of the slaughter takes place; it's the home of a few cool fights, my most memorable being the clouds of cacos and pain elementals, though the rest of the shocks are certainly cause for pause. The whole place looks sharp. Combat is more incidental at the start (demons, packs of imps, etc.) but once you hit the northern half you're in for higher-end shenanigans. That arch-vile trio callback is pretty cool. |
MAP20 | Ostoyae Anomaly |
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by Chris "purist" Bourke | |
Kind of a cool IOS map. It starts out plain and then you move into the base proper, which starts out fielding only a few beasties and then quickly develops into full-blown Hell as you saw your way through. It's not immediately apparent but Hell has grabbed other Hadephobes - the dudes in straight jackets - and you need to destroy them, locked behind key doors as they are, in order to lower the obstruction blocking your way. The few pitched fights you run into are pretty good at delaying you to fill the level up, so good job there. I mean, you could just ignore the big two after you get them to fighting, but I finished the job. |
EPISODE 4
DEMENTED DIMENSION
DEMENTED DIMENSION
Constriction | MAP21 |
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by Zoltan "Katamori" Schmidt and "Death Egg" | |
A short Hell level. What lighting you get is gorgeous, but the map is very...constricted, and very dark once you get past the cathedral. The spectres in the mines are just a tad annoying but the main problem for me was dodging fire from the easternmost room. It's just hard to see is all, plus that pillar doesn't give you much leeway. The final fights are refreshingly and easily gamed, especially if you got the easy access BFG secret. |
MAP22 | Prime Mover |
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by Norbert "NoneeLlama" Dávid | |
Nice simple Hell map. It's got a neat opening with the caged area and has some marble annexes to the northwest and southeast to vary up what is otherwise fairly brown. The big hook is of course the IOS under construction, sadly just eye candy here rather than an action centerpiece. I think Dávid does a good job using arch-viles and while most of the fights don't stand out the "Anomaly"-esque pair of arch-vile coffins is a nice high-water mark given how tight ammo seems to be through the level. |
MAP24 | Lifeblood |
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by Chris "purist" Bourke | |
A semi-slaughter map with some psychedelic Hell sections, like the weird blood circuitry on the ceiling or that inferno maze with the hell knights. Sometimes it's slow or underwhelming, but if you want to pick a fight Bourke is more than happy to oblige with secrets upon secrets, like the opening gambit that leads to the BFG - practically a necessity - or that platform of revenants guarding an invul, very handy for the final crawl. Not to mention that secret challenge back where you came from. |
Sacrifice | MAP25 |
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by Kieran "Melon" Millar | |
A very small map from Melon but it's worth playing, if only for the super cool hook that drives the yellow key battle, a mad dash up red rock as a sea of lava raises up around you, threatening to swallow you whole. The rest of the fights are pretty tame but good at misdirecting your attention, with the exception of the arch-vile trio guarding the BFG, a pretty dirty encounter (unless you're packing cells from the only secret, perhaps). Fun stuff. |
MAP28 | Teleportation Center |
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by Kieran "Melon" Millar | |
Difficulty takes a drastic turn upward with this RE-turn to tech. It's a relentless level, from the berserk-punching shotgun guys opening to the flood of monsters that arrives with the blue key to that final mini-slaughter area with revenants, hell knights, cacodemons, and arachnotrons. The layout is ultimately super-symmetrical but there are a few snags that will change your approach, mostly in the thing placement. Fun, though probably unfair for FDAs given how tight the ammo balance was for me. |
Dead Planet | MAP29 |
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by Chris "purist" Bourke | |
An appropriate high-octane "city map" with tons of monsters. Challenge is high for me at least with lots of tricky arch-viles which together with some of the placement - like having thrown both yellow key switches - makes things very rough for the player. The Cyberdemons aren't very memorable; the best parts are all about things teleporting in to get you after you thought you wiped out the entrenched opposition. There are several "cloud of pain elemental" moments that are pretty annoying but there's more than enough health and ammo; the important bit is just getting beyond the yellow key section, after which things open up. |
BONUS MAPS
MAP34 | Hadephrenia |
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by Chris "purist" Bourke | |
The alternate end to Hadephobia, starting out in the same area but turning out to be a much simpler fight. The most dangerous things are the zombies at the beginning (not really) and the Cyberdemons guarding the yellow key, which given the limited space requires much more finesse than handling Hadephobia's "official" finale. The end sequence is basically the same, though, amusingly enough. |
BIG BLACK SHAPE WITH EYES OF FIRE
TELLING PEOPLE THEIR DESIRE
SATAN'S SITTING THERE, HE'S SMILING
WATCHES THOSE FLAMES GET HIGHER AND HIGHER
OH NO, NO, PLEASE GOD HELP ME
TELLING PEOPLE THEIR DESIRE
SATAN'S SITTING THERE, HE'S SMILING
WATCHES THOSE FLAMES GET HIGHER AND HIGHER
OH NO, NO, PLEASE GOD HELP ME
This post is part of a series on
Doomworld's 2013 Cacowards
Doomworld's 2013 Cacowards
The Top Ten | Best Multiplayer | Runners Up |
Back to Saturn X: Episode 1 | Eyedea | Interception |
Doom 2 the Way id Did | Samsara | Hadephobia |
Unholy Realms | Eon Deathmatch | Hellbound |
ZDoom Community Map Project: Take 2 | Best Gameplay Mod | High / Low 5 |
Fuel Devourer | Project MSX | Soulcrusher |
Kuchitsu | Mordeth Award | Stomper |
Forsaken Overlook | ZDCMP2 | |
Stardate 20X6 | Mockaward | |
Pirate Doom | Extreme Weapon Pack | |
Swim With the Whales | Mapper of the Year | |
Ribbiks |
Font for MAP 18's summary is too big. Just noticed :) Love your site.
ReplyDeletewoops, fixed! and thanks!
DeleteNice. ^^ You were relatively tame on my levels, and I cannot think of worse than mostly these maps are the only contribution I've ever made for the community.
ReplyDelete