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20 Maps
Eric edited this page 2020年07月05日 17:43:25 -04:00

As per Matt on the ZDoom forums thread:

This mod was never designed to actually allow the player to win anything and may make it literally impossible to advance through some maps.

That said, many maps can be quite playable and even beatable with enough tenacity. This page lists some maps which have been tested and confirmed to be at least mostly playable.

Guidelines for Adding Entries

  • Place the entry in the appropriate section below.
  • Entries should be sorted alphabetically within sections
  • Entries should be short, while still descriptive of quality, difficulty, and overall gameplay.
  • Add a in the description to indicate that the entry was designed specifically for Hideous Destructor.

Markup code template:

* [**Title**](link) *by Author* - Brief description of entry.

Single Maps

  • After the Holocaust by Sergeant_Mark_IV

  • Ancient Aliens MAP07 by Skillsaw - First of all, yes, Ancient Aliens is a multi map wad. However, playing most of its maps with HD is absolute hell - but MAP07 is an exception. Dare To Fly Where Eagles Soar is a brilliant map that has the central attraction being 3 tall pillars - and this makes it an incredibly fun map with HD. It's a tense experience - climbing around steep drops while carefully avoiding fire from enemies located below. It's still ancient aliens, though, so don't expect it to be easy.

  • Bury My Heart Knee Deep by Ryath - Basically an entire E1-themed episode crammed into a single map, with a ton of interconnectivity and optional areas. The early game is fairly comfortable, but by the end the encounters ramp up significantly, introducing Doom 2 monsters and some nasty ambushes. Less persistent players should skip the red key, and anyone sane should skip the yellow key. Bringing a loadout with a lightamp, radsuit, and backpack would also ease the journey considerably, since it'll be a long time before you gain access to any of them in the map.

  • City Assault by Sergeant_Mark_IV

  • Classic5 by Anthony Soto - Short techbase replacement for E2M5. Lots of zombies and imps in fairly manageable groups. Overall fairly technical with a lot of angles to cover and clear. Plenty of opportunity for light sequence breaking and less-linear progression.

  • Deimos Abandoned Base #79 by Peter Morotomi - A huge, sprawling non-linear techbase, extensively explorable, lots of varied encounter types from CQB ambushes to long-range sniping. Opposition is high even on easy spawns; recommend use of Josh771's AI Director to adjust starting map population to taste (10-20% seems to work well and helps mitigate slowdowns if using Ugly as Sin).

  • DESCENT by hatakethecopyninja - Terrifying journey through a hellish temple with some nasty horde traps and a ridiculous 3-stage boss battle, but beatable if you're not too proud to retreat or skip sections. Bring a ladder and a radsuit, lots of required long drops and lava runs. Note: Claimed to be WIP as of 2018年07月31日, but perfectly playable and finishable.

  • Diabolus Ex by Arvell - Short but intricate and beautiful map inspired by Deus Ex. Technical gunfights in realistic spaces, and plenty of opportunity to avoid traps, approach fights from multiple directions, or attack enemies on your own terms (note that bullets can go through windows). The main sticking point is the mastermind fight, which mostly involves tediously peeking in and out of the elevator instead of using the open rooftop space.

  • Doom: the Dark Project by Nigel Rowand (Enjay) - Nice visual theme, semi-realistic urban layout with lots of halls and rooms to clear. Enjoyable and quite playable on Hideous difficulty, at least up to the yellow skull switch in the "throne room" (have not finished yet). Not tested in multi, might be a bit too easy up until the aforementioned throne room.

  • Doom Recon by Morcillete - Very large open areas suitable for realistic-range rifle battles, interspersed with small techbase-style buildings. Progression can be difficult due to sparse cover and tight chokepoints. ★

  • Heavy Cargo by PapaSalmon - Techbase map with some low visibility outdoors sections and better lit indoor sections each at various different ranges, playable on singleplayer and multiplayer. Non-Hideous Destructor version. ★

  • Indifference by Andy Leaver - An intense techbase map that uses the limited enemy roster of Knee-Deep in the Dead to its fullest, harassing the player from every angle with zombies, jackboots, imps, and babuins.

  • Kobal by Shadowman - Techno-gothic ruins based around light switch-puzzle progression. Large open courtyard can be a slog against lots of lower-tier enemies. Cathedral room battle probably needs some kind of heavy fire support (robots, summoning talisman).

  • Mansion by MrBoxBox - Short scenario map themed around infiltrating a mansion. Light enemy resistance, but various fun methods of approach. ★

  • Neighborhood from Hell by Sergeant_Mark_IV

  • Neith by Owen "Sarge Baldy" Lloyd - Nice techbase-ish level, beatable on single player Hideous with a little trial-and-error. Some luck/savescumming is required with the very nasty ambush near the beginning. May not be suited to MP due to the way some areas lock down while clearing them. The sequel, Under Neith, is pretty and flows well, but somewhat of a mixed difficulty bag. Might appeal to very tenacious players.

  • Office Assault by mumblemumble - Small and simple "building breach" scenario with lots of entrenched resistance. ★

  • Operation: Gambler by YoBadMama - ★

  • Outpost Recon by Tolwyn (David Shaw) - Well-designed techbase with good progression and a nice mix of combat encounters. Occasionally tedious with a lot of traps and monsters (especially Barons), but can be beaten solo on Hideous if you're willing to deal with (or cheat around) Archviles.

  • Purgatory by James Wilson - Technically two maps, but the first one is a very short and simple set-up for the massive second map. An extended battle around and through an intricate castle packed with hostile forces.

  • Schism by Sparktimus - Tech / Ruins map with a lot of close-quarters pitched battles. Beatable on Spooky (easy spawns), but the higher spawnrate difficulties stack a lot of higher-tier monsters in tight ambushes. Edge the cyberdemon battle in your favor with the BFG and rocket launcher.

  • Sin City by Ed Cripps - Detailed castle/cave theme. Short and relatively straightforward to beat solo on Hideous; encounters are light with a fair amount of cover and manuvering room. Traps are minimal and easily dealt with. Note: There is a bug in this map when played with Hideous Destructor, causing thousands of items to be spawned unchecked after a certain point. You may experience massive slowdown. Sin City 2 also suffers from this problem, to an unplayable extent.

  • Sin City 3 by Ed Cripps - Techbase style, very technical with lots of precision shooting and maneuvering. Can be completed solo (if painfully) on Hideous difficulty. Had to use a few summoning talismans for the final stretch. Not tested in multi, but probably recommended; this feels like it would be fun with more people to provide fire support in difficult segments and cover the multiple-angle attack vectors.

  • Technician's Base by Paul Corfiatis - A simple techbase map with no monsters stronger than a pinky. A good test of your ability to manage groups of imps and zombies.

  • Voyage to Deimos by Memfis - Straightforward E2M1 replacement. There were a few ambushes that seemingly didn't trigger, and some slightly-too-long elevator falls, especially right by the exit, but overall extremely playable.

Multi-map sets

  • Ashes 2063 Sterilised Edition by Vostyok - Immersive, atmospheric, and beautiful post-apocalyptic mapset in the style of STALKER and Metro 2033. The Sanitized Edition is slightly buggy but works for the most part with HD. Provides a good mix of semi-linearity and exploration, combined with intense battles in realistic tactical spaces. Pairs well with DarkDoomZ and Ugly as Sin for balancing the gameplay towards scavenging and stealth. May require AshesHDBarrelfix.pk3 if flaming barrels appear to "flicker" their offsets.

  • Back to Saturn X Episode 1: Get Out Of My Stations by Esselfortium et al. - A respectably tough mapset even by vanilla standards, turned appropriately hopeless by HD's vicious roster. You're not here to kill all the demons - merely surviving will be hard enough. Plan your approaches, use your tools, and remember that discretion is the better part of valor, and you might just make it.

  • Blackout by Coen "DoomedAce" Blazer - One shorter intro map, one longer map. Penetrate a darkened techbase and turn the lights back on. Lightamp recommended for obvious reasons.

  • Brutal Doom Starter Pack (aka Extermination Day beta) by Sergeant_Mark_IV - Playable, there are a few big drops, but manageable. There are a few custom bosses. Map 6 (Nuclear Power Plant) reactor room has a damage floor that damages through the radsuit. Map 7 (Staging Area) is a Dead Simple homage, extremely hard, make a dash for the megasphere asap..

  • Dark Universe - Part 1 by PAYLOAD4367 - 6 space-themed maps. Has an excellent, creepy atmosphere on Hurt Me Plenty, although on Ultra Violence the buildup to the first encounter is... somewhat less subtle. Maps are filled with secrets, with large amounts of the level being accessed through secret areas. Last map is extremely difficult with Hideous Destructor, although everything before that is excellent. Be warned: there is a room full of decorative bodies in vanilla that will become a clusterfuck of zombies with Hideous Destructor - you'll realize which room this is pretty quickly.

  • The Darkening Episode 2 by Ola Björling - Early levels are extremely playable even in SP. Starting at MAP05 it's less so, with several nasty encounters and Arch-Viles becoming more prevalent, might be doable with a co-op team.

  • Dimension of the Boomed by Urthar - A surprisingly convincing set of Quake 1-styled maps. Along with some custom monsters borrowed from the source material, it also replaces most vanilla monsters without significant behavior changes. Here is a patch to overwrite them with HD monsters again. A rocket launcher is highly recommended. At the very least, pick one up before Map06.

  • Doom II by id Software - MAP01 through MAP06, MAP12, MAP14, MAP15, MAP31.

  • Doom II The Way id Did by the TWiD team - A series of original maps, patterned after the styles of id's own mappers. Encounters are generally on the easier side, with particularly gentle Archvile usage, but the platforming in some levels will require advanced tricks. Do not go to the second secret map, it will softlock due to a DEHACKED enemy being overwritten by HD. The first secret map is fully playable, just take the normal exit.

  • Doom Vacation by Doorhenge - Four maps from Duke Nukem: Life's a Beach recreated in Doom. Levels are fairly easy and bursting with secret areas, although it has a couple of nasty spots that will certainly kill you on your first playthrough. Has some parts that are easy to get stuck on if you don't know what the original Duke Nukem maps were like - additionally, you have to activate an unmarked linedef in order to continue on map03 where you would normally jump over a wall in Duke Nukem.

  • Eviltech: Soul Of Megawad by Nicolás Monti - Easier techbase-style mapset, most maps beatable in HD with a few exceptions. Sharp difficulty spike after Map11, scales back after Map20.

  • Hatomo Battles The Yomi Demons by Tobias Münch & Pablo Dictter - Ten maps with mostly small-scale encounters. Relatively heavy on the Hell Knights, pack accordingly. Don't take the secret way out of Map50.

  • kuchitsu by Memfis - Six urban-themed maps that serve as an ideal starting point for new players. A good variety of scenarios that utilize all the non-boss Doom 2 enemies. Hot starting points on Map03 and Map05, but nothing too extreme.

  • Mars War by Nathan Lineback - A quaint, relaxing megawad with just a couple problem maps. There's a bit more long-range combat and platforming than usual, but it's also very generous with supplies.

  • New Doom Community Pack by various artists - A full megawad of varying intensity maps. Maps 1-3 are quite playable if you take your time, if not a bit difficult. Beginning from map 4 onward, however, the levels become an intense sort of tough, with plenty of mechanics tropes that don't fit in too well with Hideous Destructor, such as teleporter traps, monster closets stuffed with Hell Knights and Barons, and will test the seasoned veterans. May be a good choice for co-op at any rate.

  • Pleiades by Roger Ritenour - 11 maps of varying themes and sizes with some dark areas. Maps 03-05 are ideal for co-op, as teleport shortcuts can be unlocked when you progress through the level. On map03, gently tap sprint to move faster during the space walk.

  • The Plutonia Experiment by Dario and Milo Casali - The famous megawad has come to haunt you again! Very difficult, but has some pretty fun experiences with Hideous Destructor. Whatever you do, DO NOT GO TO THE SECRET MAPS. A true test of your skill - experienced players only.

  • Rebirth by Björn Ostmann - The majority of maps works with a few standouts such as MAP06 and MAP10

  • Recon ReDuX by RastaManGames - 10 short but intense levels from techbases into Hell (and what a pretty Hell it is!). Plays great with Hideous Destructor either in SP or MP. Make sure to bring boss-buster weaponry for the two boss maps. The Spidermind battle is probably the worst due to lack of cover.

  • Revolution! aka TVR by Thomas van der Velden - Lots of small-scale encounters in mostly realistic environments, well-suited for people new to HD. Much of the difficulty is frontloaded in the earlier maps, with maps 03 and 06 requiring particularly cautious play. There's just a couple problem encounters for the rest of the WAD after that, but nothing too serious. Use the tools you're given, look for secrets if you need to, and everything should be fine.

  • Scythe by Erik Alm - The first 22 maps are manageable, short and small encounters that even a new player shouldn't have a hard time with. From Map23 on, expect a massive difficulty spike. Map28 will require the use of berserk to reach the exit in time.

  • SIGIL by John Romero - A very dark Ultimate Doom episode with a heavy emphasis on careful movement and observation. All the narrow walkways over damaging floors are a serious threat in vanilla, but HD's safety features should keep a calm player from falling. DERP and radsuit recommended, ladder and lightamp advisable but optional.

  • The Ultimate Needs More Detail by Fiend - Three episodes in Doom 1 style, with more or less equivalent difficulty. Uses ambushes a little more frequently, but rarely anything unpredictable.

  • Ultimate Doom by id Software - E1M1-4 not counting E1M9; E2M2; E3M1-3.

  • Wonderful Doom by Wraith - A set of from-scratch remixes of Doom 1's maps. Equal difficulty to the original maps, sometimes a bit easier.

Other

  • OBLIGE by andrewj - A random level generator which provides fairly predictable (somewhat bland) levels suitable for training or casual play. It is recommended to turn off (or at least reduce!) traps and teleports, and reduce health/ammo/item/monster amounts, as OBLIGE's "normal" settings seem to favor a rather intense gameplay style. Do not even attempt the prefab "boss" levels generated at the end of an episode/game, they're basically impossible.

  • Random /idgames selection - For the trailblazer who gets no satisfaction if they're not beating hand-crafted maps that nobody else has, a game of Russian Roulette with the largest repository of Doom WADs that's been running since the very beginning. Check readmes, reviews, and release dates carefully to make more educated selections. Very old WADs can sometimes be good, since community standards for difficulty hadn't quite developed yet, but they can often be visually unappealing, annoying to navigate, or simply not well-suited to HD despite being easy by vanilla standards. But if you were so easily dissuaded by such matters, you wouldn't have even made it here, would you?