WAD Review - Return to Hadron
10 years ago
General
Return to Hadron (click to download)
Click here for screenshots
INFO: 9 maps; replaces Episode 1. Requires DOOM.WAD and a limit-removing source port.
RATING: 4 out of 5
Return to Hadron acts as a remake of the first episode of the excellent Doom 1 megaWAD, ConC.E.R.Ned. (You can read my review of that WAD here.) Think of it like Plutonia Revisited as compared to the original Plutonia Experiment, remixing familiar locales with some new gameplay that retains the exciting spirit of the original.
While I loved the original ConC.E.R.Ned, it really is amazing how much bolder these maps are compared to the originals. The old, timid layouts that funneled you through an array of big rooms connected by corridors has given way to smoothly-flowing, open battlefields where you can see and shoot at enemies from a much larger variety of angles and locations (and they can do the same to you). This means the action is much more frenetic, as you have fewer stable hiding spots and have to keep moving and shooting near-constantly to stay alive. However, you're given ample supplies to deal with anything that's thrown at you, and while ideal solutions to problems are presented, the gameplay is forgiving and flexible enough that you can brute-force your way through trouble if things don't go as planned. It's all extremely fun.
Well, fun for the first 5 maps, at least. Ironically, by E1M6, the revamped level design philosophy begins having a negative impact on the game. The arduous, increasingly dangerous journey through various cramped chambers offered in the original ConC.E.R.Ned's E1M6 has now been reduced to one really big fight in a big room, resulting in a much weaker, more tedious experience. E1M7 suffers similar issues, with the more open, airy design inviting lots of aggravating cheap shots from far-away snipers while you try to figure out where you're supposed to be going. E1M8 is an improvement overall, thrusting you into battle instead of allowing you to hang back like in the original, but it's still just a short boss map, not anything spectacular.
Overall, while not a straight improvement over the original episode, the majority of Return to Hadron is chock-full of finely-crafted, blistering action that manages to outshine its stellar forebear, and even the weaker maps still have their exciting parts. Let's hope this isn't the last we've seen of this map series' particle-accelerated action! ;)
~
Click here for screenshots
INFO: 9 maps; replaces Episode 1. Requires DOOM.WAD and a limit-removing source port.
RATING: 4 out of 5
Return to Hadron acts as a remake of the first episode of the excellent Doom 1 megaWAD, ConC.E.R.Ned. (You can read my review of that WAD here.) Think of it like Plutonia Revisited as compared to the original Plutonia Experiment, remixing familiar locales with some new gameplay that retains the exciting spirit of the original.
While I loved the original ConC.E.R.Ned, it really is amazing how much bolder these maps are compared to the originals. The old, timid layouts that funneled you through an array of big rooms connected by corridors has given way to smoothly-flowing, open battlefields where you can see and shoot at enemies from a much larger variety of angles and locations (and they can do the same to you). This means the action is much more frenetic, as you have fewer stable hiding spots and have to keep moving and shooting near-constantly to stay alive. However, you're given ample supplies to deal with anything that's thrown at you, and while ideal solutions to problems are presented, the gameplay is forgiving and flexible enough that you can brute-force your way through trouble if things don't go as planned. It's all extremely fun.
Well, fun for the first 5 maps, at least. Ironically, by E1M6, the revamped level design philosophy begins having a negative impact on the game. The arduous, increasingly dangerous journey through various cramped chambers offered in the original ConC.E.R.Ned's E1M6 has now been reduced to one really big fight in a big room, resulting in a much weaker, more tedious experience. E1M7 suffers similar issues, with the more open, airy design inviting lots of aggravating cheap shots from far-away snipers while you try to figure out where you're supposed to be going. E1M8 is an improvement overall, thrusting you into battle instead of allowing you to hang back like in the original, but it's still just a short boss map, not anything spectacular.
Overall, while not a straight improvement over the original episode, the majority of Return to Hadron is chock-full of finely-crafted, blistering action that manages to outshine its stellar forebear, and even the weaker maps still have their exciting parts. Let's hope this isn't the last we've seen of this map series' particle-accelerated action! ;)
~

John Davied
~jd345
On how the newer e1m8 by Romero, this can go fairly well with that if you don't want a small boss fight
Doom_Furs_Club
~doomfursclub
OP
Right, despite Romero basically creating the design philosophy of Doom levels, his E1M8 broke free from the traditional shackles that insist that all episode-ending levels must be little more than short boss fights, and offered a much more in-depth, meaty experience. Other level designers really need to take note.
PinkMew
~pinkmew
Ah, that classic green sky texture. I honestly don't get what people see in it.
VictoriaViper
~victoriaviper
I don't think I've ever seen it before. I thought it was kinda neat. Gives the sky a very fantastical look, like an aurora borealis, or something supernatural.
FA+