All Hell is Breaking Loose!


All Hell is Breaking Loose! is a Doom II partial conversion created by Joel Huenink that was released July 17, 1996. It contains several gameplay changes through extensive use of DeHackEd, most notably new weapons that behave differently from those found in the original game. Across five new levels, it also includes new monsters, graphics, sound effects, and original music by Mark Klem.


Levels for the WAD were made by:

Graphics and sounds for the WAD were made by:

  • Joel Huenink

DeHackEd for the WAD was made by:

  • Michael Gummelt
  • Ted Mielczarek

Music for the WAD was written by:


According to a Doomworld interview with Joel Huenink in 1998, development on All Hell is Breaking Loose began in December 1995.[1] The project's Doom file template text file indicates the build time covered a period of 10 months and required 2-to-6 hour days by Joel. Brothers Chris and Michael Niggel collaborated to re-purpose an in-progress map to use All Hell's custom assets and submitted it to Joel for his approval.[2] Mike Gummelt conceptualized the new weapon and enemy behavior, partially implementing the DeHackEd patch. Ted completed the work for final release.[3]



Twin Fists
A one-two punch that comes out at twice the speed of the regular fist.
Double-bladed Chainsaw
A chainsaw with two blades. Shreds at twice the speed of the regular chainsaw.
Guns Akimbo
Two pistols that Doomguy fires in quick succession.
A chain-shotgun that sprays buckshot rapidly. Replaces the shotgun.
Super Shotgun
Same as always, but with three times the ammo available.
An assault rifle that fires hitscan bullets slightly faster than the chaingun, which it replaces.
A shoulder-mounted rocket launcher that fires slightly faster.
A device that belches a continuous stream of flame over a short distance. Replaces the plasma gun.
BFG 10000
Looks the same as the original BFG9000 (which it replaces), but fires at a faster rate.



Two-headed chaingunner
True to their name, they've got an extra head. They have 150 health and replace the Wolfenstein SS.
Arachnotron Jockeys
Two-headed chaingunners who riddle you with bullets while their arachnotron mount sprays you with plasma. They also won't stop firing when you're out of their line of sight. They have 800 health, replace the normal arachnotron and spawn a two-headed chaingunner on death.
Evil Marines
Red-armored maniacs who move erratically and pepper you with plasma. They have 100 health points and replace lost souls.
Apache helicopters
A helicopter that fires rockets at the player and deploys Evil Marines. They have 2000 health points and replace the pain elemental.
Pit Fiends
Large demons with dragon wings who sling lightning (and profanities) at the player. They appear in three varieties: brown ones have 1500 hit points, green ones 2500, and grey ones 5000.
Giant Cyberdemon
Twice the size of the normal cyberdemon, this monolith carries twin rocket launchers and fires a barrage of three rocket pairs. They have 6000 health points and replace the mancubus.


  • Zombies catch fire and burn (ala Heretic) when gibbed.
  • Shotgunners now drop 8 shotgun shells instead of a shotgun (due to how the streetsweeper works)
  • Imps now throw cacodemon projectiles. Due to this, they also share the cacodemon's unique melee attack protocol. Imp skeletons appear in some levels, where they regain their flesh and ambush you.
  • Demons are enveloped in flame and have 200 health points.
  • Barons have ditched their lower halves for the power of flight.
  • Revenant punches have been replaced with an uppercut that launches the player into the air. This uses the arch-vile's blast attack, so it can hit you from any distance.
  • Arch-viles disguise themselves as medikits in order to surprise their enemy.


  • The player can carry more shotgun ammunition (150, 300 with backpack). To account for this, shotgun shell and shell box pickups give twice as much ammo (8 and 40, respectively).
  • The megaarmor gives the player 300 points of armor instead of 200.
  • Skull Keys and the red keycard have been replaced with ambient noises.


Current records[edit]

The DSDA episode records for All Hell is Breaking Loose are:

Run Time Player Date File Notes
UV speed run 03:10 Elmle 2021-03-05
UV max run 16:53 Aleksey Kamenev (4shockblast) 2016-05-28
NoMo run 01:51 mhrz 2021-09-27

The data was last verified in its entirety on July 28, 2022.


External links[edit]


  1. Andrew Stine (Linguica) (10 December 1998). "5 Years of Doom - Joel Huenik Interview." Doomworld. Retrieved 13 July 2020.
  2. Michael Niggel (Risen) (15 November 2002). "Twice Risen - Parting Letter." Retrieved 13 July 2020.
  3. Andrew Stine (Linguica) (10 December 1998). "5 Years of Doom - Joel Huenik Interview - Page 2." Doomworld. Retrieved 13 July 2020.