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The /newstuff Chronicles #111

In a Doom world which is in turmoil (Ling's departure, staff changes, wads coming in by the bucketload and everyone re-releasing their projects and trying out new reviewing formats) you'll be pleased to know that I'm still trying to bring the wads to you in the same familiar way that I've always done (despite the format being changed). As well as taking 3 wads (totalling 8 maps) from last week, there's tons of wads this week as well - 8 to be precise, giving a grand total of 30 maps for your Dooming pleasure. Let's begin:

  • Dream by Kara C. Rader (Nanami)
    (wad) - (txt) - any source port - SP -
    Well, she certainly has talent at making Doom maps, as it's another decent map for Doom 2. Replacing map 02, this is similar in style to the Grind series in more ways than one. The texturing theme is similar, with detailed architecture, mostly in the small spaces, and a brown ashwall theme in the outdoor areas. There are also the accompanying neat tricks - this time it's moving crates on a lift, and a cool 'raise dead' effect in one room which is achieved through dehacked (the creatures start off dead, and rise up when you enter the room). Gameplay is tough, with finely balanced health and ammo - you'll have to evade at some point. There are a couple of downers though - the blue key is accessed through a secret, and although the 'raise dead' effect is pretty cool, it can't be stopped and so you won't be able to kill everything (but that's only a minor niggle). In short, another nice-looking and challenging map.

  • Short 'n' Quick 2 by Varun Abhirama Krishna
    (wad) - (txt) - any source port - SP -
    Surprisingly (not), this is a short and quick single map for Doom 2. It's also pretty hard, and choice of route can be critical in terms of your survival chances. There's enough ammo, but it is spread around and some of it is guarded, too. Health is rare to be seen, except for a hidden supercharge (which unfortunately is needed) and there's plenty of big monsters and a couple of nasty traps to help you along to your death. This makes for a pretty good challenge, but is probably aimed at the more skilled Doomer. Looks-wise, there's plenty of detailed architecture and the layout is pretty neat - you can go anywhere at any time, which calls for a bit of thinking as to which way is best to attack it. It's short, quick, and worth playing.

  • River of Revenge by Marcus Heikinpalo (Doomer 4ever)
    (wad) - (txt) - any source port - SP -
    A 6-map wad for Doom 2. The first map sees you jumping hastily off a boat to avoid mancubi fireballs, but after that each map is medium/large and crammed with monsters of various sizes, some of which are themed and some are not. The general detail level isn't that great, but in the themed areas (notably maps 04 and 05) the detail is much higher and appropriate to the theme. The gameplay is what this wad is about - fast, furious and fairly hard, too. There are some pretty tough battles, especially up close, with lots of big monsters to keep you busy. The ammo balance is good, as rockets and cells are not abundant, therefore a lot of shelling is in order. Health balance is good too - not too little and not too much. It's clear that the author put gameplay before detail, and why not, as you don't need 10,000 sectors to make a good map that's fun to play. This wad might annoy those who hate close up battles with various types of monster, and those who are lesser skilled players (no skill levels here) but it's an enjoyable wad that's fun to play.

  • Wasted 1: Industrial Zone by Nick Baker
    (wad) - (txt) - any source port - SP -
    I remember this wad - it was in the first newstuff after I joined the forums. It's been revamped with more monsters, tougher gameplay and enhanced detail, although it's been so long that I can't work out what the changes are. It's a small but tough industrial map for Doom 2, with some nice detail, a few new graphics and a good ammo/health balance. The hidden supercharge makes things a bit easy, but it's not required to complete the wad. The start is pretty tough, and some infighting is required soon after but on the whole it's suitable for most Doomers.

  • Wasted 2: The Crusher by Nick Baker
    (wad) - (txt) - any source port - SP -
    And here's the sequel. Another small industrial map for Doom 2, replacing map 02. This map is symmetrical in nature, with the crusher in the centre. A new green tiled wall texture plays a big part here, along with some other new graphics. IMO, the detail is nicer than in the previous map, but the gameplay isn't as challenging, apart from a couple of traps near the end. The ammo/health balance is pretty good, with no heavy weapons, which makes things a little harder. It does have a nice feel to it, and fans of industrial maps will certainly enjoy it.

  • Vile Flesh Demo by Gwyn Williams
    (wad) - (txt) - any source port - SP -
    A 6-map wad for Doom 2 and is a "taster" for an upcoming project called Vile Flesh, which explains why the maps don't follow on from each other in any way. Still, it doesn't prevent it from being a quality map set. The themes vary from industrial to rocky to brick-based, and the maps are all fairly large except for the first one. Detail is pretty good throughout, with good use of wall and floor/ceiling lighting and some good architecture to boot. The gameplay is also pretty good, with no bfg, lots of big monsters and many a nasty trap to catch you out. There's plenty of ammo (perhaps a bit too much) and health/armour is reasonable, too (although perhaps a bit too many blue suits). It may be too difficult for some Doomers, but a lot of you should be able to do this one, and is certainly fun to play. I can't wait for the full project...

  • Blind Alley R: Monster Mansion by Gene Bird
    (wad) - (txt) - doom2.exe - SP -
    A single map crammed with monsters. The 6th in the Blind Alley series, this carries on the trends as normal. You know the drill - high monster count, plenty of ammo but watch the health. There's no discernable theme (in layout or texturing) and the architecture is a bit plain in most areas (but not all), but once again you'll be too busy blasting away at hordes of monsters to worry about that. It's a medium-sized piece of fun that reminds us all what Doom is about.

  • Barfight by Lizardcommando
    (wad) - (txt) - any source port - DM -
    As the title suggests, it's set in a bar, complete with kitchen, bog and storage areas behind the bar, and a car park out the front. The architecture is appropriate to the theme but looks quite basic in places. Gameplay-wise, there's weapons, ammo, armour and health stashed in the various rooms and no powerups to be seen. However, there are quite a few dead ends, which means the main tactic would be corner-and-splatter, while at the same time may disrupt the flow of the match. Simulated 4-way barfights should be good for the novelty value and for that reason it serves its intended purpose, but apart from that it's nothing special. It is the author's first map, though.

  • Flames of Revenge by Berserker79
    (wad) - (txt) - ZDoom - SP -
    A single map for Doom 2, and is map 03 of a hub to be made in the future. Basically, it's a Plutonia-style brick maze with a score of archviles, complete with the door mechanisms (as well as everything else bar the textures). This map is bigger and more complex than the Plutonia one, and is slightly tougher due to the lack of health (and not entering with 200% health/armour). The detail is fairly good for a maze with well-placed scenery things, and there are a few ZDoom features, including a rolling sky and a very good music replacement. I like this one (not surprising, given that Plutonia is my all-time fave wad) but a lot of you will find it annoying and frustrating if you don't like mazes, archviles or Plutonia.

  • Ace 1 by P. Westlake (Ace)
    (wad) - (txt) - doom2.exe - SP -
    A single map that's a sort of library/study, and the detail is appropriate for the theme, although a little plain in places. The gameplay is better, with some evasion required while you hunt for that super shotgun. Once you get that, you shouldn't have too much trouble, but don't waste your shots anyway. It is an enjoyable wad with some good battles, and should suit most Doomers.

  • The Underworld Episode 1: Hades' Curse by Spike and Perfect Lil' Dream
    (wad) - (txt) - JDoom - SP -
    I think this has been around for a while, but if you haven't already played it, then get ready for a trip into Hell. 10 maps of a distinctly hellish theme, with plenty of good looks and challenge. The levels are very dark, with plenty of torches enhanced by JDoom's lighting. This leads to a great atmosphere, which is dark and creepy throughout. Both the castle/temple and the cave-like sections are highly detailed throughout with plenty of nice touches, enhanced by the new graphics and the choice of source port. It's also pretty challenging - a good mix of monsters throughout, with some neat scenarios (namely an area where you face 3 of every monster in turn - except the big two and the SS). However, the placement of pain elementals (and lost souls) can be annoying at times, and if you don't like archviles you'll get annoyed some more. Ammo and health are balanced fairly well, but in some places you might run a bit low so keep that chainsaw ticking over. This is easily the most hell-like mapset I've seen, and a pretty damn good one at that. There's little room afforded for those who like modern/tech maps (except for some of the first map) but that doesn't matter, as gothic/hell maps look way better in JDoom, and this mapset seems made for JDoom (which of course it is...). Although not my favourite style, I enjoyed playing Underworld, as should you. Recommended!