Bloodshedder
Spellchecker

Posts: 4007
Registered: 03-02 |
Welcome back to this... Tuesday edition of The /newstuff Chronicles? I only recently got back from vacation and had time to compile an installment. I bet you don't care what day of the week it comes on, anyway.- Ungrateful Dead - Doria
doom2.exe - Solo Play - 57645 bytes
Reviewed by: prdarkfox
This is another 1996 (almost 1995, it's early) WAD that has come ashore from the seas of the lost. While the texture placement and monster placement is nothing special, there is one thing that this level set has, even over most of today's maps:
It's very, very unpredictable.
I found myself checking virtually every wall, making sure not to get jumped or crushed or falling into another trap for the first quarter of the map. After awhile it seemed Doria got a little tired and eased up on the pressure a little bit. The midway point did seem rather dull, however nearer the end there was an exciting battle as the ground collapsed.
I may be making a big deal out of such an aged WAD, but despite many of the multiple flaws (keys in secrets, hidden doors that shouldn't be hidden, etc.), this wad is indeed a special stand-out from the other crap from '95-'96.
To today's standard, not quite worth your time, however this is a must-have for collectors as this does show some of the neater, simpler things done with Doom.
- Doom 64: The Reckoning - Steven Searle
Doom 64 TC - Solo Play - 1827218 bytes - (img) (img) (img) (img) (img) (img) (img) (img) (img) (img)
Reviewed by: engineer
This is "Doom 64: The Reckoning"; a 9-map, grape-buster of a wad that replaces Map01-Map09 of the original Doom 64 TC level set and is divided into 2 "episodes", with Map01-05 making up Episode 1 and 06-09 making up Episode 2, so says the readme.
Architecture is similar to the Outcast Levels (which are required to run "The Reckoning") and are generally in line with the Doom 64 theme. Weapon, ammo and health placement are good, as I never felt like I was going into a room under-equipped. Monster placement is on par with Doom 64 (and the Outcast levels, which seem to be the inspiration for this level set), though I don't remember encountering a Hell Knight in the first level of either the stock Doom 64 maps, or the Outcast levels. In fact, the maps get crazy with monster numbers and types as the levels progress, making ammo conservation a MUST to play through these maps at anything other than skill 1.
All in all, despite what I believe are goofy monster choices early on (Hell Knights in map01, for instance) the maps played very well. "The Reckoning" is a good level set for the under-used Doom 64 TC/engine. Give it a try if you enjoyed the Doom 64 TC or the Outcast Levels.
- Ushasu - Brett 'Mechadon' Harrell
Boom Compatible - Deathmatch - 217750 bytes - (img)
Reviewed by: Shaikoten
Ushasu is a pretty little Quakish Judas inspired DM wad by Mechadon. It's just a single map, intended for duel, and as such is a bit claustrophobic. If you're familiar with judas23_.wad, envision that, but brown and with slightly tighter hallways. Of course it isn't exactly like Judas, but it plays similarly, with great height variations, the map spiralling up to the top. I like that it's slightly more difficult to get the BFG than normal in Judas, which could potentially result in less lopsided games. One portion I'm not sold on, though, is the scalable walls just outside of the lower teleporter. The sudden dramatic change in height I feel always disrupts gameplay for both parties, but this is a personal gameplay caveat.
Overall the gameplay is fairly solid, and I can recommend it highly if you're a fan of Judas. The detail work is good in my book, very brown Quake tech-ish, and good for a one-off map.
- ZPortal (ZDoom Portal Gun) - Cutmanmike
GZDoom - Solo Play - 9264271 bytes
Reviewed by: Wills
Some of you may remember a very interesting tech demo Cutmanmike released a while back; if you've played it then, then you almost certainly will. Basically it took the teleportation technology of Portal (from the good folks at Valve) and stuck it in Doom. The setup is the same: you shoot two types of portals between which you can teleport. Of course it's not exactly like Valve's version - as far as (G)ZDoom can stretch the source code, it can't make it do things like having flat portals that act more as doors than anything else (including being able to see through them), much less emulate the complicated physics powering Portal. But the amazing thing was that it even worked at all, and it was incredibly impressive that it worked as well as it did.
Cutman's tech demo came with a demonstration level (which is the first level in the full ZPortal, kinda like shareware Doom's first episode) that let you have all sorts of fun with this portal technology, and as an added bonus you could even play the stock Doom levels with portals. But as interesting as it all was, it was simply a short demo level, and the standard Doom maps weren't built for such gameplay.
With the full version of ZPortal, Cutman has included three new levels and two new types of portal guns, added enemies, secrets, and all sorts of other goodies, and even made cutscenes and a new 'time attack' mode. The four levels (Grey Complex, Canyon, Sky Palace, and Castle) are very basic stylistically - they mostly just keep to one theme and stick with it the entire time. Detailing is at a minimum and is mostly expressed through decorative objects. Too much detail would have definitely been distracting, but you can't help but feel as if maybe just a computer terminal here or there would have improved the looks a little.
But this is a superficial gripe; the real focus here is gameplay. One thing you have to get used to right away is the fact that the portals are wider than you think they are. This means if you rush you're likely to accidentally walk into your own portals when you think you won't (Cutman has included a usable item that removes portals, thank goodness) or that you'll shoot a portal but hit a nearby wall instead of where you were aiming. Here is another one of Doom's limitations - if the teleports were any smaller, it would be possible for the player to teleport into a wall or floor (according to Cutman). So the only thing you can do is aim better, slow down, and use that portal-destroy device.
ZPortal starts out with the Grey Complex level, the map featured in the ZPortal demo. Level design is okay and very easy, but it's good to get a solid grasp of how your portal gun works before you start facing the real challenges. Next is the Canyon, which is much longer and harder than the Complex. The lack of texturing variety is most obvious here, as this is all brown, brown, brown. Not only that, the entire level is permeated with a brown fog. Gameplay, however, gets very interesting once you have the Sticky Portal Gun. Sky Palace comes next; for some reason I really like the combination of marble and white fog. Level design also gets very good here and uses GZDoom's 3D floors to full advantage. The final level takes place in a sort of castle-area filled with lava. At the beginning of the level your weapons break, forcing you to rely on your own running-and-jumping skills to get your guns back. If you've ever played one of Cutman's platformer levels you'll know what I'm talking about. Castle is also the best level stylistically, as it contains outdoor segments where you have to avoid falling off the level and the indoor sections where you stumble around on platforms over lava.
The enemies in ZPortal are appropriate to the style of gameplay (no health, just avoid falling into slime/lava/the sky). Two types of droids, one that destroys your portals if it sees them and one that jams your weapons if it can see you, make things much more challenging. You also meet up with a plasma-ball shooter robot thing that doesn't hurt you but can push you into lava/slime/whatever it is you're trying not to fall into. This is extremely annoying; thankfully these plasma robots are in only one level.
From reading through the ZPortal topic on the ZDoom forums, it's fairly obvious that most other people are better at ZPortal than I am. I found this wad extremely challenging, probably just because I suck at it for some reason. Normally I would have skipped especially hard sections with the 'fly' cheat, but 'fly' has been disabled, doubtlessly making many players tear their hair out with frustration. Or maybe not; I really suck at this wad, so maybe you won't have such a hard time with it. I would have appreciated including difficulty levels - this was planned but scrapped so Cutman could release ZPortal. As a map designer, I understand his desire to just get the damn thing out the door already even if you can't include all the fancy new features you want to.
But these complaints are only minor distractions from what this wad really is: a creative and technologically stunning release. ZPortal opens up an entirely new dimension of gameplay in Doom, much like Cyberdreams did, and hopefully it will inspire map authors to go beyond self-imposed limits on how to play Doom. Doom's standard 'get key, kill monster' gameplay, no matter how well executed, gets stale after a while, and it's good to take a refresher with a creative wad such as this. Definitely one of the top ten wads of the year.
- PN Slime Base - PirateNipple
doom2.exe - Solo Play - 91495 bytes - (img) (img) (img)
Reviewed by: Nuxius
What we have here is basically a small, fun, well executed map. When I first saw the aesthetics of the map, it reminded me of Alien Vendetta, however, upon getting into the map further and experiencing what it had to offer from a gameplay perspective, it became obvious the author had implemented their own style of mapping.
I really liked the aesthetics of this map; it concentrates on broader strokes of detail, similar to more classic styled maps, a style which I enjoy. The structures are built around the gameplay, rather than the gameplay being built around the structures. My only real complaint is that the map is a bit too easy, but that doesn't detract much from the fun to be had throughout the experience.
I'm definitely looking forward to whatever else PirateNipple has up his sleeve for Doom maps; and in case you haven't already figured it out, this map gets a recommendation from me.
- CramMped Capture The Flag - Kuchikitaichou
Skulltag - CTF - 626370 bytes
Reviewed by: Wills
This is a set of eight maps for Capture the Flag. About half take place in buildings with small, cramped hallways, sometimes where there's only room to go single-file. It's very easy to get caught on various crags that stick out into the halls, which often take awkward right-angle turns. These small hallways twist and turn on each other, often creating labyrinthine, hard-to-remember layouts in a suprisingly small amount of area. Everyone knows half of playing CTF well is knowing the map, and it's hard to learn where to go in these maps.
The other half of the maps feature larger open spaces. Unfortunately, these areas aren't sophisticated enough to make gameplay interesting; they're often just a large arena with one or two high structures in the middle, with very little cover. So it seems this wad suffers from polarization between small and large - everything is too cramped or too open. Perhaps with some serious reworking the author can improve some of these maps, but until then I can't imagine anyone wanting to play CTF on these.
- 1024-4: Directors Cut Version 2 - Alter
Boom Compatible - Solo Play - 1793178 bytes
Reviewed by: prdarkfox
Hmmm. 1024 maps. Created to limit the mapper... or is it the player? Let's boot this baby up and give it a spin.
MAP01: Baron in tight quarters with only a standard shotgun -- from 100/100 I lost over half my health. The rest of the map (that was the worst encounter) was much of the same.
MAP02: Felt kind of "meh" as I meandered through. There were a couple "details"that I was really curious about, as in "why are they there, and what purpose do they serve?"
MAP03: Baron Baron Baron Baron Baron Baron Baron Baron Arch-Vile! Arch-Vile! Also felt meh and the overuse of Archies and Baron-classes made this slugging match very tough and almost unfair. Damn you, 1024 restrictions! Oh, hey, I cansee the monster pens on the automap.
MAP04: Same as 03, except even less interesting.
MAP05: Still following the base theme; I really wonder about the logic of some of the placement of the archetecture. Lots of teleporting monsters on this one, and one of the most awful "gates" I come across with yet another Arch-Vile to undo my work. The space is bad enough (even though this one's a little more open)!
I need to note here that this is where I left off, getting pretty flustered with the maps. However, with a review to finish, I took the rest of the night off to continue on later. ...
MAP06: Still a little frustrating but the less use of Arch-Viles and more towards finding a goal made this one actually pretty solid.
MAP07: Kind of like Dead Simple in a good way. Architecture did not get in the way as there was plenty of room to avoid -- except in the damned beginning room. However, I am certainly tired of seeing the Gothic textures being misused; they felt... slapped on.
MAP08: I'm not sure on the decision to call the map "Red", however this one really didn't feel like a 1024 map at all. It felt open, unrestricted, and had me with a couple surprises I didn't quite expect. This one was a blast and I'll do it again. I could actually use rockets here!
MAP09: This marble-tiled map felt like a key hunt with an interesting ending. Not a lot else to it, but at least it wasn't aggravating.
MAP10: Cosinus felt a lot like a miniaturized version of a Hell Revealed map. Tight confines, lots of monsters in one area, and ammo only for a shotgun? Unless you stocked up machine gun ammo from the previous maps, only fancy footwork to the extreme would get you through this one. Too hard.
MAP11: It's alright, but again, the frustrating confines work against you here. All shells, nothing else, and plenty of hordes.
MAP12: Same as MAP11 but better in terms of gameplay. An errant wood stair irksme, however about the strange "detail" present and also its ability to inhibit my ability to dodge and lay waste. The map was also otherwise remarkably flat.
MAP13: Looks like a meeting hall. This one was a switch hunt. Action was alright, not a bad map at all.
MAP14: This seemed like a whole lot of an interesting nothing. "Void" was what it was called, but it was just more of the same mish-mash of Gothic textures in a night setting. Moving on...
MAP15: Another key hunt, set in a town-like setting. Didn't seem to interest me much but it wasn't a bore, either. Lots of teleporters and surprisingly easy to get lost.
MAP16: Boss fight! Set to the (MIDI) music of "Stealth Frag", except in obligatory 1024 style. The monster fired Revenant fireballs instead of rockets,however, as for once the tight confines do not hamper the player with a monster's splash damage!
Good: I don't hear the remixed Doom MIDIs very often and find that they do add anice touch to frustrating levels. The levels themselves at least had a collective theme, so not a lot felt out of place.
Bad: There needs to be a much larger emphasis on variety of gameplay. I felt like I was running laps after MAP03, until a map like MAP06 or 08 run a nice straight detour. Insufficient health in many of the earlier maps and little variety in types of enemies used.
FINAL VERDICT: You have some crappy levels here with good "artistic" detail, some really bad levels with limited detail, and some real gems that actually play well. MAP08 was by far my favorite. However, I'm going to point both thumbs down to this unless your a masochist. It's not total garbage, but I'm not going to try to sugarcoat what I got tired of quickly.
So, mappers, the primary goal in a map is to make sure the map is fun! If it isn't fun, the experience is going to be quite forgettable!
- Quake III Weapons - Captain Toenail
Skulltag - n/a - 3078854 bytes - (img) (img)
Reviewed by: Cutman
Quake III Weapons is what it says on the tin. The mod replaces all the weapons in Skulltag with Q3 weapon sprites either ripped from the game or ripped from screenshots of the models in game. A lot of these don't have any animation at all, but instead have a bobbing sort of animation when they fire. It's not too bad but no sparks coming off the guns when you fire them looks a bit tacky. Here's a list of the guns present.
Machinegun: The Machinegun seems okay at first glance, until you start firing it. It uses a two frame animation for the spinning of the barrel, which just looks plain ugly. I would have expected a few more frames on this thing, even if it is a screenshot rip. Also I remember being able to literally snipe people with the Machinegun in Q3, but here the spread is a bit too much at distances.
Gauntlet: Another two frame spinning animation. In Quake 3 you could kill people with the Gauntlet in two or three hits, but here it acts just like the chainsaw.
Shotgun: The shotgun looks okay. It bobs back when you fire it, kinda like in Q3, but like I said earlier the lack of a gun flash when you shoot it kinda kills the feeling of it. Anyway the spread seems a little too much here too, but it's not bad.
Nailgun: Next up is the... Nailgun? I can't remember a nailgun being in Quake 3, but rather Team Arena. Anyway this is another bobbing-firing weapon which is kinda like a worse shotgun. It fires a spread of "nails" and hurts things (I was hoping they'd rip through stuff) and it's slower than the Shotgun (weaker too it seems).
Chaingun: The second of the TA guns. The chaingun, much like the machinegun, has a lack of frames causing it to look pretty bad. It's exactly the same as the Machinegun but faster. I couldn't tell if it was any powerful or if the spread was different.
Grenade Launcher: Another bibbity bobbity firing gun, although this one has two frames of animation if you look closely. It seems to be just like the Skulltag grenade launcher but the grenades travel slower. I can't tell where the grenade sprites came from, they look like rips but I have no idea how you'd rip a object like that with screenshots. Overall, this one isn't too bad.
Rocket Launcher: Ahh, now this brings back memories. It bobs when you fire it just like all the others, but the rockets that come out of it are great. I get a quick burst of nostalgia whenever I fire this one. The rockets sparkle and roar as they fly by, just like in Quake 3. The explosion to me seems a tiny bit too strong to me, as rocket jumping seemed to knock me down to 3 health and send me flying. This is probably my favourite one.
Lightning Gun: This is essentially a weak railgun that constantly fires as you hold the trigger. It looks pretty damn good to be honest, but since it's a railgun the range is unlimited. But I guess it's the best you're going to get for a Lightning Gun in Doom so far. I like this one, but the thing that kills it for me is the animation on the weapon. There is none!
Plasma Gun: Another bobbing-firing weapon, but I don't mind this one so much because I remember the Q3 one doing the same thing. The projectiles on this look nice too. The Q3 Plasma Gun had a tiny radius damage on the projectiles, and you could even kill yourself with it. Here it's just like the Doom Plasma Gun but with faster moving projectiles. Not bad not bad.
RailGun: Another one framer. This one fires just like a Railgun should (none of that skulltag BLAM. BLAM. BLAM. BLAM. RELOAD. nonsense) and feels kinda like the Q3 one I guess. I'm probably wrong about this but I can't remember the railgun having a weird humming noise while you held it. Also the fire rate seems slightly off. This is okay but could use some glowing effect on the gun like in Q3.
BFG10K: I hated it in Q3 and I hate it just as much here. It has a one frame animation (as usual) and the projectiles just look like the plasma balls but green. I thought this thing spewed HUGE blasts of green energy, not cacky plasma balls which suddenly hurt a hell of a lot more. Also this seems to be the only one of the bunch where the explosion frames suck (2 frames). The power seems about right though.
The weapon sprites are also changed to those "simple" ones in Q3. I don't like them at all, but some people probably do so that's fine. The sounds and effects for all the weapons are spot on (because they're ripped), and even the weapon switching is made Q3 style. There are also new powerups and other things worth checking out, but nothing too fancy.
Overall, this isn't a bad effort. If you're a Quake 3 fan you should check it out for sure and see what you make of it. The weapon sprites are really what lets this project down. However the author claims this is still a work in progress, so who knows what to expect. Who knows, maybe Skulltag will gain half decent weapon model support and save the day?
- Zero Tolerance - Zero Prophet
ZDoom Compatible - n/a - 8668466 bytes - (img) (img) (img)
Reviewed by: KingofFlames
Zero Tolerance is a weapons mod by Zero Prophet; it was released onto the ZDoom Forums by Xaser, however. It has several new weapons in it, going all the way up to slot 0, all of them have a reloading alternate fire, excepting the one on slot 0. It's also got a scripted hud, which you can activate by setting a key in the console. It also has enemy replacements in it, including an annoying Imp variant!
#1: The replacement for the Fist and Chainsaw is a Flare Gun, which can be upgraded to several different levels. It can be quite overpowered, because of its radius damage.
#1a: There is also a chainsaw replacement, which is also the other weapon in slot 1. It looks like the Doom 2.5 chainsaw at first, but it has some really cool edits to make it look like it's being swung.
#2: The replacement for the pistol is the Prophet Pistol, which can be upgraded to the Dual Prophet Pistol. The Pistol has a cool little laser sight on it, but it can be off-sync at times, it's still neat though. You can upgrade the pistol by picking up another Prophet Pistol.
#3: This replacement to the shotgun is called the "Susan" Mark II Photon Pistol. It fires projectiles that spread out, they have nice little trails on them. What I do hate about it though, is how they can hurt you when you're up close to an enemy or a wall.
#4: This weapon replaces the chainguns dropped by the Chaingun Guy, which in turn is also replaced. It is a rifle called the "Raiden" Military-Issue Rifle. It's a cool looking assault rifle and it fires at a nice speed while dealing a good amount of damage.
#5: The replacement for the rocket launcher is the "Atlas" Ultra-Velocity Flak Cannon. It fires six flaks which then bounce on anything it hits. It can also pass through enemies.
#6: The replacement for the plasma rifle is a weapon called the "Xanadu" Experimental Liquid Crystal Pulse Rifle. This weapon fires small projectiles that move very quick and bounce off of walls and floors, they disappear when they hit enemies. Good for cleaning out rooms.
#7: A new weapon that's a machine-gun type thing called the "Bouncer" .50-cal High Velocity Machine Gun. This has a much wider spread than the "Raiden".
#8: A new weapon which you can pick up by killing the Cyberdemon is called "Prometheus" Alpha-Model Radioactive Blaster, this weapon can fire green projectiles that home in on the enemy, and the last projectile fire before reloading will stick there and damage enemies nearby.
#9: The 9th weapon in this mod is a grenade launcher that spawns some flames after it has exploded, which can damage enemies.
#0: The last weapon in this mod is called "Zero and Infinity" which is two weapons in one, and it is meant to replace BFG pickups. The left weapon can fire a homing projectile which can kill most enemies. The right weapon can fire a black hole which can't suck in enemies sadly, but can damage enemies around them and it will go away after a while.
In short, I'd say this weapons mod is a pretty worthwhile download!
- Polyobject Fun - Pinky's ass
ZDoom Compatible - Solo Play - 14008 bytes
Reviewed by: prdarkfox
This wad, presumably his first WAD, will make your computer cry as the polys accelerate faster than the engine will allow. Steer clear.
- Dead Perfect - Yonatan Donner
doom2.exe - Solo Play - 87171 bytes - (img) (img) (img) (img) (img) (img) (img) (img) (img) (img)
Reviewed by: hnsolo77
The name of this wad is Dead Perfect, unfortunately it's not perfect per se but it's still a hell of a blast to play through. It starts you out right in the middle of a fair amount of high powered monsters with only a pistol, grab weapons and hold on to your ass if you're playing on UV mode like I did. The architecture is pretty damn good for it being an older wad, since this is a single player version of 2 levels from Pursuit back in '97.
In the first map you must get monsters to infight each other for survival otherwise they WILL cut you down real quick, grab what you can when you need it, unfortunately the only complaint I have about this map is shown in screen 03 since I can't grab either of these shell boxes, but there is plenty of ammo otherwise, way plenty. Health is plentiful as well, so are monsters but I think I got that point across too.
In the second map it's the same deal, monster fight at the start, but you have the bonus of retaining weapons from the first one, the con is the Mancubuses at the start are even more numerous. The one of only 2 complaints I have about this map, well the first is not really a complaint too much just a bug, is what is shown in screen 09 since that Arach is stuck in the wall. And that the final monster is again a Cyberdemon, a Spider Mastermind would have worked better if room would have allowed for it.
All in all though this is essentially a kill the small hoard type set of maps, and this is a good thing. I would suggest trying this out if you like senseless monster blasting.
|