Phoenix Rising

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Gurkha Boy

About This File

5-level set with a tech-base theme, using Quake2 textures, new sprites, and a cool new sky. While not truly a hub-type of structure, these levels are interconnected. Let's call it a quasi-hub structure, 'kay? (Read Notes, below.)

0417 hours, March 23, 2056: An observer at a listening post in the Jean-Pierre Maisson Observatory in Vichy, France, receives a terse voice-only message from the Deimos Station orbiting Mars -- "Something has activated the anomalies. It wasn't us; it must have been them. We are monitoring the situation, and we believe we are fully prepared." That was the last transmission received from Deimos.

March 25, 2056: Several military and research satellites orbiting Earth disappear from sensors, and mysterious communications and power disruptions are detected on the Einstein Orbiting Platform, the Copernicus Array, and other unmanned space stations.

0142 hours, March 26, 2056: Garbled holo-messages are received from the Erwin Rommel Geo-Stat Military Weapons Post. The only decipherable phrase is "Mein Gott! So viel! Was konnen wir tun? Alles is abgefucked!!", Deutsch for "Jesus! There's too many of them! We're screwed!" Minutes later similar communiques are received from several other GMW orbital posts. By the end of the day military installations on every continent and the Arctic are under full-scale assault from what can only be described as a hellish force.

1030 hours, March 27, 2056: A hastily-scheduled meeting is called between the Chairman of the Organization of Galactic Research & Exploration (OGRE) and the Commanding General of the Inter-Planetary Defense Alliance. The agenda -- a counterstrike using newly- developed plasma weapons. The Chairman urges restraint. "Lets study them first," he argues. "This is a unique opportunity to examine ET life-forms. Your plasma weapons may leave nothing but carbon residue." "Good!" replies the General. "Then all we'll need to do is mop up the floor with water and a bucket!"

1400 hours, March 28, 2056. Rockport Command Center, somewhere in the Canadian Rockies: Brig. General Ed Stone summons four personnel to his bunker. "I'll be brief," he barks. "I don't see any way out of this mess. We've had no time to mobilize armor, so it's been hand-to-hand. Plus they got to our fly-boys too, so we got no air cover. Even with the experimental plasma shooters we've got shit. They outnumber us fifty to one, and now I'm getting reports of some big-ass suckers that are tough as nails and shove rockets where the sun don't shine. I need volunteers for the Sleep Room. Now I know we've never tried putting anyone into stasis before, but the egg-heads in the lab guarantee it'll work. The plan is to bring your metabolism and vital signs so low that it can't be detected by normal means. For practical purposes you'll be dead; and that may be enough for those bastards to leave you alone. We'll set the timers to bring you out of stasis in a year. Then it'll be up to you to do what you can. Volunteers at dozens of installations throughout the world are undergoing the same "procedure". Maybe you can organize some sort of resistance movement. If you make it out.

"Keep in mind that we're going to scramble our security protocols and you'll be reduced to alpha-level clearance only. Clean up the joint if you can, and then your best bet is to try to make it to the Comm. Center to contact the others. Then get to the Shuttle Port and fly the hell out of here. You four are our best. I don't know what you'll face when you wake up, but I don't think I want to be in your boots."

0630 hrs, April 1, 2057. Rockport Command Center: A computer console above the Stasis Chamber comes softly to life. A light blinks, the console beeps, and the glass cover of a stasis module slides noiselessly open .....

Map_01 -- Out of Stasis Entry-level type map, where you figure out a way to gain entry to the installation. Practice your jumping skills.

Map_02 -- The Smell of Death Explore the waste tunnels, sewage treatment, and hazmat processing.

Map_03 -- Daylight Again Exit the Waste Area and run for cover. Blaze through Power Generation on your way to the Supply Station, and finally into the Installation.

Map_04 -- Theater Ops. Basic Training. Armored Assault. Arena Combat. 'Nuff said.

Map_05 -- Flight of the Phoenix Re-enter the installation, wreak havoc in Research, arm yourself in Weapons Systems, find your way back into the Stasis Chamber, phone home in the Comm. Center, and finally rev up those engines in the Shuttle Port.

Notes: All the levels are set in a single military installation. Therefore in some maps you will see inaccessible areas, or doors that cannot be opened. Most of these areas/doors are accessible in later levels. All maps are original. However, in Map_04 I have "adapted" areas from two of my earlier levels. ("Lazy?!! You callin' me lazy? Ah, well, you're probably right.") I take credit/flames for three sprites (in the Stasis Chamber at the beginning of the game), and for most of the signs. The original Q2Tex.wad contained signs for "Warehouse", and "Supply Station". Using these as templates in MS Paint, I edited the letters to create new letters, but mostly I cut and pasted to create 14 new signs.

The demos were created with ZDooM V1.22. Pistol start with 100% secrets & kills. To view them, use ZDLaunch. Otherwise, load Phoenix.wad in ZDooM v1.22, bring up the console (use the ~ key) and type: playdemo demoxx.lmp where xx is the map number (i.e., 01, 02, etc.) If you're playing a demo and try to load another demo, the second demo gets screwed up. Exit the first demo before loading up another.

Credits

Nick Baker (nbaker1@titus.force9.co.uk) and Derek MacDonald (derekmd@ hotmail.com) for their Q2Tex.wad, which contains the great textures of Quake II. Rick Clark (rickclark@xoommail.com)for his Biolage textures, biotex.wad Stian Skjondal (http://members.xoom.com/zerosignum, zsignal@organizer .net) for his skypack1.wad, which contains fantastic skyscapes. Team TNT (http://www.teamtnt.com) for their Retres.wad, from which I got many textures (including the nukage falls, computer displays, glass, railings, etc.) and two tree sprites John Wriston (as344@detroit.freenet.org) for his Dark Forces enemies in Stwargfx.wad Jonas Feragen (jonasf@stud.ntnu.no) for his Christmas tree sprite in his excellent XMas Doom '99 id Software for DooM, DooM2, Quake, Quake2, Q3A.

Base

New levels from scratch (although I swiped some stuff from my earlier levels

Build Time

About 3 months (3-4 hours a day).

Editors Used

Map editing -- WadAuthor v1.30, an excellent utility Graphics editing and wad merging -- Wintex 4.3 Adjusting height of sky -- DEEP 97 Sprite & graphic editing -- MS Paint

Bugs

The flying monsters sometimes get stuck. Don't know why this happens, but it doesn't affect the playability.




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  • 2
  
The author has spent time crafting these levels. And while I recognize this, I feel the final product could use more polish. MAP01 should have been a opener instead of MAP02. The levels do not have a sense of progression or clear path, just rooms stitched together. I didnt prefer to finish due to a lack for luster on my end.

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  • 5
  
The two previous comments hasn't idea. It's a pretty wad, I like Quake stetic. You do good maps. 5/5

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  • 1
  
its like a big gigantick puzzle god i hate big gigantick puzzles 1/5

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  • 2
  
Textures dont look good...too random and ugly. Bad level design too.

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  • File Reviews

    • By SP_FACE1 · Posted
      This mapset consist of three levels. The first two are enormous and the final one is a Doom 2 like end map.   The first level is a techbase map. It was released first as a separate map to replace E2M8. It's style is reminiscent of episode 1 and episode 2 base levels with small abstract hellish areas and caves here and there. You begin your quest in a subway car which has brought you to this huge base with empty halls and spacey, dimly lit corridors. The author says in the description that the levels aim to give the player a feeling of exploration and that's what I got right from the start. This sentiment is emphasized by the soothing and a bit eerie ambient soundtrack which is a very good fit for the level. I don't usually pay that much attention to music but now I did because it was such a suitable choice.   The visual style is a bit more detailed than Doom's original techbase theme. However the detailing varies a lot. Sometimes you come across plainly textured, full lit rooms that take you back to the nineties and then later you encounter other areas with more details. The areas near the start were less good-looking than the later parts.   The layout is very interconnected. Especially in the beginning you can find multiple semi-secret panels that take you to a corridor which connects to the other side of the level. The level opens passages like this the more you progress.   The pace of the level is pretty relaxed. As mentioned in the beginning you are greeted with empty areas and silence. Some monsters will show up after a while and the enemy fights in the beginning areas are more of the in your face type. I usually evaded the first encounters and run around larger herds which turned out to be a good strategy as I found higher grounds to shoot at them.   After you get the blue keycard and go south to the blue door area the enemies appear more from a distance such as on top of crates or behind grills on the walls. This area contained a lot of cannon fodder, Zombies, Sergeants and Imps. It was very soothing to kill them en masse. You still get enemies on your face too. The visual style also got better. There was more consistent detailing and the rooms got more vertical.   The area behind yellow door continued the same rhythm, you entered peaceful and spacious areas, sometimes enemies run after you, sometimes you get to slay them from a distance. The open area with the zigzag path and pillars over the slime was a good fight. The walls were filled with Imps shooting you from the distance while Cacodemons were flying in the middle and you had to run around the path shooting rockets while avoiding falling down to the slime.   After the second half I started to run out of ammo more than once. Well, I had a lot of plasma ammo but I had no plasma rifle. If I'm not mistaken you only get the plasma rifle after the Cyberdemon fight which I think was not fair. That fight would have been much more fun with a plasma gun.   The fight before the exit is probably the roughest. You get a lot of Demons, Barons and a Spider Mastermind. But in the end it's not that big of an issue because you can compartmentalize them in a room and shoot them through the windows or make them fight each other.   It took me almost an hour to finish the map even though I did not get lost. It was a pleasure to stroll through the map and admire the areas despite the small throwbacks to the nineties here and there :) I think the author succeeded very well to give the player the feeling of exploration in the first map.   The second map is visually a Doom 2 abstract hell kind of a map. Actually it has almost all kinds of areas. Caves, rocky cliffs, lava, slime, organic, gothic, marble and what have you. Whereas the first map has a slower, almost wandering pace with a hauntingly soothing ambient track the second map is more hectic, aggressive and it has a metal song as soundtrack. The fights didn't always feel fun. There were too many Chaingunners at distance. The open area with the Quake's Q logo on the ground was the first time I thought I'm gonna IDDQD if this hitscanning continues. And it sadly did but thankfully not all the time. In general this map is much more slaughtery than the first one. Also this map is much larger than the first one and there are over a thousand monsters. I must say I did not find that many things to like in this map. I did not get any feeling of exploration here. The layout was confusing. It didn't feel interconnected at all. Yes, there were teleporters but it's always hard to figure out where they take you. Also killing started to feel almost like work at times and after one hour I was considering giving up on the map. The western part of the map was dedicated to getting the blue key. The eastern part was for acquiring the yellow key. And in the middle you entered the area for the red key and exit. That sounds simple but it wasn't. I got frustrated and lost more than once. I was at loss what the various buttons were supposed to open. It didn't help that the abstract hellish landscape of Doom 2 is not my favorite theme. I also think the styles changed too much. But there were some areas that I liked. For example, the section with organic texturing was one of the best parts in the level. Other good areas were the library and the red gothic cathedral.   The third and last map was almost a traditional Romero's head end game map but instead you had to push two buttons to finish it. The music choice for this map was weird. I guess in some sense it fits the level. I was pretty exhausted from the second map and I rushed the final map as fast as I could.     TL;DR
      The first map is without a doubt the strongest. Vast, interconnected and explorative techbase map with some nice detailing, relaxing pace, interesting fights and great ambient music. The second map is a gigantic level with a mish mash of styles. At times it feels like your are working at Switch Hunting Incorporated instead of enjoying a game and then you get perforated by a Chaingunner. The last map is OK but I'm not sure if it was that necessary. In fact the levels feel so different from each other that I wonder if it was a good idea to combine them into one WAD.
    • By felgro · Posted
      This is a very good map that has a little bit of everything and actually is vanilla friendly.
    • By Doomkid · Posted
      A very classic style mapset in terms of layouts and visuals, but a nice challenge - not too hard, not too easy. Enjoyable to play through for sure. Music was a mix of good and terrible MIDIs based on great songs. Great effort here!
    • By valkiriforce · Posted
      Loved this whole set - I can relate to a lot of the ideas present in this wad. The interesting layouts and encounters were ringing all the right bells for me; not to sound arrogant but it almost felt like I was playing something I made from the future. My only complaint is that it came and went too fast - wish it had more maps but I found it to be a very solid experience for something of a mini-episode. It could be seen as a plus though since I guess it'd be easier to revisit something that isn't as long as most other mapsets that go up to 11 or beyond. Also great use of Sega Genesis/Megadrive music on the maps - really hope this author puts out more maps one day.
    • By valkiriforce · Posted
      This was like a nice modern take on something inspired from The Innocent Crew with strokes of Matthias Worch - all of which I know the author Brian Knox took inspiration from beforehand. The first episode didn't do a whole lot for me but it really started to pick up in the later parts leading up to episode 2 and onward. Great soundtrack from the talented John Weekley and a few guest maps to mix things up a little. I played on HNTR for a more casual experience and felt even there some parts of the megawad felt rather cruel - namely in the third episode. Overall I had a blast going through this wad finally after so long and was rather surprised to find a collab map between me and DeathevocatioN find its way into the mapset.