Paranoia

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ReX (aka Gurkha Boy)

About This File

5 levels, set in a Military Research installation in the desert South- West of the U.S. The main focus of the research is in Genetics, so there are a variety of Labs and computer centers. There are also waste and water treatment areas, storage bays, speciment containment areas, and power generators. Being a military installation there are armories, barracks, security posts, holding cells, and a Medical Center. There is even an Administration section (with offices), as well as bathrooms, a lounge, and vending machines. Plus lots of human and alien enemies!

These levels extensively use Half Life textures, weapons, and enemies. They also feature a cool new sky, and scripting. ZDooM features include translucency, laser and force-field barriers, underwater environments, true elevators, colored lighting, fog, slippery surfaces (ice), quakes ... the list goes on. (Read Notes, below.)

From surveillance recordings of Lt. Col. R. "Johnny" Alvarez, Ph.D Prisoner I.D. HK-420B

"Forgive me Father, for I have sinned... Hey, just a minute. You're not my real father. And I can't recall if I'm Catholic. You're probably not real anyway. Just some apparition conjured up by my mind. It's the damn water, I tell you. Loaded so full of hallucinogens you could stand a spoon up in a cup of the stuff. Maybe even dissolve a spoon if you tried hard enough. But they won't get me to talk. Not the Exec, not the goddamn guards, and certainly not you. You, with your fancy black robes, and your hood that hides the gleam in your eyes, and that scythe. Oh, wait... That's a different hooded and cloaked figure I'm thinking of. Reminds me of this song I used to know:

I'm following in the footsteps of the Grim Reaper, The guy better known as your brother's keeper. I'll follow him down till it gets much deeper, 'Cause a one-way ticket is so much cheaper.

Any relation of yours? Hah! I crack me up! But seriously, folks..... Look, I don't mean to be rude or anything, but it's my nappy time. G'night."

"What? You still here? Where'd you stash your scythe? Or sickle. Or pickle. Tickle, tickle. Persistent fellow, aren't you? Anyway, I've been thinking. Since you're not real then you can't tell anyone. So perhaps I'll let you in on a little secret. I did it! They'll never prove it, but I did it! I can almost hear her skull cracking open with the impact, her bones disintegrating as she .....

But I see that you're confused, so perhaps I should start at the beginning. (Start at the very beginning, a very good place to start. When you read you begin with A, B, C, when you sing you begin with Do, Re, Me.) Oh sorry, I got carried away. Anyhoo, it all started when Dr. Mary Cleland joined the team. Doctor, my ass! Probably a doctor of proctology. Ha! I made a funny. "My ass"? "Proctology"? Get it? No? Oh well.

So Dr. Cleland, with her fancy diplomas from Johns Hopkins comes waltzing in and begins trashing my work. The work I've slaved at for the past twelve years. All that intense research and dedication meant nothing to her. "Unsustainable cell mitosis" she chirped. "Accelerated mitochondrial degradation outside acceptable parameters", she whined. All a bunch of CRAP! But the goddamn Exec listened, and soon I was being relegated to grunt work. Z-Chromosome decoding. What the fuck! Six years in med school, Flight Medicine at Brooks, twelve goddamn years in mutation research at this place and then I get to split some fucking alien's DNA? You're damn right I was pissed.

How'd I do it, you ask? Brilliantly, as always. See, the boys up in the Fractal Lab had developed this prototype "Portal", they call it. Step in and Voila! you step out some- where else. Uses UHF Electromag frequencies, and genetic encryption to generate fractals that you can transmit just like ESAT waves. Used to be unstable, so you could hold a field together for only a couple of hours. But they've been working on the problem for months, and it's probably taken care of now. But back then, these fields could be turned on and then a few hours later they'd be gone without a trace.

So one evening Cleland goes into Containment to study the "subjects". What she doesn't know is that I've set up a fractal field at the J-47 console. She steps up and BAM! the next thing she knows is that she's in one of the cages. The Behemoth's, no less. Poetic justice, that's what it is. It crushed her like a fly. What I'd have given to have been there. SPLAT! Hee, hee, hee! Splat goes the weasel! Man, I slay me!

But back to my tale, for I perceiveth that thou art tiring of my narrative. To make a long story short the Exec ordered a DNA analysis, and it turns out that I wasn't as careful as I thought I was. So here I am, PID HK-420B. But they can never prove it. And, I've got the Statute of Limitations on my side, not to mention the Statue of Liberty.

But I'm not counting on no stinkin' statue (HA! I made a double negative. Isn't there some law against that?) to get me out of this shithouse. See, I've got a plan. The next time that bastard MP Cpl. Sullivan comes in to check up on me I'll pretend to be asleep. Then WHAM! I'll squash his cojones, grab his sidearm, and then I'll be home free.

But wait, that's not all. I'm going to CRUSH this place! So the bastards want to take all the credit for my research, do they? I'll show them. I'll get into their computer systems and wipe out all their goddamn data. Then I'll blaze through their precious Labs and Containment Chambers and fry all their beloved "subjects". There'll be nothing left of this place but walls and bits of rotten meat. I'll be king for a day! Then it'll be Devil's Canyon on my way to Hawaii, where beaches, babes, and beer are available for the taking. Mess with Johnny, will they? I'll show 'em ......"

Map_01 -- Detention Block After you have "squashed Cpl. Sullivan's cojones", exit the holding cells and explore the barracks and storage bays before riding the elevator up to the main level.

Map_02 -- Administration Center You've raised the alarm. Access to the Labs has been blocked by a Level 2 force field. You'll have to turn the power off to proceed. Then you'll have to figure a way into the security post to open the main door.

Map_03 -- Research Labs You enter the Lab area and realize the power needs to be restored. Unfortunately a laser barrier is blocking your way. Find the red key to turn off the laser and restore power. (Explore everything possible before restoring power). Now you can access the central courtyard and other areas as well. Naturally you first try to get into the Armory. Armed to the teeth you proceed through the Radiation Lab and Genetics Research to get the blue and yellow keys. Finally you can take the elevator in the central courtyard down to Containment.

Map_04 -- Utilities Damn! They sure aren't making things easy for you. There's a Level 5 laser barrier that's blocking your way into Containment. Plus the shtoopid grunts have the security post locked from the inside. Make your way through the storage bays and find a way into the hazardous waste conduits. From the radioactive and bio- hazard Waste Areas you'll find yourself in the Water Treatment Plant. Take a deep breath and negotiate your way through the control rooms until you pick up the red key. Access the main electrical maintenance room and sneak into the security post. A quick flip of the switch and the laser is off. Containment awaits!

Map 05 -- Containment Aliens everywhere. Caged and contained aliens everywhere. You'd think it would be easy to just waltz in and spray them with a good old-fashioned dose of lead. But the doctor has prescribed a diet that's strictly low in minerals, and if there's one thing them shtinkin' aliens do, it's follow their doctor's advice. Still, you're up to the challenge of taking on hordes of pissed off aliens, aren't you? Well, aren't you?

Notes: I take credit/flames for all the large rusty metal 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, pasted, and cleaned up to create 12 new signs. Likewise, I used the "Access Denied" sign to make the "Access Granted" sign.

I also created 2 hybrid Midgrate/chain link fences, & made the palm tree taller. The laser is all mine. Also, I used the flat for ice and animated it to look like water.

Cyb's Hlgfx.wad had incomplete animation sequences for some enemies. I filled in the missing sequences for the cyberdemon. Two graphics for the super shotgun were identical to those for the regular shotgun (i.e., before being picked up, and in "idle" mode). This made it confusing, because a player wouldn't know which type of shotgun was being picked up or selected. I modified the graphics for the super shotgun so that there would be no confusion. However, I did not modify the firing & reloading animation sequence for the super shotgun (which was already different from the regular shotgun). I also cleaned up 2 of the reloading animation frames so that the player's hand looked better. Finally, I replaced the graphic for the plasma rifle before being picked with a Star Wars trooper rifle, and centered the HUD view of the plasma rifle (for which I needed to draw in the right side of the rifle); and I re-drew the graphic for the crowbar and replaced Cyb's graphic.

Credits

Chris Pisarczyk AKA ChrisDragon (chrisdrgn@hotmail.com) for his Half- Life textures in Valve.wad Cyb (http://members.xoom.com/cybspage, cyb@frad.org) for his sprites and sounds in Hlgfx.wad Nick Baker (nbaker1@titus.force9.co.uk) and Derek MacDonald (derekmd@ hotmail.com) for their Q2Tex.wad Rick Clark (rickclark58@xoommail.com) (http://rickclark.20m.com/) for answering many ZDooM scripting questions, and Rick's tutorials Tarin (tarin@paci-fist.net) (http://www.paci-fist.net/doom/) for answering many ZDooM scripting questions, and Tarin's acsstuff.wad The good people at DooMWorld forums (Fanatic, Lut, and many others) for their helpful advice and tips to all who ask Stian Skjondal (http://members.xoom.com/zerosignum, zsignal@organizer .net) for his skypack2.wad, which contains fantastic skyscapes. Team TNT (http://www.teamtnt.com) for their Retres.wad The GothicDM Crew for graphics from their Gothictx.wad (see disclaimer below) Joe Zona (tbjzona@worldnet.att.net) for his palm tree sprite in his excellent Real.wad Chuck Lai and his team (Doom2x.doomshack.com) for the 2 columns of experimental "subjects" and the 2 sets of animated computer panels in D2XGold.wad Randy Heit (zdoom.notgod.com) for his incredible source port id Software for DooM, DooM2, Quake, Quake2, Q3A. Valve for Half-Life

Base

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

Build Time

About 5 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

In Levels 2,4,5, when riding the elevators, do not try to step back off once the elevator starts moving. You can get stuck between the elevator and the floor/ceiling of the adjacent corridors. idclip lets you get out, but the elevator is then unusable and creates HOMs. Step on or off only AFTER the elevator stops.




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Unknown date

  • 3
  
More effort should have been poured into this. Then maybe it would have deserved four stars. No new music, some of the grunts sound like monsters still, the levels aren't of the best quality (but are overall pretty okay), and oh my god, hasn't this author ever heard of the deaf flag!?@ At least he could have used sound block linedefs...

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  • 2
  
Interesting but not impressive. If you go outside in sunlight, you are immediately damaged, which is stupid. Weapons simply have sprites respaced, and the sprites being taller than the hit boxes was really annoying. The combine don't look and act like combine at all...I could go on and on and on about the minor flaws but on the forth level it said there was no player start. Big nono. I played it, was fun for a while, but MEH.

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  • 4
  
Quite a good and innovative wad.

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  • 5
  
The maps should have been made into a hub, and the soldiers were too tall. But otherwise it was quite a good wad.

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  • 4
  
Not as good as "The Darkest Hour" but it proves that ReX is not a one-trick pony.

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Unknown date

  • 5
  
Half life rocks!

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  • 5
  
Half-Life, that's fabulous and amazing 5/5

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  • 2
  
By the time I read the story, I died of old age!

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  • 5
  
I effing loved this. I'm guessing the no player start deal was to force a pistol start? lol at the criticism comments

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  • File Reviews

    • By CapnClever · Posted
      Playability notes: PrBoom+ with -complevel 9 had no problems. Pistol start and continuous both play well enough, take your pick.   Mapgame has a fun time integrating a new aesthetic into Knee Deep in the Dead, but lacks appropriate combat to make the set compelling. Many of the minor alterations don't feel forced and I quite like them, especially the visceral design of the new enemy: they breathe life into the old hat that is E1. Unfortunately, the choices made when it comes to encounters are what pervade each map, and as a whole it carries on very similarly to the point of tedium (with the exception of the finale).   E1 replacements can mean a lot of things to a lot of mappers. This mapset limits the following, roughly: No plasma weapons Using only textures from the original IWAD as the basis of visual design No use of enemy teleportation except when involving pentagram-shaped floor Enemies are only Former Humans, Sergeants, Imps, and Demon/Spectre, until the final map The final limitation has a notable exception in an entirely new enemy, which I will name Sentry Turret (lacking an official name in the text file). It fills a familiar niche, unlike what might be expected when adding monsters outside of E1, so I don't consider it a massive departure from the limitation.   My chief complaint with Mapgame is that it so very often avoids gameplay beyond the simplistic cases of either: blankly shooting into a room until it's safe to move through, or keeping to a cover point and patiently knocking out one enemy at a time. There are very few enemies that will roam outside of your purview unless you ignore them on purpose, and virtually no ambushes unless you run haphazardly through the maps. Even from the first map, it's easy to end up in a situation of unloading each shotgun shell without so much as strafing, and although the occasional big group will require some tactical cover it's rarely a necessity to backpedal. The primary difficulty has to do with lack of available health and armor, meaning that the player has to focus down hitscanners, and this is where the strategy tends to end.   The sentry turret, as much as I love its design, is ultimately disappointing in practice. Visually it's somewhat camouflaged, whereas aurally it's incredibly loud and alerts you: this produces a similar quality in the spectre, in that you hear it and panic, searching for its location before feeling safe. Of course, being a turret it can't move, and with the combination of hitscan and demon-level HP it typically becomes a chore once you find the right position from which to attack. Even more baffling is its continuous usage at the rear of larger groups, almost always causing each fight half-won before firing a single bullet. In short, it's a static, durable chaingunner, with all the potential (or lack thereof) that carries.   Some highlights: There are some excellent visual pieces throughout the set: the corpse pile in M2, the teleportation reveal in M5, the void segments in M7. Unfortunately, these come at the juxtaposition of completely unappealing combat that takes place within them. I don't at all mind the chain gun replacement... except for the lack of hitscan. To be fair, this gives you more incentive to use the shotgun as the single practical hitscan weapon, but more often than not I was simply wishing for the chain gun instead. A fair portion of the progression is awkward, with a number of switches providing no sense of what they do. In some cases there are subtle clues, such as matching the texturing around the switch to the texturing around the corresponding door, though it is not used consistently. In general, the gameplay gradually gets better over the course of the set. M4 and M6 are my favorite "normal" levels, partly because they're on the shorter side, partly because the types of combat available are handled better. The M8 "boss" map has the most interesting fights, probably because the arenas involved help to change up the pace. The Baron fight in particular manages to be quite amusing, although once the first two are gone it's just a matter of cleaning up.   My recommendation: if you're searching for gameplay that can be squeezed out of E1-like limitations, there's nothing here for you. However, if you don't mind patiently wading through enemies while admiring the layouts, it's a pretty good exhibition.
    • By Glaice · Posted
      Nice, short maps but plenty of action throughout the set.
    • By Litrivin · Posted
      Excellent megawad, it’s the first megawad I have ever completed, getting 100%/100%/100% on each level and discovering only two minor glitches on these levels: E1M7 has one floating item (item #123) and E3M4 has tutti-frutti (linedefs #977/#978/#979).   While it does remind me of the original levels due to the style and tropes, I don’t get the feeling of this being a copy of the original levels. I mean, it’s a good megawad to extend the original game in a conservative and faithful way.   However, I dislike the overuse of damaging floors and dark zones present on episodes 2 and 3, and this is the reason why I rate this 4 stars instead of 5.   Waiting for the expected episode 4…
    • By CapnClever · Posted
      Playability notes: Worked with PrBoom+ at -complevel 9. I didn't find any secret exits, so expect to warp directly to 31, 32, and 33 if you want to play them. Pistol starts are recommended.   Claustrophobia 1024 takes after its predecessor, Congestion 1024, and shows over three years later that quality can improve given time. Enough issues in the mapset hold me from suggesting a thorough run of it, but there's more good than bad this time around. Many of the rough edges in deciding how to build combat in some confines are gone, and the final stretch really shows off what can be done when you want an exciting challenge in a small space (for better or for worse).   I've already explained this limitation in my Congestion 1024 review, so take quick peek there if you require an understanding of it. In brief, mappers have very little room to maneuver the player around, though decoration and monster placement is allowed beyond the player's reach if desired. Unlike the first megawad, however, the usage of this extra space is more deeply explored to the benefit of the gameplay, always a plus in my book.   Some of the maps contain the same problems seen back in 2005: incredibly cramped locations, trying to fit a "normal" map into a much smaller space, with the end result diminishing the thrill of encounters. In direct contrast, however, most map do a far better job by either embracing minimum maneuverability or replacing normalcy with eccentricity. There are quite a few gems here, though they only shine through entering the second half of the set.   What follows are some highlights: The first five maps deliver a solid opening, and MAP01 in particular helps to drive the point that this mapset is a marked improvement over the original. From there, MAP06-MAP12 are among the weakest in the set, with mediocre combat and layouts at best. MAP07 is a good try at Dead Simple, but the arachnotron fight is completely redundant and wastes time between superior encounters. MAP09 is easily the most uncomfortable in this group, forcing you to take cramped cover or hope that meatshields are in the way of lethal damage. MAP13 is truly excellent in giving steady pressure over the course of the map without relating it to a lack of space. MAP28, by the same author, is similar in this regard but tries a little too hard to keep the player on the straight and narrow, leading to a more elongated and tedious playthrough. MAP31 is amusing at best but far too stuffy to fit interesting fights into; MAP32 is MAP31 if you remove the amusing part and throw in a couple Cyberdemons as doors with health. MAP17 is a very odd case: in spite of being condensed corridor combat, most of the fights play pretty well! It's possible to get screwed with archvile rez, but I found it generally worthwhile to experience. MAP19 opens what I consider the strongest batch of the set, continuing all the way to MAP26 (with one stumble in MAP22 due to repetition). MAP29, while geometrically fascinating, tries too hard to emulate penultimate combat, and by the end you really just want to skip to the next map. Not that MAP30's a great Icon of Sin, either, but at least it's over quickly. MAP34 is meant to be a joke, but it's actually quite an interesting play (albeit terribly unbalanced).   It's easier to recommend which maps not to play: MAP06, MAP08-09, MAP11-12, MAP15-16, MAP18, MAP22, MAP27, MAP31-32. The rest are worth a look!
    • By Zalewa · Posted
      This WAD is like box of chocolates - you'll never know what you'll get. Unless you will because I will tell you.   If you run this in a port that supports MAPINFO, you will start in MAP30 that is a "pick the level" map, Quake 1 style. You get 49 portals, each with a 512x512 pixel screenshot, map number, author name and designated port (vanilla, boom, limit removing, g/zdoom). Once you complete a level, you return to the hub and you can pick another map. This is excellent! You also carry over weapons between maps, which gives you a choice to whether you want to play each map from pistol start or carry the weapons over. I preferred to carry the weapons over, but it's apparent that all maps were designed with pistol start in mind as having access to BFG spoils the difficulty level of many of them.   The maps are divided by the MAP30 hub level. By this I mean that all levels before MAP30 range from very good to mediocre with some very few bad apples here and there, while all maps after MAP30 range from mediocre to really poor. MAP50 is the only one in this range that I'd recommend playing, and even then the scripts seemingly broke for us in multiplayer and we got stuck.   I can recommend playing all of the maps in the lower range (before MAP30), apart from the few mentioned in the list below. The particular hall of shame: MAP06 - not only it's the usual TimeOfDeath slaughterhouse, it's also a jokewad map with obnoxious "music". Avoid. MAP09 - this map is actually very impressive and it's not actually bad. The level is huge and it has only one monster in it - a cyberdemon. Once you kill it, the remainder of the level is switch puzzles, teleporter puzzles, crusher puzzles, etc. In other words: expect Tomb Raider gameplay. MAP13 - very plain, very 1994. MAP14 - This is a good map, but it's very, very confusing in its layout. I could not find the exit. MAP19 - slaughterhaus with poor visuals/architecture/geometry MAP24 - an abstract map where you will fall into pitch black pits of death.   The text file also deserves some criticism. Formatting is all over the place and you must rely on your editor wrapping the lines properly. There's one line with 810 characters in it.   All in all, I think it's a pretty successful compilation with majority of the levels being playable and enjoyable. There are better community WADs out there, with stricter quality control that will give you a more balanced experience in overall.