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Foursite

   (24 reviews)

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7 Screenshots

About This File

4-in-1 map concept. The Foursite military base lies abandoned. You’ve heard rumors of a secret backdoor entrance: find the entrance, explore the four quadrants of the base, reach the heart, and escape alive.


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Alfonzo

·

  

So. You're a budding level designer who wants to make an impact. What's the Big Idea? Perhaps if you enter stage left with an all-star cast of seasoned performers you can make an impression before moving into the limelight; a tried, respected practice. Or, instead, you could run bounding up the aisle with a megawad in each hand and demand attention straight away? Established designers have to wrestle with image and expectation all the time, but as a new member of the community, well... The Doom is Your Oyster. Your big ideas may yet survive the waves of doubt and disillusion bestowed upon you by Doomworld to turn into big maps!

 

Foursite wasn't exactly made off the grid, so I can't rule out the possibility that Bauul may have been trying to square his ideas with an understanding of accepted practice (he returned to the community at the tail end of 2015, having first joined in 2000), but it's a level that certainly plays and looks like it came from someone who was willing to let his ideas roam free... and that's really wonderful, I think. For all its flaws, it presents as a big window into the mind of a new talent, and half the fun comes simply from picking out the sorts of ideas that mightn't have gone unsullied by local sensibilities, had things turned out differently.

 

That said, it would be remiss of me not to start parroting the demands of conventional wisdom, at this point, so... prepare your Bauuls buns for burgers.

 

The best two things about Foursite are A) the way it sets up objectives and strings them together, and B) its set piece encounters. Not all of these encounters work out quite as well as they should, often being oddly balanced or hampered by some poor relation between player movement and decorations or monsters (I do wonder if the lost soul elevator in the second quadrant wasn't deliberately designed so that the items would block their flight, when needed), but the ones that do work are enjoyable, indeed. On the flip-side, however, the deliberate segregation of areas and the pacing combined have totally robbed this level of most of what's unique to a one-hour experience: the sense of journey and accomplishment. Interesting and grandiose as the encounters are, there's scarcely any connectivity between areas already seen outside of the grand central foyer around which all of the map is built — or, at least none that aren't contained within their corner — so it's easy to lose perspective as you pick your way through the base. This isn't always a part of design that a level of this size needs to succeed in, except the attempts at world-building make it clear that it's something the player ought to appreciate, here, so it's a glaring weakness. Perhaps the whole would have worked better as four distinct levels, after all.

 

Visually, things are busy and trim; schizophrenic, at the worst of times. Some of the areas are impressive, architecturally, but there is a sense that the innumerable textures, high contrast lighting and resulting incoherence is also doing its bit to take away from the journey. Combat is curiously malnourished: revenants only make an appearance after nearly fifty minutes in, and the vast majority of time is spent plinking away at imps, demons and hell knights with some combination of the (super) shotgun and chaingun (there is scarcely any rocket launcher ammo in non-secret areas). Otherwise, there are some inventive traps, and Bauul likes to toy with your expectation every now and then; a job made easier by his practice of repeating tasks and movements.

 

The only flawed map I'm always happy to play is the one that's made by a newcomer, and to that end I can say that foursite was absolutely worth the hour invested. It's a gargantuan roamer that delivers on some carefully crafted ideas, even if the bigger picture never really materializes, the fighting doesn't get out of second gear, and the ugliness abounds.

 

Bullet-points of Interest:

  • An ambitious attempt at creating a journey that is somewhat undone by its layout and appearance.
  • Grand and engaging set piece encounters; some more successful and memorable than others.
  • Some very nice world-building moments.
  • Restrained combat that eventually tires and disappoints.
  • Too many mazes!
  • Lack of new music is unfortunate.

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Voros

  
4 quadrants, 4 stars. Amazing map, albeit long.

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bzzrak

  
Awesome. Just awesome. Though, breaking this up into 5 maps might've been better, as playing thru this takes quite a bit of time.

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Bryan T

  
good stuff. I don't like the lost soul elevator or the maze with the fatso shooting you but I did really like the circular room with the lower walls.

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Zalewa

  
Very huge map with very huge guts. 1000 monsters but very evenly spread and the difficulty is not too high. Visuals - I've seen better, but these are fairly decent. Map is large but not confusing, as layout always connects nicely to where you need to be. Epiccelent job.

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  • File Reviews

    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
    • By geo · Posted
      Believe the hype, Sand Chain is indeed a terrible map. Not terrible like oh this must be someone's first map or designed by a team of kinder gardeners and their friend in second grade who can use DoomBuilder, I'm talking hall of mirror walls, coupled with the fact you can go through the game's exit switches. The map is short and sweet, which only adds to how terrible it is. The level is a single hallway with... get this... a bend! Oh stay with me here... and then after that bend, there is a bank of switches! Yeah, that's it. The level isn't meant for Nightmare, but it should become everyone's first accomplishment of, "I can beat this level on nightmare."

      I suppose in an artistic way, the hall of mirror affect on all walls is to disorient the player, so they miss the big twist at the end. Thus costing speed runners valuable seconds on their first play through. The big twist being the bend. Other than that, there are plenty of shotgun shells, shotgun troopers and health to ensure you make it to the end of this brutal and rigorous test of endurance over the course of 5 - 30 seconds.

      This is the level that has become famous, because everyone needs to play it themselves to add their two cents of "it's crap" to the pile of reviews that will no doubt entice more people to play this game. It's a gorgeous display of everything wrong without the annoyance of having to play it for longer than a full minute. Complete with someone from an aol email to spice up it's true 1995 feel... despite being made in 2009.   * slow clap * You've done it. You've found a new twist on terrible.
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