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Ol' No Name

   (3 reviews)

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4 levels for boom format using Darkening 2 textures


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SP_FACE1

  

This is a four level mapset with mainly an alien base theme and a little bit of open sky caverns at the end. Detailing is top notch, texture choices please the eye, level design well thought and monsters are a plenty. First and last map are smallish or standard size but the two levels in the middle are large.

 

Map01 begins as a pretty straightforward techbase. You start in the middle and have to travel to both ends to finish the level. Detailing is modern and you'll immediately get a feeling of the author's style - the rest of the levels must be worth checking out too. The level has a nice outdoor opening at the eastern end but otherwise it's a closed base. There are a couple of secrets and they are quite logical to find. The size of the level is on the smaller side so finishing up doesn't take that much time.

 

Map02 is my favorite one. It's huge and non-linear. I see two themes in this level. One side of the map is rusty dark metal with lava and slime, the other side is more light with beige panels and desert rock walls. I'm not sure if the author has made some new textures or if it's just a mixture of the originals, the Darkening, and some others I don't recognize but the texture combinations are very pleasing. There's a lot of impressive detailing on this level. I think I stopped at least twice to just look at stairs, how the author used lighting and textures to make them stand out from just another set of regular DooM stairs. I also liked the rocky outdoor opening with the lavafalls. Had to stop again and just look at it. And there are other similar details almost in abundance. Some are not even visual details but functional ones. Like the way the blue key opens up. Or the dysfunctional crusher ceiling in one of the secrets. Speaking of secrets there are a whopping nine of them so that brings replay value to the level too. Even though the level is large and non-linear switches usually open something quite close and there's not much wandering around but you do have to travel from the other side of the map to the other end.

 

Map03 continues the base theme. Light gray is the dominating color here. This map like the previous one is large and non-linear. Though this felt much less straightforward than map02. I had to wander a while to find the door in the corner that leads to the first key (blue). But after that I didn't get lost again. This map has a few floors that you run up and down. The floors are connected by circular rooms that lead to stairways. In addition to the base theme there are some dark brownish caverns with hanging vines which is a hint to the next level. Overall this level was much darker than the previous one. There were several almost pitch black areas in the map. There are six secrets. I was not able to find them all. I liked the underwater crossing secret the most, it was a nice detail. Also I found myself often looking at the ceiling and sky for nice details - like in the previous level.

 

Map04 is an open sky cavern with watery floor and vegetation hanging here and there from the ceiling. There's a central area and the main action in this level is jumping through the center from rock formation to another to reach the blue key. I don't usually like platformer scenes in DooM because falling usually leads to frustration but everything was executed so well here that I didn't fall even once. The center hub leads to another descending area where there's a Cyberdemon fight and after that you can reach the exit. So this level is short like the first one and is a perfect relaxing ending to the WAD.

 

One remark about the skill level. It's noticeable harder than average. You should definitely lower your skill level by one when playing through the first time. Ultra-violence feels like nightmare because enemies are constantly teleporting to places you have already been to.

 

Also note that this is single player only. No multiplayer starts but despite that I was able to successfully play this in coop, i.e. no showstopper traps. However I think there are not always enough items for coop but it's manageable.

 

Overall this is a beautiful quality WAD and I definitely want to play more levels from the author.

 

My rating: 4.4/5

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Gallic00

  

Challenging and well made maps.

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Zalewa

  

I have played at least 2 of those maps before, but I don't know where I got them from. This wad will tear you apart, tear you down and tear you to pieces and then it will leave you in tears. The maps are good, but I'd recommend cautious expectations or using lower difficulty levels.

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  • File Reviews

    • By MeriMemesX · Posted
      Rizera would have surely enjoyed this map, it's just not for me, I find it tedious, but 100% Rizera fan   (also i figure out how softlock me)
    • By MeriMemesX · Posted
      As Jack the Ripper said: "Let's go in parts"   Decoder (MAP01): Quite short, I quite liked it although it seemed to me that there was very little room to maneuver in the first and last part of level 4/5   Look into my Eyes (MAP02): much shorter than the previous one but this one is more focused on traps, in which I almost fell a couple of times and I was able to take advantage of the last trap quite well against the demons 5/5   Mechanized Wrath (MAP03): I HATE THIS, mainly because it is a level that depends a lot on luck that the lord does not shoot right when you teleport and it was only because of that luck that I passed it 2/5   Batallion (MAP04): I really liked the dynamics of small confrontations and that you can choose if you want to start it instead of whether or not to start it after a combat 5/5   Templar (MAP05): this is quite annoying to be honest, especially the end, when you think everything is done, the most annoying enemies of all Doom2 appear THE FUCKING ARCH-VIL 3/5   Kill John (MAP06): WE WERE GOING SO GOOD, BUT WE HAD TO RUIN IT WITH THE OLD "level with artificial difficulty that is only there so that you can't pass it in at least 1 hour of attempts" 1/5   Look now, in retrospect, after having passed each and every one, it's not that bad, I mean yes, more space would be needed in some areas and fewer enemies in levels 3 and 6, but I honestly think that Obsidian, when it comes to making the maps, he didn't really care about that, they were his first times creating them and therefore his obvious inexperience shows, but they are 30 minute maps after all, so... Good   Here I leave you some screenshots of the first levels, since they are the only ones in which I was able to take nice screenshots.
    • By MeriMemesX · Posted
      The only problem I had with this map was that the final battle was a little unfair but other than that it's pretty good   In fact, I would say that this is what I would expect from an official level of any other Boomer Shooter, especially if you add the Flashlight++, it adds a vibe of a current Boomer Shooter in mine level   I loved it
    • By Bri0che · Posted
      The midtexture hidding mancubus was too much... This is already a frustrating monster to fight against to me, so this was a little bit too much and almost made me ragequit the map tbh. Lose a star because of that :/ Above that, not bad map !
    • By MeriMemesX · Posted
      I understand that you did it in an hour but... was it necessary to put the enemies in the Spawn? From there on it improves a lot, especially the ending, it's good but the first impression is very bad.
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