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Sewers Remake

   (2 reviews)
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A vanilla remake of Sewers made by David Calvin in 1994. Remake partly inspired by SgtMarkIV's Sewers. No jumping - No crouching


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JudgeDeadd

  

A remake of sewers.wad by David Calvin. The text file claims that this is a "vanilla remake" but at the same time ZDoom is required...? Odd. Playing in Zdoom 2.8.1, I've noticed a few graphical glitches such as a HOM outside of one of the windows, but nothing game-breaking.

I've only taken a quick look at the original (which some may know from its inclusion in Xbox Doom) and this remake seems to be almost completely different, although a few areas have preserved their basic concept. As the title suggests it's a trip through some dark, acid-filled tunnels, with difficulty about on par with E1 although the fights at the end get intense. Health is quite scarce but with enough skill you shouldn't have problems. Annoyingly, other than the shotgun there are no other weapons out in the open; I guess the rest are hidden in secrets judging from all the ammo lying around.

The visuals are about on par with the original IWAD, although with a lot of "DoomCute" stuff (to borrow kmxexii's term) such as vending machines, as well as areas which have no real gameplay roles, and details such as holes in doors. Overall there is some strong sense of place, especially when you transition out of the dank sewers into the open. It's a pity there's no new music, but the trusty IDMUS should take care of that (E2M2's music fits pretty well).

A pretty good map to play, especially if you're hungry for the classic E1 style of maps with a good sense of place.

 

[Originally written Dec 2018 for The /newstuff Chronicles]

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Zalewa

  

This map? One big meh. It's a fairly large Doom 1 map clocking at about 230 monsters on UV, but I stopped playing at about 130. It has certain charm, considering how you can explore the rooms that seem to imitate a real-world location, but at the same time it's bare, squarish, contains inescapable death pits that look like progress and it's easy to get lost in the very small area. Not recommended.

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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