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The Secret Energy

   (6 reviews)
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Boom compatible (cl9) single level for Doom 2. A large tech-base settled in big canyon areas. There are some secret areas to discover. This map is designed to be rather difficult on UV (like my previous map Blackroom.wad). For this reason I suggest to start on HMP.


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Vibri

   1 of 1 member found this review helpful 1 / 1 member

The mapping is very well done. I can see myself having fun on such a level, maybe in a deathmatch context.
However, the enemies and the gameplay of the map itself is a joke. I might even go so far as to say the level is impossible without cheating. From the first room it gives you a super shotgun and then expects you to kill roughly 30 Revenants while a Cyberdemon hangs around in the background just waiting for a stray bullet to hit him.
Ended up going with Godmode and enjoying the well put together map. Its very easy to get lost, however, and some hallways just seem to end with little value in them.

Overall a promising map, maybe just get somebody else to do the enemy placement.

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geo

· Edited by geo

   1 of 1 member found this review helpful 1 / 1 member

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. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.

 

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 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. 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.

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Roofi

·

  

"The Secret Energy" is a moderately difficult Death-Destiny inspired map happening in a surrealistic base located in natural landscapes. As Black Room , I loved the mystic ambiance  and the proper detailing. Also , this map offers a lot of exploration thanks to the semi-linear progression . Finding the secret area was exciting.

 

The level reminded me a lot of Elysion , especially the beginning where a timed battle occurs.

 

If I can compare DD's maps with Paul977's ones , I have the feeling that Paul977 create fairer fights in less cramped layouts. So , I think P977's maps is a good way to initiate yourself into Death-Destiny's style.

 

Here are my stream with the successful attempt (No micro) :

 

 

My demo : Energy_3034.lmp

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loveless

  

An engaging map.  Thoughtful traps reminiscent of Death Destiny left me with a sense of impending doom.  I knew I was going to die and die a lot but every fight left me with a sense of reward.  Give this a chance if you're not a fan of hard or challenge styled gameplay. 

 

On UV, a blind playthrough shouldn't take more than an hour.  If you're unfamiliar with Paul977's maps I'd say start with this one then follow with Black Room.

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Tango

  

fantastic map! the visuals, music, and gameplay all make for an excellent time. I quite like Paul's mapping style, and this particular stock-texture visual theme is one of my favorites. it seems like the gameplay on lower difficulties is perhaps too harsh - but for players seeking a challenge, it's an excellent time.

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Player177

  

That's a memorable map! I downloaded and played it right after the author Paul977 posted the wad on the DW subforum. It was more than a half year ago. Other earlier works from Paul977 like the Blackroom and the Desciples of Darkness I would also recommend if you enjoyed this wad.

 

I think a player who is unfamiliar with the map would probably need a minimum of half an hour to get to the exit. So it's not a short or a long ride and there is some non-linearity that I appreciate. Enough situations where you need to decide where to go next like at the crossroads. I'm not talking about forced choices in the middle of the fight. I'm about the routes that especially concern the first part of the map. In the same time it's far from being confusing and abstract like at the beginning of the Doom2 Map8. The architecture of this UAC base is more towards the reality, solidity, largeness. No doubt it's a good detailed map with time-tested style and with some striking visual findings. I would use couple of such tricks in my wads if I was a mapper.

 

As for the gameplay, encounters and such things like implementation, secrets that I had problems with. I tend to agree with the fact that the initial pressure here can be regarded as breaking but why should it be so? Very similar to Elysion.wad. But that's one thing. Another thing is that the difficulty isn't growing, it's swinging and lowering from the start. It's better to say that the gameplay is uneven. I'd say so before and would recognize it as normal as it still remains decent, but now I think that it's a problem of many maps. Other shortcomings are very specific.

 

Worthy map to beat, but could it be better? Yes, for sure!

 

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  • File Reviews

    • By DSC · Posted
      Legendary. Once saw someone say that the maps were "ugly". They can have the opinion they want, but man, is this wad out of this world in terms of looks, gameplay and variety. A must-play.
    • By valkiriforce · Posted
      This had lots of fun exploratory elements and fancy visuals, but I wasn't so keen on the abundance of dark caves crammed with the larger Doom 2 beastiary. At first it started to feel like a commitment playing this wad with the first few maps leaving much to be desired, but I started having more fun when I reached maps that had more breathing room for running and gunning. The lesser maps really feel like they were early efforts, with some consisting almost entirely of cave crawls - made worse by the fact that many of them have hidden lines on the automap. Another thing to note: Ritenour seems to like putting things very close to the edge like a key or a switch, so make sure you check every corner carefully, as some solutions were very close to a cliff edge. Falling off could spell your Doom, as often the lower cliff ledges damage the player with no escape. There were also very thin ledges which could be climbed, so that was another easy to miss solution. Despite the low points dragging the experience a bit I greatly enjoyed the visual work of crashing waves, a clever skybox and nice island locales with mountainous structures and buildings. It was worth a visit in Doom's earthen vanilla equivalent - and it's quite the achievement for something this old, I just wish I could see where I was going in those darn caves...
    • By NuMetalManiak · Posted
      here for the seventeenth installment of dwspd, the theme is to build a canyon. like the previous installment, this is a relatively common theme for mapping, therefore the maps are expected to be pretty decent, and well they mostly deliver. once again Fredrik's map is the first one, and it blows everything else out of the water. kind of a bad thing to make it the first map to be honest though, because it could make some players believe that the other maps after it would be just as good, but that won't be the case when you play the rest, as they don't really have as much bite as that one does. to further exemplify that, once again the MAP02 slot is disappointing in comparison, while MAP06 and MAP07 are both unfinished (nothing but layout in MAP06, while it's pretty much impossible to get the red key in MAP07. not the worst to offer, and Fredrik's map serves as an insane opening challenge.
    • By NuMetalManiak · Posted
      dwspd's sweet sixteenth installment focuses on the theme of abandoned mines. now that's a good map to make a theme on, MAP26 is a personal favorite of mine for Doom 2, and these maps as a whole do pretty well to capture that theme. of course there's a few weak ones like MAP02, but at least they adhere to the theme. many of the maps have low monster counts and low challenge overall. the exception is naturally Fredrik's map, one of his most unforgiving. pretty ballsy to actually make that the first map to play here (you don't need the blue key by the way). not much else to say overall, other than thematically speaking this did pretty great.
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