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Not Jabba

Not Jabba's Not the Cacowards Review Corner (rd reviews The Iron Forge)

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Ayy nice to see Break Point on there :D

Thanks so much for the Silver Jabbawards, @Major Arlene lead this project so well and it was a blast collaborating with Her and the rest of the team on this.

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Iron Forge by @Xaser and @Not Jabba

 

Iron Forge is a standalone Heretic map made by Xaser and Not Jabba, which naturally means that Not Jabba could not review it for this thread without raising some eyebrows. I have some light parenthetical descriptions for people who have no familiarity with Heretic (without being too bulky for those who know their stuff), so I hope some of you read this too. 

 

Xaser handled Iron Forge's layout and map design, which remakes a Dark Souls 2 level, likely explaining the high emphasis on inhospitable architecture. Just about every major combat zone -- and a couple of "no combat" zones too -- features some type of platforming or environmental hazard, or uses the lava to greatly curtail your movement and make the enemies that much more dangerous. This emphasis on narrower combat spaces -- picture a long ledge that is about as wide as a door, with a lava drop-off on one or both sides -- suits Heretic's monster design very well. Melee enemies and monsters with straight-line projectile attacks, which is a lot of Heretic's bestiary, become a lot more dangerous when the player can't run easy loops around everything.

 

mFYkw6J.png qpOpkdA.png 

 

Not Jabba handled the thing placement, and his approach reflects a good understanding of how to design to Heretic's strengths. This shows not only in the enemy placement, which regularly gets a lot of danger out of a modest enemy count, but also in the use of Heretic's items. There is a vicious early sandwich fight with a gang of saberclaws (fast, but not particularly sturdy melee enemies) on one side and weredragons (tanky, hard-hitting projectile enemies) on the other, which I don't mind spoiling because you won't see it coming anyway. :P You can get overwhelmed very quickly, but this fight is pretty much designed for you to quickly spam a bunch of time bombs (an inventory item that is like a grenade dropped in place) to fend off one side of the sandwich, while taking on the other with your weapon. The one very circleable arena in the entire map -- at least with respect to its core shape -- uses maulotaurs (Heretic's tanky cyberdemon analog, which has three attacks). One of their attacks is a powerful dashing charge that is easy enough to avoid but has this cool emergent effect of constantly moving the maulotaurs to the very edge of the arena, getting in the way of your circle-strafe lanes each time. (Okay there is one other very circleable arena but that is used for an amusing diversion where iron liches -- huge scary mask enemies of roughly miniboss strength that have multiple attacks -- use their tornado attack to pester you but inevitably send hapless minions hurtling into the air. Part of Doom's appeal is its more consistent undercurrent of humor -- but Heretic can be equally as funny.) Nearly every major setup really feels like it was the main idea behind its area all along, and *uses* the space rather than simply taking place in it. 

 

In one setup midway through Iron Forge, you're platforming on a knife-thin corkscrewing strip of iron in the middle of a lava pathway, and two disciples (flying robe-wearing wizards with a spreadshot attack) are released at you, which is terrifying. It's a very good setup to show off how the hellstaff (Heretic's plasma rifle lol) now has homing projectiles as per the Wayfarer mod's challenges, which allow you to take out the drifting disciples that otherwise might be a big pain to finish off. This platforming stretch has only a handful of enemies, and it's clear throughout how Not Jabba is very conscious of letting some areas breathe and serve more of an ambient role. 

 

PU5ZPGF.png R0IFZko.png

 

Breaking up the combat with silence is a good, natural choice because Xaser's striking visual setpieces call for moments where you can slow down and appreciate the design, instead of constantly being preoccupied with survival. The overall look of Iron Forge is very appealing and plays off of Heretic's fantastic palette. My favorite color in Iron Forge is the cherry red, which is in the sky, more surprisingly in the lava falls, and less surprisingly in the opulent velour or marble or whatever material happens to be inset in temple facades. I also love the stained glass windows that glow a luminous blue, and the way this blue is the same color as the dragon claw orbs (an ammo pickup). The way I've described Xaser's design in the past is that he is a conceptually cohesive author -- yet he uses very different methods from the more dominant Scythe 2 style, which involves building the whole map around a limited palette of materials and detailing ideas. The way this plays out in Iron Forge is that most new areas introduce a new visual motif or type of material to the mix, while retaining a selection of some already established ones -- so it's naturally, it's not that "'90s beginner map" feeling of walking into a completely different map with every doorway you pass through. It's like the map's identity is created through the design of individual visual-concept setpieces, and is rooted in the emergence of how such areas play off of each other, rather than following a predetermined plan. The detail level in any given space tends to match the 'type' of the environment and its underlying character. Chapels and temples are inset with geometrically precise recurrences of stained glass windows, or are wrapped in interlacing sheets of baroque architecture, or are embroidered with other ornaments (which are usually done through texture choices rather than microdetail). Whereas the ruins, the claustrophobic iron torture gauntlets, and the precarious lava-worn places tend to be pretty bare, undecorated walls doing all the talking, which is something Xaser isn't shy about doing, and runs counter to the idea that you might want your maps to be decorated at the same consistent visual complexity everywhere. With the striking use of red and orange-red throughout, it's delighting that the map ends on this large fire construct that juts out of the exit of the Forge. Just about everything in the level is strongly suggested to be "human-made" rather than surreal, so this is the feather on the cap of a handful of constructs that establish the in-universe designer of this place as kind of a nutjob. 

 

DoajEXa.png 

 

In late 2018, when this map was released, the modern resurgence of Heretic interest was about to take off, but since then we also have The Wayfarer, Faithless Trilogy, UnBeliever, Quest for the Crystal Skulls, Sold Soul, Blasphemous Experiments, Quoth the Raven, and more, which means a lot of potential starting points if you want to get into the game. Try one of those or I'm going to morph you into a chicken. 

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