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dobu gabu maru

The DWmegawad Club plays: Abscission

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sorry i'm a bit late to the party, but i've always wanted to contribute to something like this, and what a wad to dip my toes into the DWmegawad club! i've played it twice so far: once last year shortly after RC1 dropped and again earlier this year in co-op with my brother, who also loved it. i've always been a sucker for rich, dark, moody atmosphere and this has it in droves. combined with the referential yet increasingly desolate level design, this is very high up in my favorite wads of the past few years. anyway, time to catch up, haha. i'm playing on gzdoom (until we get to the secret levels, i'll switch to dsda-doom for those), pistol-starting every level on ultra-violence (unless i mention otherwise).

 

MAP01 - Arrival

100% K | 2/2 S - ~1:40 completion time

Spoiler

Short and sweet. While not having as many branches and nooks for the player to explore as 'entryway', this level makes for a great amuse-bouche to the whole set. The secrets admittedly took me a little bit of time to find on the first go, but having foresight makes the level even more trivial than before. The music takes the forefront here (ironically), setting the tone for what's to come. Brooding, almost melancholic synth chords echo through the halls, giving those who are accustomed to the more upbeat music selections of other wads today a bit of pause. And I may repeat this a few more times over the course of the month, but this music is almost custom-engineered to give you that moment to just... take everything in, after getting the final kill. The final shotgun blast rings out, the last imp dies, and more often than not, I find myself just taking a second to stand there and just look around me. As someone who's a huge fan of ambient, moody electronic pieces, I can't praise the music in this whole wad enough.

 

MAP02 - Water Purifier

100% K | 1/1 S - 3:43 completion time

Spoiler

While I agree that this level wholeheartedly wears its inspiration on its sleeve, I still enjoyed it thoroughly. The beginning can feel a bit same-y compared to Underhalls, but once you get to the outdoor area where you're hopping from building to building under the deep blue night sky, it opens up to something compact, yet still comfortable. A bit funny that I say that, though, since the first half of the level really lays the hitscanners a bit thick for the square footage you have to work with, especially from a pistol start. The secret really gave me trouble the first time, but as snax says, learning the secrets in earlier levels helps in finding secrets in later levels, and this is the first such example. I love the outdoor area with the benches, and the continuity from the exit area to the start of the next level gives me just this comfortable vibe. I say 'comfortable' a bit, because I realize why these first handful of levels stick so much in my mind: they're comfortable. Just this feeling of being out in the dark night sky in these desolate facilities gives me this odd comfort that I really gel with. The music enhances this greatly.

 

MAP03 - Hydroelectric Grid

100% K | 3/3 S - 3:12 completion time

Spoiler

This level is so good. It has just enough references to make it apparent that this is a Gantlet remake, but it's done in such an organically different way that the experience as a whole just gets revitalized in the best way. The super shotgun hitscanner mowdown in the beginning, the chaingunners harassing you from the opposite side of an elevated walkway over water, and the pinky fight in the grass at the end are all done in such a nuanced fashion that outdoes the original with flying colors. The open layout of the main area is the biggest improvement. While you still need to use the elevated walkway to navigate through the level, the other areas are just as involved in the architecture and flow of the space rather than feeling like just an area off to the side. The blursphere secret makes a majority of the level a breeze, allowing you to mow through the hitscanners with reckless abandon. If you're lucky enough, you might just find it on accident, which I did (of the three secrets, this was the one I legitimately forgot about, haha). The backpack secret is simple enough if you're used to doom secret tropes, and the soulsphere secret is yet another example of how past secrets help the player find future ones. The atmosphere the music provides is yet again stellar. You can almost feel the cool breeze on your face standing all alone on the main walkway after clearing out the main section of the level.

 

 

MAP04 - Service Tunnels

100% K | 1/1 S -  3:42 completion time

Spoiler

This level gave me a little bit of a hard time the first time through. The way the 'split paths' idea is done here isn't my favorite, admittedly, but after bridging the gap, the level becomes much more enjoyable. I misremembered the super shotgun secret as having a radsuit, since I was a goofus and forgot that there was a red key door just next to me when I thought I needed to jump into the slime while having 20 health from the hitscanner traps in the beginning :p. This 'Focus' remake trims down a lot of the hallway real estate, making the incidental hitscanner encounters that much more punishing if you don't tread carefully. The crate room is a high spot for me. Simplicity really goes a long way with a level like this, and the crate room is the perfect example. I also really love the exit walkway, both aesthetically, and gameplay-wise, for not making the player raise a little bridge in a mean trap room on all sides like the original (I never liked the last room of The Focus, haha).

 

 

MAP05 - Sludge Conduit

100% K | 2/2 S - 4:36 completion time

Spoiler

This one was a bit too on-the-nose for me, personally. The layout feels incredibly similar to The Waste Tunnels and it hits all the beats: super shotgun in perpendicular hallway off the start, U-shaped corridor with monster closet traps, water maze with the hitscanner corner and the room with the RL, the blue key section that's across the area from the starting section, etc. I can't decide if I like the plasma gun secret more or less in this iteration compared to American McGee's. It's not a bad level by any means, don't get me wrong, but this is probably my least favorite level so far.

 

alright, it's the middle of the night and i'm tired, so i'll catch up more in the next day or so (hopefully). this is fun, writing little blurbs about a whole megawad one level at a time. :)

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MAP09: Hadal Facility

UV, pistol start, DSDA

 

The first completion took me about 45 minutes, then when I knew what to do about 22 minutes. I looked a long time for one of the secrets. There is this unwritten rule in Doom that the activation is always close to the secret itself, and in this case it is borderline not so I would say. Also very frustrating because you can see the huge amount of goodies right there but how to reach them? Then suddenly the door opens but NO, there is ANOTHER door, haha - in your face, Doomguy. In a casual playthrough I would probably not have bothered, but this thread motivates me and so I did the thing and I found the secret.

I notice there is some further architecture included in the level which looks like a secret but is just nothing. Which is also kind of rare. Good thing you get the automap..

 

Entry number 4 is not really needed or did I do it wrong? After taking the first three elevators I already had the blue key and all the kills at that point. I wonder if anybody ignored the numbering and played the map the "wrong" way? How did it go? Maybe I should try that...

 

Again no SSG here (I think), so with the big amount of imps, pinkys and zombies this has some Ultimate Doom vibes going on..

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MAP08: Demon Core

(UV, pistol start, K: 100% / S: 100%, Woof!, complevel 2)

 

Another short and compact map, but this time with the bite to back the ominous atmosphere. I think most players stopped expecting a cakewalk after MAP07, but this one will still kill you if you're careless. The eastern pinky squeeze, the southern ambush, and especially the western cybie corridor will make sure of that. No SSG here either, but the secret BFG will help you out a lot if you can figure out the way to unlock it.

 

We're now far enough from Doom 2 that I probably wouldn't think of the map as a direct reference to anything specific if I played this out of context. Here and now, I can see parts from Tricks and Traps (hub room, pinky herd, BFG secret, PE traps, cyberdemon, etc.) but the map doesn't feel the same, and that's the important part.

 


MAP09: Hadal Facility

(UV, pistol start, K: 100% / S: 100%, Woof!, complevel 2)

 

The longest map thus far and one with a very classic flavor. Music aside, if I happened upon this while playing an older mapset, I wouldn't bat an eye - that's an observation, not a criticism. It's a pleasantly nostalgic vibe. Although... the map can also be unpleasant if you don't respect it, in terms of both progression and combat difficulty.

 

The precarious footing, high hitscanner occupancy, and complex layout call for a slow, cautious, and methodical approach. This is especially evident in the blue key area, where the map drops chaingunners behind you without warning. Two encounters buck the trend and require aggressive play: the surprise pinky rush in the yellow key zone, where you have to think fast to escape, and the ending room showdown, well telegraphed by the soulsphere floating in the elevator. I'm glad they were included, as the map could've been a bit monotonous otherwise.

 

During my first playthrough, I remember that it took me a good while to realize that you can get the locked-away medikits by just pressing use on the bars. Guess the Id guys removed those bars from the original version of D2 MAP02 to help dumbasses like me, eh?

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Map 09: Hadal Facility

Crispy Doom, UV, pistol-start

 

Boy, here's a map I wasn't in the right mindset for. Taking the same basic concept as the pit and making one minor reference where an unmarked door is concerned, the environment presented is entirely different. Although the chosen name sort of references IWAD Map 09, 'hadal' appears to be specifically marine in nature but whatevs. What's important is that danger is everywhere, with  chaingunners inside windows, but things never really become overwhelming. Bullets are pretty sparing though, which might be a problem with all the lost souls about. An interesting design trope were the Spanish-style cafe tables that can be found in certain locations. Heck, there's even a literal cafe in one case!

 

Lacking the energy to describe the other locations, I can only say it was really nice how one of the berserk pack was located in a tiny lift right next to an agglomeration of pinkies we'd already wasted plenty of bullets on. A particular hidden switch opened something not visible in any case. Then we wasted tons of time not looking at the map and not finding the final blue door, which opens up into a highly chaotic courtyard that's not quite slaughter but regardless was kind of a culmination.

 

Can't forget the midi either! There's one channel that sounds rather Middle-Eastern but is done in service to something less industrial and more like some of the Swans' more exploratory acoustic efforts. Actually, Snax owes at least some debt to the Swans more generally like Wilster Wonkels, but there's also a heavy dose of industrial here!

 

 

 

 

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Map 09 "Hadal Facility"

 

563px-Abscission_MAP09_map.png

 

In spite of the most depressing tone of "Hadal Facility", I ended up to think that this map remove all the controversial aspects from Sandy Petersen's map in order to offer more traditional exploration. The three things I remember the most from "The Pit" are the ammo starvation, the obnoxious usage of Pain Elementals and the quirky vertical architecture that annoyed me more than else.

 

Snax decided to offer us a more balanced adventure and that's why "Hadal Facility" felt more digest than its Doom 2 counterpart. You're sure to have all the ammo you need for instance, and the presence of multiple berserks definitely help you saving somme ammo. The verticality here has a true meaning here as your objective consists to the reach the surface. And the "perilous" paths don't require much platforming skills. As some people evocated here, stay prudent and you'll be fine.

 

"Hadal Facility" was less gimmicky than the previous entries. The numbered passages at the very beginning have no real impact on the way the map is played. I have the impression that more classic exploration, with notably more open and detailed scenery, creates a climate more conducive to contemplation. The occasional doomcute, materialized by tables and also a cafeteria, clearly indicates to the player that this base was once used by humans.

 

The slower pace of combat, the rather depressing music and the theme of an abandoned complex in the depths of the ocean, give a feeling of melancholy rather than anxiety.

 

The general impression I get from playing Abscission is that I no longer feel like a hero supposed to liberate the earth from invasion, but rather like an interloper in an already devastated world that can't be saved anymore . And that's actually .... sad.

 

Grade : B+ (15/20)

 

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MAP08: Demon Core
Things are starting to get pretty spooky now with this music. This is like a version of Tricks and Traps I'd play in a fever dream. The Cacodemon ambush and Cyberdemon fight are combined into one here towards the end to make for a fairly challenging encounter. Besides that and the close quarters pinkie demon ambush the rest of the combat and progression is relatively straight forward. Honestly not all that tricky. Still makes for an enjoyable outing at least.

 

MAP09: Hadal Facility
We're deep in the dungeons now. Certainly not the worst dungeon I've ever been in, though. You're given a variety of paths to take right at the start. Depending on which way you go, this can be quite a difficult pistol start. My strategy was to go down 4 first before heading back to 1. I believe 2 can be skipped entirely, but it's still nice to clear the entire place out. Gameplay can be a little spicy but nothing too hot. Chaingunner ambushes, close quarter Mancubi fights, forcing you to drop down into areas packed tight with monsters. One thing is for sure, though. This mapper sure does love her obscurely placed switch secrets. It feels like half of the secrets so far have been fending a tiny switch hidden in the corner of a room somewhere. Started to become easy to figure out by this point, which isn't exactly something you'd want secrets to be.

 

ab08-09.zip

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MAP09 - “Hadal Facility”

 

This map sprawls quite a bit and for large periods offers quite a neutral experience where you will be mostly progressing in a slow and methodical manner. I an understand the omission of the SSG because it would trivialise a lot of the map, but at times you are left to grind through a lot of imps and other low to mid tier monsters. The plasma gun and rocket launcher can be found quickly if you know where you are going, however the berserk (either in a secret or later after raising a lift) is probably the best tool as there is a lot you can punch without too much hassle.

The ending is probably the standout moment, it isn't hard but it offers a rush of adrenaline that was needed after a lengthy subterranean excursion.

Overall I am a little torn on this one, sure Snax removes a lot of the aggravation that Petersen tended to put into some of his maps and the longer more exploratory is also a nice change, however this map tends to coast a little too much, the yellow key area has a lot of imps, but imps in the end are just imps. I think I will side on the positive side of the fence in terms of my views on this one, especially given this set draws a lot from more old skool level design.

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MAP10: Industrial Crypt

 

It's not that hard to make a map more appealing than Refueling Base, but Snaxalotl went above and beyond. This concrete complex is so intricately designed I was surprised it's supposed to run under vanilla limits. 

 

Like its inspiration, Industrial Crypt is a very open level and requires a proper route to take advantage of its numerous secrets. Stumbling around, it's very easy to wander unprepared into the hardest fight of the level: the new and improved version of the storage room. Now it's not only filled with hitscanners, but has a roaming cyberdemon. He's a major threat in a place this cramped. At that point I only had an SSG (found in a nested secret not that far away), and let me tell you, weaving through attacking monsters and trying not to get blasted by a cyber or a crowd of shotgunners was the standout moment of the fight. Less so when I escaped to the next, larger room and had to grind him down with a super shotgun, but that's my fault. If you know what to do, you can come here with a BFG and grab a nearby invuln to eliminte him without breaking a sweat. With the yellow key that can be found nearby, you can leave a map through a winding tunnel, decorated with hanging corpses. 

 

Industrial Crypt is a map that left me speechless. This is a complete package - a great looking level with challenging combat, exploration and replayability. Easily the most impressive level of Abscission yet.

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MAP09 - “Hadal Facility” (Pistol Started, saveless, 87% Kills, 85% Items, 50% Secrets)

 

This map ditches doom 2's "the pit" entirely, going for its own thing with a similar theme.

 

The gameplay feels similar to sigil 2's E6M5 in my opinion mixed with the living end, the slow "dungeon crawling" and reactive enemy placements make this feel like a "suspenseful travel" akin to it's possible inspirations. The 4 distinctive paths you can take at the beginning, one pair bringing you to the yellow key, the other to the blue one, possibly adds some replay value to the routing of the map, it probably is harder if you take the blue one first, since it contains a secret super cash of ammo and health that ridicules the final fight, that isn't bad, it just can be cheesed by the plasma gun immediately, and you have so much health it doesn't matter anyways.

 

Other than that, I like a bunch this map and it was a good choice to make something different.

 

8/10

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MAP09 - Hadal Facility (100%K/96%I/50%S):

Of course I was going to take all the paths in the given order, as I could trigger my OCD otherwise. I don't like when Doom maps do this though, as it scripts your way in what should be a more "open-world" adventure. And yes, this was a really big adventure. Biggest map yet. Two main paths, one for the yellow key, one for the blue key. The tricks and traps missing from MAP08 are present here. This underground experience had me roaming around for a while until I could find some progress. I liked it, but it went for too long. Sadly, nothing too memorable was found on this map, and thanks god I've found an automap early, or I would have been lost for weeks here.

Order of preference:
 

Spoiler

 

MAP03
MAP06
MAP08
MAP04
MAP05
MAP09

MAP02
MAP01
MAP07

 

 

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MAP 08 - Demon Core  (UV - 100%)

Took another death in this map, in the dumbest way possible. Overall I'm not big on this map. Like, I don't hate it or anything, but it doesn't do a whole lot for me. There are two main paths that both lead to dead ends, with one being necessary to acquire the yellow key, and the other being the yellow key itself. The BFG isn't QUITE essential but it's close to it; good luck with the pinky swarm without it. The caco swarm that appears when you duel the cyberdemon killed me on my first attempt - I foolishly got myself cornered against the switch that lets you get up to the cyber's platform, and ended up face rocketing myself trying to get free. Dueling the cyberdemon successfully is a foregone conclusion as long as you don't do exactly what I'd done, and if you keep enough extra cells to kill the cacos + entourage and save some for the cyber. This map probably ranks close to the bottom of those played so far for me.

 

MAP 09 - Halal Facility (UV - 100%)

This is the first map with a girthy monster count (by Abscission standards). The titular Hadal Faculty is a vast underground base that's choked to the gills with monsters; one of the first places in Abscission that truly feels utterly INFESTED with demonic presence. It's presented to you in a non-linear order; but it feels like there's absolutely a potential "wrong" order to do the areas that can have you under equipped to handle the pressure from the litany of enemies unless you're particularly adept at dodging projectiles from every angle. The rocket launcher and PG here are presented as power weapons, giving you the option to take down a few mid tiers in potentially sticky situations before you exhaust their ammo. The health reserve caches are a nice touch, although I do remember not even realizing you could open them when I played it way back when. Being opened via a switch may have been a more prudent option, but it is what it is. I like that the layout presents you with lots of choice, but I do find aspects of it a bit clunky. In particular, the backtracking you'll end up doing between 1-2 and 3-4 is often obstructed by one way paths meaning you end up going all the way back to the hub and starting the path over, so it's just a bit tedious in that regard. The final battle is probably more bark than bite, but it does a good job of feeling hectic without being utterly ridiculous. As long as you prioritize the mancs and chaingunners first, the rest of the cleanup comes pretty easily. Overall, Hadron Foundry is a harrowing derelict place that's completely inhospitable to your presence, and an enjoyable experience for the most part.

 

 

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Map09: "Hadal Facility"

From the start I knew it wouldn't be for everyone, but that's okay. I went for a nonlinear dungeon crawl focused on low tiers and some ammo conservation, though I totally get why some people would get bored at the premise or execution.

In hindsight I would've changed the bars guarding the medikits, I don't think I would have removed them but at the very least making the linedef trigger larger instead of covering just the bars would massively help in player's missing it. Its still neat how the map is fully playable without accessing them though.

Roofi nailed the impression I was going for in his earlier post, quite a few maps in abscission go for a feeling of helplessness and melancholy rather than oppression at every turn. Hell some tracks even have a glint of optimism under the surface.

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(HMP, Doom Retro)

 

Map 09: Hadal Facility

 

Well, this was a mini-adventure. It was definitely a depressing kind of map. I didn't care for the the numbers that much, but that's ok. I just worked my way through the map and trying to figure out the path as I go. I don't do very good with secrets in maps like this, because I guess I'm too busy concentrating on where I'm going, haha. So I didn't find any secrets. It was good to go on a little adventure tonight though. It wasn't a standout map in my opinion, but I had fun.

 

Snax brought up the bars and medkits, so I wanted to comment. I didn't mind them myself. It would have been interesting to have some pressure from enemies while I was scrambling to click on the bars to get a medkit though, haha.

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MAP06 - Slag Dump

100% K | 3/3 S | 9:06 completion time

Spoiler

This was the first level that really shows some bite, and the opening fight is probably the hardest part of the level. It gave me my first death of the playthrough (actually my first few deaths, haha). Just like Hydroelectric Grid, this level really shows its inspiration while being a fresh take that improves upon the original concept. While Hydroelectric Grid turns The Gantlet into a quiet comfortable place, Slag Dump takes The Crusher and amplifies its steel-clad hostility. The lighting in the main pillar area is gorgeous, and the contrast of the lava deep below lighting up parts of the surrounding area while the rest lay in shadow really brings out the look of the whole map. I don't remember if I really paid attention to this on past plays, but I really liked seeing the walls of the main pillar area opening up after dealing with the imp and shotgunner barrel closet fight. It added another layer of visual depth to a place that you visit multiple times during the playthrough. The delayed ambushes after hitting switches further helped in keeping the pillar area the main focus of the map. The spiderdemon being plainly visible from the pillar area also added a satisfying tinge of pressure without being too overbearing. The final fight is much more interesting than its Crusher counterpart with the addition of some crushers scattered around the outer perimeter. And the exit area teasing the next map with a cute well-lit outdoor area I absolutely love to bits. It's such a breath of fresh air after nearly getting (almost literally) chewed up in a giant unthinking underground machine. It almost invites you to take a breath and regroup.

 

MAP07 - Corroded Ruins

100% K | 1/1 S | 1:46 completion time

Spoiler

This one also gave me a hard time. The green slime really adds to the pressure you have for this fight; you feel like you can barely move anywhere. What ended up working most consistently was making a beeline for the rocket launcher and trying to prioritize killing as many arachnotrons on the ground as possible. There's a little nook immediately to the left of where you enter that served as a nice little cover spot to minimize your exposure to arachnotron fire. Once most of the ground-level arachnos are dead, then I start whittling down the rest of the mancubi and ground-level arachnotrons before focusing on the last three or so elevated turret arachnos, which have now lowered. This level is tough, but also very short, which I appreciate. A minute and a half of intense bobbing and weaving and then you're done. Something that I want to touch upon is something I kind of forgot about until reading some of the other users' takes on this megawad as a whole, which is why I love the moodiness of this levelset so much. Unlike a majority of megawads where you're on an ass-kicking adventure, this time you're just surviving. You're not liberating the facilities and techbases. You're just A Guy making their way through the ruins of hell's infestation. The damage has already been done. All you can do now is survive. The text screens ooze this jaded feeling of perseverance and stubbornness, which I just absolutely love.

 

MAP08 - Demon Core

100% K | 3/3 S | 6:49 completion time

Spoiler

This rendition of Tricks and Traps starts its 'tricks' on the player by immediately leading off with these undulating drum rolls that immediately put me into this sense of apprehension. This music track is the first in the wad to start off aggressively like this, so it gives you this slight uneasiness as to what's ahead. Thankfully, the tricks are much more engaging this time around. The highlights are the pinky ambush and the cyber / caco fight. The pinky ambush really kicked my ass on the first go-around, so having foreknowledge really dilutes the venom of this fight, but it's still deadly if you're not careful. The BFG secret is fine, in my opinion. The hidden switch style of secret is used a fair bit, not just in this wad, but other modern wads as well, so knowing of those and looking out for them does help. The BFG does help with the pinky ambush, but it really helps in the cyber fight. Opening the door and seeing that distant cyberdemon silhouette all the way down the hall is such a fun visual. The cacodemons can really clog things up if you're not careful, and the BFG makes for a great drain cleaner in this encounter, however once it becomes a 1-on-1 between me and the cyberdemon I opted with the plasma rifle, as the hallway is just narrow enough to make the idea of going for those point-blank BFG shots too uncomfortable for me. Overall, a solid level.

 

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MAP10: Industrial Crypt

 

Quote

498eddc2d6236ee3fd81451f22ca10c63daf9b27.png.71a4a0a60eac28b530ddda3bb06e9da8.png

 

We've hit the meat of the WAD. We're firmly unmoored from the IWAD inspiration in the combat and layout departments. We're getting more visually distinctive, too - does this screenshot look like Refueling Base to you?

 

The progression is winding, and the Cyber kicked my ass, but I think it all works.

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Map 09

 

This was the type of adventure map that I totally vibe with. Non linear, non short, a little non intuative and entirely incedental with no arena fights. Despite not resembaling any sort of real life location it still felt like a believable place, lived in or infested with monsters, very much like a d&d dungeon set in the doomguy universe. I agree that alot of the combat is slow and methodical but to me that is fitting in this type of map and we still get a good set piece right at the end. My memory is a bit fuzzy and I want to say the set mostly turns in a different direction going forward but, more of this please. 😀

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MAP10: Industrial Crypt. Played on UV, pistol start. DSDA v0.27.5. K: 262/262, S: 9/9, I: 125/125. Comp. time 28:48

 

Another long map I thoroughly enjoyed (except possibly for one bit, more on that in the next paragraph). At first I was scared of 9 secrets (for a moment my HUD font made it look like only 5, but the truth soon dawned on me), but they are quite findable, although I'm not sure if I would have found the invulnerability sphere near the cyberdemon.

 

Which is my only possible problem with the map. A minor one, mind you; but I think I did something in non-optimal order, since I landed in the one clear Refueling Base homage area before the place where I'd get the invuln sphere, and long before I had found the BFG. Actually I got the BFG after I had killed all the enemies. The cyber maze was not a problem as such, just some SSG shots and dodging, but I feel invuln and BFG was meant for that encounter. I'm glad I had at least found the SSG secret! Otherwise this would have been horrible, because even the plasma rifle was placed after this locale.

 

A good map that would have been better if I had routed better, and I'm not sure I should blame the map for that, because on the flip side there is replay value.

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MAP10: Industrial Crypt

(UV, pistol start, K: 100% / S: 100%, Woof!, complevel 2)

 

Oh boy, playing a map this dark on a laptop screen was a poor decision. Turns out you can play Doom by ear pretty well after doing it for years and years, but even after cranking up the gamma I could barely see a thing. Also, I think my travel laptop is finally about to give up the ghost, poor guy can barely run a three-decade-old game without overheating. But enough about technical difficulties, what about the map?

 

It's great! One of the first to come to mind when thinking back to my previous playthrough, and after replaying it I can see why. Refueling Base is already one of my favorites from D2's original lineup due to its high body count, and this is better in pretty much every way. The architecture is more impressive, the atmosphere is more oppressive, and the combat is fast and aggressive.

 

The eastern slime-pit battle is pretty good too, but the map's standout encounter is the cyberdemon-spiked zombie barracks blowout. Having to locate the cyber by ear while bullets and rockets fly every which way - what a rush. Getting the secret BFG from the east wing first would probably make the fight a lot easier, but I love how manic it gets when you go in with just the secret SSG and have to punch through the crowd to get your hands on the plasma.

 

No complaints from the vibes department, either. I especially liked how derelict the whole place feels at the start, with barely any lighting and all the doors out of order, and the closing descent through the corpse-strewn staircase. Ominous as heck.

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MAP10 - “Industrial Crypt” (Pistol started, saveless, 88% Kills, 71% Items, 33% Secrets)

 

This map is both kind of obnoxious to me, and kind of fun. Compared to its original, damn this drags a lot. The og may not have the most intuitive progression nor coherent enemy placement for pistol start, but at least you can complete it rather quickly, even if you don't know what you are doing. In this map, for reference, getting the ssg is both a secret, and takes a significant amount of time to get, needing you to fight a pain elemental over a river of acid, with a radsuit in order to get it.

 

The enemy placement doesn't help either, being way overcrowded like the original was, but since the map is bigger and has more involved progression that the original, makes the map drag even more. The yellow key area is basically just full of imps and arachnos, followed by an ambush of pinkies very similar to that rocket launcher set piece in tricks and traps.

 

Another thing, the ammo is limited and basically requires you to use the berserk plenty, or you'll just lost to the rooms with lots of mid tiers, or the like 5 pain elementals placed in wide open areas. It doesn't help that you only get high tier weaponry very deep into the map. Most of the combat is against fodder, so what's the point of ammo starvation in this one?

 

The progression isn't bad, just that It doesn't help how easy is to get lost in this map and how many stuff brings you to dead ends, for example, you can just forget that tiny red key door just doesn't exist, and go around most of the map searching for stuff to do, even completing some of the sections like the yellow key one, then return to that barely recognizable spot after you just forgot what to do.

 

Nevertheless, I still think this map is polished and entertaining to explore in it's own right, and I love the sheer scale it presents alongside the side content that is fun to find, but it just doesn't surpass the original like most of the previous maps here did until now.

 

6/10

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Map 10: Industrial Crypt

Crispy Doom, UV, pistol-start

 

So if you like the last map, you're really going to like this one. Open-ended progression that's not tedious, a layout one can't really get lost in, and a grim midi not without a certain hint of melody in one spot. Oh, and there's enemies literally everywhere. Including a Baron and Arachnotron not too far away. If we want a Super shotgun, we'll have to work for it through a nasty pool of slime and some weird-ass jumps. The pit near the red key switch kind of lowers out of nowhere and might cause some people to panic. Lastly, the Cyberdemon in the one homage to Refueling Base is incredibly nasty and unexpected! A little difficult to find the hidden Invulnerbility under these circumstances to be quite honest with you. The series of corpses on the ending stairwell only promises grim times ahead. Some visual references to Refueling Base are certainly here, but the design is 100 percent unique and doesn't just feel like the celebrated Startanned map from last year!

 

PS: I may have slightly missed the secret formula until someone explained. Now I think I have a better idea, although we really only spent time looking for ways to access the obvious secrets!

 

 

 

Edited by LadyMistDragon

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Map 10 : Industrial Crypt

 

744px-Abscission_MAP10_map.png

I probably played Zelda 64 too much in my childhood but the beginning of the track sounds like the Spirit Temple from Ocarina of Time and the rest like the Stone Tower from Majora's Mask.

 

And I want to say, it couldn't fit better because "Industrial Crypt" looks like a palace that was built from the materials of a derelict concrete base by the demons in order to etablish their reign. This feeling comes from the imposing architecture and the various courtyards, which could be likened to royal gardens. The player descends from his spawnpoint via two curved staircases, something you might see in a castle. Like the previous level, the biggest interest resides in its exploration and non-linearity and what I particularly love about it is that it exudes a certain mystique and power, a sort of fortified castle where the dead rule and only an accomplished hero would dare to venture into it.

 

On the terrifying aspect, seeing the cyberdemon in the zombie maze startled me and made me quickly say "What the hell?!". I have to say that this idea is brilliant, it's the kind of nightmare I could have as a kid: seeing the cyberdemon out of "his zone". A boring mapper would have created a section just for him, but here he's been deliberately placed on the fly, so as to create an unexpected mini-boss. About the combat itself, it's not a big deal as you can peak-a-boo him without much difficulty.

 

Another aspect of the maps that I love are all the inaccessible paths/areas that accentuate the grandeur of the map. It's a violation of Romero's rules, but seeing all those concrete waterfalls of slime, or an enclosed portal with pillars behind it, makes me feel pretty tiny, and tells me that there's more to this "castle" than what I can reach.

 

When I played it in continuous, I particularly loved this map, but I appreciated it even more when I played it again in pistol start.  For me, this was the most ingenious reinterpretation of Doom 2's map 10 that I've played, and it makes me feel a range of sensations. The atmosphere is dark, but with a touch of heroism and mysticism. Abscission's atmosphere is really more nuanced than a simple "spooky wad".

 

Grade : A (18/20)

 

 

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MAP10 - Industrial Crypt (98%K/69%I/55%S):

I really like the original Refueling Base, so I enjoy whatever comes in inspiration from that map. In this case, this was the most creative one in terms of expanding the original theme, both with MAP09, as you can slightly see some hints from its original counterpart, such as minor references, but nothing much more. Talking about the refueling station where there are lots of hitscanners, now with an additional cyberdemon inside that will hunt you and send shivers down your spine. This was a really big, really open map, and with tons of ways to tackle it. Tons of secrets are to be found here aswell, aswell as a lot of interconnectivity between areas. Aesthetically, Industrial Crypt shows us a lot of verticality, making you feel small right from the start, and also hinting this one is going to be a somewhat long journey.
So far the most enjoyable map yet, totally replayable.

Order of preference:
 

Spoiler

 

MAP10

MAP03
MAP06
MAP08
MAP04
MAP05
MAP09

MAP02
MAP01
MAP07

 

 

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To celebrate Abscission being on the DWmegawad Club, I made a custom HUD for it. 

 

tR4do7R.png

 

The idgames archive is still being updated, but the Mediafire version has the new HUD. Enjoy!

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Map 10 - Industrial Crypt (UV - 100%)

Woo man this one is gnarly. Composing a midi that sounds like a Zelda temple paid off, because this map totally has the feeling of a pinnacle dungeon from a Zelda game before hitting the end of a chapter. The constant drumming and ominous synth chords contribute to a grandiose and almost apprehensive feeling that's matched by the scale and spectacle of the map itself. I dig that different paths you can take, and how various little offshoots open at points during the progression to refill old areas with new monsters and provide access to supplies as you backtrack. It's honestly impressive that the map's geometry convey a scope that's not actually present, and within vanilla limits.

 

There are several harrowing fights, but the cyberdemon ambush in the Refueling Base homage area is the climactic fight of the map, and possibly one of the most notable of the entire WAD so far. I panicked during this one my first attempt and let the cyber chip me down with splash damage until I died trying to duel him with the SSG. On my second attempt, I lured him out into the following area and had a much better time; double so because I knew how to get the BFG in the opposite wing since I've played Abscission before. This is honestly a kickass map and probably the best one in the set so far.

 

EDIT: Also just gotta shout out the ending. I just love how this map ends. The litany of corpses both human and demon alike, and the fact that you get to go down the long, impossible staircase and plunge into the depths. Good foreshadowing for the map to come.

 

Welcome to a place you should not be.

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MAP11: Sarcophagus . Played on UV, pistol start. DSDA v0.27.5. K: 72/72, S: 1/1, I: 19/19. Comp. time 8:00

 

I was expecting a circled structure, and that I got. Still, Sarcophagus is not a riff on 'O' of Destruction, but rather something in the vein of something I'd expect from Benjogami. Especially the outer area with blinking cement walls. Cool. The map itself is more in a 'meh' category for me; I was circling around to get the cybie to do my dirty work for me. Archvile's introduced (of course), but it poses little threat, as long as you can trick someone (and cybie-cyb) to hit it for infight.

 

Not a bad map, the ending area elevates it somewhat, just not the best of the bunch.
 

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Map10: "Industrial Crypt"

This is easily one of my favorite maps in the entire wad, Everything from the architecture to the flow really appeals to me. There really isn't anything I wish I did differently here, it was executed exactly how I envisioned it to be.

I'm a big fan of Nonlinearity even when certain paths have an advantage over the other. While getting the bfg first can be the "optimal" route depending on preference its up to the player to explore and see where they end up, every path should be doable but I like the versatility and different outcomes depending on what path the player decides to take. Real locations can have rather redundant areas, the alcoves holding hitscanners that open up later on are an appeal to that structure. They just exist and add to the scale while also holding a few goodies and releasing whoever is left inside for added chaos.

Another trick I picked up on here was a distant use of monster closets, instead of shoving a pain elemental in your face I opt to release a few way off in the distance. They will find the player eventually, but when that happens a lot of variety adding to the unpredictability. Monsters don't always need to be on a leash, sometimes they are better off left to their own devices rather then the mapper deciding exactly what role they will play in combat.

That cyberdemon ambush is one of my two favorite moments, just dumping the player into unfamiliar territory where the cyberdemon has the complete advantage until you manage to escape. Its probably just as terrifying for the zombies as it is for the player while he shreds through everyone in his path towards the only living human in the room. Another highlight for me is that exit room leading down a massive staircase strewn with the corpses of friends and foe alike, what could lie far beneath such a massive industrial compound with a heavy demonic presence?

Again @Roofi noticed the inspiration for the track of this level, The Ocarina of Time is such an amazing game! Plus you really picked up the aesthetic and feel I intended. (Majora's mask is great too but that vibe was a happy accident)

And a huge thanks to @Ludi for making a custom status bar for me, I think it fits the wad quite nicely :>

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MAP10: Industrial Crypt
A big open and non-linear map with plenty of secrets and optional areas to explore. Finding all of the secrets can leave you with an abundance of health, armor, and powerups. Perhaps to the points it makes what seems to be a fairly challenging map a bit too easy. The only part blatantly reminiscent of Refueling Base is the area filled with all the zombies in cubby holes, and this time there's a Cyberdemon from nowhere! No joke, the Cyberdemon encounter was one of the most intense and enjoyable moments I had playing Doom in a long, long time. Forcing my way past hordes of zombies in a cat and mouse like scenario, getting backed up towards a ledge and jumping into the acid to escape, then hiding in a tiny closet while all the monsters infight before running out and finally get my hands on some appropiate hardware (A plasma rifle) in order to take the big beefcake out. What a great map.

 

MAP11: Sarcophagus
A bit of a boss map with the focus on a Cyberdemon. Not a lot of room to maneuver with death drops with to the sides and an acid pit taking up a majority of the arena. Killing enemies is the only way to buy yourself some space here as the map seems to be on some sort of timer that throws more and more shit on you as time goes on, including an Archvile just to keep you on your toes. Not too bad once you realize what's going on. I liked it a lot. The main area was designed perfectly for making the Cyberdemon fight intense.

 

ab10-11.zip

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MAP10: Industrial Crypt

100% kills, 7/9 secrets

 

An even better follow-up after MAP09, as this one also has a non-linear quest for two keys to unlock the exit, but didn't feel nearly as sloggy. There is an SSG but it's hidden in a secret; I found it about halfway through but wasn't missing it too much early on (probably because there's a lot of work for the chaingun). I definitely didn't feel any ammo starvation that @Cutman 999 did, and I only used the chainsaw on the pinkie ambush (which did feel a bit trite after similar ambushes in the last two maps) and didn't use the berserk at all.

 

The only spot that apes Refueling Base is the cubbyhole maze, but that's iconic and worth homaging. And the addition of the Cyberdemon there really made things interesting; I never found the invuln sphere or BFG (hadn't even sighted it at this point in fact) and instead of trying to fight the cyber just kept pushing onward until I eventually got the plasma gun. It actually worked out quite as well as he cleared out the map for me and got himself softened up in the process. The surprise nukage drop by the red door is another good moment, as is the ominous giant staircase at the end. The Pain Elementals that kept being released were an interesting choice, thankfully I tended to notice them quickly and none of them got out of control. Also lots of secrets to find, always appreciated. All in all my favorite map so far.

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MAP11: Sarcophagus

 

I'm conflicted about this map. The brisk and combat-heavy nature of Sarcophagus fits the role of episode's finale, but I just don't find it fun. After leaving the starting area, you are teleported into a ring, suspended high above a poisonous reservoir. The whole place is loaded with monsters that do a great job at blocking your path while you try to arm yourself and avoid the cyberdemon in the centre. After a while, the outer rim should die down, so you can make a run for the red key in the middle, hoping the cyber doesn't kill you, and quickly kill an archvile (definitely better use of him than in "O" of Destruction). 

 

This is where the map turned from fun to frustrating. The door that opened spits a ton of basic monsters, but also holds a plasma rifle and the blue key at the end of a long and narrow corridor. If you are unlucky, the cyberdemon can walk in here, forcing you to dodge rockets in a place that lacks room to do so. After a couple of tries, I managed to lure him to the farthest corner of the map and make a run for the plasma and cells before he caught me.

 

While I'm not completely on board with the gameplay, the visuals are superb, especially the view of the exit platform with a seemingly endless expanse of columns suspended in the darkness. I have no idea where I'm supposed to be, but it's a sight to behold.

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Map 10

 

As said by almost everyone else, this is a great level. Also one of the handful of levels that still lives in my memory, because it is so much my exact jam and only partially because I found a softlocking glitch during rc1. The open world nature and 9 secrets give us plenty of exploration to do while the combat keeps us constantly occupied, there is no time to become bored here, damn close to a perfect product. Ive still got to play the next map this morning to catch back up to the club but I liked this one enough to go re-run it first, to try out a different route and see if I cant find the elusive last (invuln) secret that I missed on my first pass. 😀

 

 

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