Ah, the NES Godzilla Creepypasta. I only read that a couple of days ago after someone mentioned it in the comments of an AVGN video. Absolutely amazing, even if it makes no apology for going far beyond what the NES is capable of. "Creepypasta" - why do internet memes have such embarrassingly stupid names? Is there some kind of rule?
Right, here are the next batch of level reviews:
EDIT: Fuck Notepad's formatting. Also, I have got some eyebrow-raising feedback about the music used in the TC, including something I was shocked about. All that kind of feedback will be provided once the level reviews are complete.
EDIT 2: Sorry, I'm not sure why some of the music names disappeared.
Music played during the map: Deimos Anomaly
Overall, this level seems more complex than anything we've seen on the PSX with pretty detailed building interiors and scrolling textures giving the impression of a conveyor belt carrying goods. It does, however, feel like a natural progression that maybe Williams would have been up to had there been more time/budget/whatever they were clearly lacking for Final Doom. Gameplay is not to my taste with a pointless teleporter trap and a semi-hidden key, but people will generally enjoy this map.
Lost32: Central Processing
Music played during the map: Containment Area
When you go up the lift to the silver corridor with the yellow door at one end, the corridor with the armour bonuses on raised pedestals, if you go into the dark room where all the Demons come out, there are HOMs in the silver bars where middle textures appear to be missing. I've got to say, with this much silver, the map didn't really feel like PSX Doom to me; the exception is in the dark red area near the beginning, especially the smaller room with the dead body. I really, really liked this part. I know the silver is an issue with the original mapper's texture choice but it seems ugly. I also think the outdoor area is attractive but by this point the gameplay was starting to drag. The way the map keeps revealing new sections is interesting and well-implemented, but the map is really like two different maps melded into one, kind of like some of the bigger Alien Vendetta maps.
Lost33: Administration Centre
Music played during the map: Hangar
I DO remember this from back in the day. The PSX makeover is well-implemented, giving the map more atmosphere than the original, so even people jaded by the original map might get something out of it. It's quite hard as well and you need to know where you're going.
Music played during the map: Deimos Lab
In many ways this map is like Crater, with extensive areas which do not really require you to visit. I had no fething idea where to go and even resorted to clipping through the map to see if I'd missed something as I could only find yellow bars but had no yellow key. In fact, I didn't see any red or blue doors even though I found both keys (the red one in a secret, no less!). I found a secret BFG and rocket launcher that weren't necessary, especially as I found them after I'd killed everything else. Wall-humping was required to progress beyond the green-lit nukage room, but I simply walked past the demons and into a pit that was apparently the exit! Needless to say, I never got into the yellow key areas and clipped back through the map, wondering what went wrong with Habitat. I can just hear the AVGN saying "What the hell is up with THIS?"
Lost35: Baron's Den
Music played during the map: Hell Gate
Amazingly, we're 35 maps in and this is the first time the Hell Gate music has been used. I remember this mostly from The Inmost Dens, which was one of the best exploration maps from the PSX port. I remember one time, running through the cold water following my co-op buddy and listening to the music, having an irrational fear of getting left behind in that lonely, eerie map. It was one of the best moments playing Doom and it's often the first thing I think about when it comes to Doom. I was very excited about playing Baron's Den as it sounds like a badass version of Baron's Lair; some of the maps that were left out of PSX Final Doom sound or play too similarly to maps that made the cut, or exclusive maps (like Dis is a poor man's Redemption Denied). There was also the childhood wish to encounter more Barons in PSX Final Doom, even though Barons are frequently just annoying ammo soaks. While the map is undoubtedly one of the more memorable-looking, with several large areas, you go miles over the monster limit. I found progression through the map to be somewhat stilted as you need to run through the same areas several times and I was slightly confused about where to go next. The wide room with a room containing Imps and barrels off to one side reminds me of PSX Doom's Hell Gate map. I wonder if the ideas used in Baron's Den were condensed down to using rooms like these. To be honest, while this is an impressive-looking map, I preferred the PSX Hell Gate.
Lost36: Mount Pain
Music played during the map: Command Centre
This map has been mentioned as some kind of glaring omission that PSX Doomers were unfortunate not to get. Well, I'm one of those who thought Mount Erebus sucked, so let's see if this map is similar in more than just its name. To start with, this map is a rather painful corridor shooter with a (rare) crusher trap at the beginning, with just enough warning to prevent the player becoming wider than he is tall. I actually surprised myself by enjoying this map a lot for its first half. Yeah it's a hitscan/corridor fest, but it's bloody entertaining. It's like the Underhalls in Doom 2, which when you think about it is actually a slaughter map. It's sheer fun shotgunning lots of minions. The second half of the map, with all the lava and burning floors, turned into a pain in the arse that was much more difficult than anything in the Williams levels. While it captures the feel of the PC original, it doesn't really feel like a Playstation one. I died a lot of times in this map where I hardly died in any of the ones that came before it. It would have been a nightmare without being able to resurrect or use save games. The amount of lava seems co-op unfriendly and there were a number of very long corridors that I don't know whether or not the PSX would have run. This is another map which makes good use of Revenants. Also, you have a sector with a sky on the floor, which the PSX could not do. Overall, a good map marred by frustrations, particularly in the second half, but it stayed in the monster limit and I didn't notice any errors in the conversion.
Lost37: River Styx
Music played during the map: Hell Keep
Wow, is it really the first time we've heard this music in the Lost Levels? The Deimos Lab theme has been used at least three times by now. This music track also plays in The Factory from PSX Doom 2. It's the searing, merciless sound of a burning sky and a sun that is boiling your brain. I lost heart with the map after the nightmarish crusher trap. The first half of the map involves running through tunnels that really are as dark as they looked on Youtube. The whole second half of the map reminded me of an Alien Vendetta map (if Anders Johnsen had turned all the lights off). Overall, an atmospheric map which definitely feels like a Williams port, but it doesn't play like the kind of map I like.
Lost38: Well of Souls
Music played during the map: Pandemonium
I remember seeing the PC version of this map last year. This is a really faithful conversion. The interior sections of the map are too dark though. I had to cheat to get through the red door as I was sick of running in circles; either I missed something obvious, or I missed it because it was too dark. There's the requisite shitty crusher trap which is starting to define my Plutonia experience. Sorry chaps, I have not been converted to Plutonia fandom by this point; that style of gameplay just doesn't do it for this Doomer.
Music played during the map: Unholy Cathedral
This is the first time we've heard this music in the Lost Levels. I seem to remember thinking this map was miles too harsh on the PC when played on co-op mode and it might well be the map that sealed my hatred of Plutonia. I will refrain from mentioning this again as I think people get the picture by now. However, your PSX makeover of this map has made it more playable and the music suited its bleak atmosphere. The map is generally too dark, so I didn't feel guilty about using the resurrection cheat, as it balanced out the times when I was fumbling around trying to see the monsters. Apart from that, I enjoyed this map; consider another old ghost exorcised.
Music played during the map: Phobos Lab (for a change)
It's no surprise this was excised from the PSX port given its obvious similarity to the Death Domain map (I've noticed that several cut maps seem to be reworked versions of maps that DID make the cut), not to mention its use of the Mancubus, a monster Williams apparently feared or loathed to use. I might do a count of how many maps from the original PSX Doom feature Mancubi. Everyone knows by now that Final Doom used them in only one map (Nessus). I've got an outdated version of GZDoom and the map will not run properly on it (nothing happens when you kill the monsters).
Music played during the map: Containment Area
Some of the corridor sections are very dark. The use of blue water with blue lighting deliver consistent and attarctive visuals.
Music played during the map: Plant
This map, like several in the Lost Levels, uses the dead player decoration. I am not sure if this was used at all in any Williams PSX maps. Having grown up playing the PSX port, I find it a bit cheesy whenever I see a dead player in the map although this is something I'm getting used to and am using in my own maps, but I think they should be excluded in PSX Lost Level maps. In fact, apart from Wormhole, I struggle to think of any dead monster decorations at all from the Williams levels. For the gameplay: This is another map when I found exciting, although the battles are unbalanced: the first major battle against Imps and Revenants is relatively tough, while the next few setpieces are easy, then the final room with the brown nukage (which may be an inescapable pit?) is quite tough - especially if you fall in. Otherwise this does feel like a PSX Final Doom map which might have fit in somewhere around Subterra?
Music played during the map: Toxin Refinery
I expected every map to either use the babies crying, "Tell me why" or the Toxin Refinery music. It's hard to believe we've gone so long since we heard the most beautiful of Aubrey Hodges' tracks in this TC. Unfortunately, it is totally ill-suited to a map which is supposed to be fearful and intense. Also, this is a map that does not translate into PSX Doom at all. It was built around the Arch-Vile. As formidable as the PSX Revenant can be (which came as a real shock to me, who has derided and ignored it for all these years), it is simply not the kind of monster that makes you scared to round the next corner. I would have gone balls-out and redesigned this map as a PSX exclusive with either the Cyberdemon or Spider Mastermind (a bit like Cat and Mouse from Doom 64). Alternatively, if Revenants must be used, it should be somewhere you can play to their only strength: their missiles. They're too slow to do anything else. This map is going to divide opinion like no other in the Lost Levels, and IMO it needs a re-think.
Music played during the map: Command Control
The eerie music noted for being the track to the final PSX Doom map, "Redemption Denied", really suits the beginning of this map. It's an eerie, desolate landscape that would feel at home around Sever the Wicked or Unruly Evil. The Nightmare Spectres are trapped in their cubby-holes (with the switches). Ammo balance was very poor, with the player having too little ammo at times, then too much (a repeated issue in this stretch of maps). However this is a good, exciting map which converts to PSX style really well.
Lost45: The Crypt
Music played during the map: Phobos Anomaly
This one's only short, but memorable, due to some frightening teleporting monster traps that had me on the edge of my seat. Again, this one translates extremely well to PSX style with good use of coloured lighting to accompany the dire sky. A decent variety of monsters was also used. The red key at the beginning is totally redundant as there was no need at all for the doors to be red - there seems to be some kind of desperation to include at least two keys in most maps, especially the official ones.
Last edited by MajorRawne on Feb 5 2014 at 17:35