Showing posts with label doom 2. Show all posts
Showing posts with label doom 2. Show all posts

Sunday, 10 February 2013

Doom Maps (10-2-2013)

CAFEBRK1.WAD: Coffee Break Episode 1 by Matt Tropiano



I've played a fair few MegaWADs over the years. While it's tempting to assume that a 32-map monster WAD is where most of the fun is to be had in Doom's copious range of fan-made addons, it would be doing many good map authors a disservice to ignore single and "episodic" map packs only because they somehow appear to offer "potentially less" gameplay.

A few days ago I reviewed a couple of standout single WADs, this time I took on Coffee Break which is an 11-map "episode" that's been brewing since 2009. Matt says he decided to release this as is, despite not having a full 32 mapset (his original intention), and it was a damned good thing he did. This is one of the better episodes I've had the pleasure of playing.

Highlights include Map 4 "Toxic", set in a dingy waste processing facility. Featuring a claustrophobic crossroads / hub structure with the usual keycard-locked doors surrounding a central area. In this central area are two conveyor belts pushing toxic barrels, this is one of those cool map features that not only serve to give the player the impression that they are indeed running around a dangerous waste facility, it is tremendously useful in the opening fight!

Map 5 "Control" goes for a more open-plan design, initially challenging the player with multi-directional battles with imps and sergeants and only a minigun to fight with. Starting in a typical base room, the player is then thrust in an outside area surrounding a central room inaccessible at first. Like all the maps, Control features cunning traps and monsters placed at varying levels making good use of height. One of the greatest aspects of Doom's game-play is the challenge of dealing with fire from various directions and distances. This isn't a case of running forward, shooting and hiding behind cover a-la Call of Duty.

Map 9 "Channel" is another highlight. Starting in a room connected to a monster-strewn outside area, this unusual flash of green is connected to an ochre atrium with some challenging rooms, trickily-placed Revenants, and a fair bit of vertical fighting crossed with some touch-and-go monster traps. The final section takes place in a large stream of water dug into some earthy areas. Here the map introduces some high-level firepower and throws a ton of monsters at you, and I found it easier - and more thrilling - to attempt speed-running this section.

Matt peppers his maps with mini set-pieces such as this, but also with small touches and attention to detail. (The aforementioned conveyor belt room in Toxic houses some cool UAC logo windows, through which falling waste can be seen. Such decoration shows a level of map design that borders on the artistic.) Though the maps are generally small, they don't feel claustrophobic and - particularly due to some appropriately clever and unpredictable monster placement - do not ever feel tedious.

I'm not usually fond of "MegaWADs" where pistol starts are suggested, instead preferring to carry over weapons onto maps that "keep this in mind." But I played Coffee Break like this and it kept up a consistent and steadily growing difficulty (at UV -fast, as always), and gradually more intricate level designs with superb visuals and monster placement. Play it as soon as you can.

Thursday, 7 February 2013

Doom Maps (7-2-2013)

ADMSM.WAD: Administration Center by Sergeant_Mark_IV


This map has a fairly typical hub-style layout, you begin off one branch, play through some linear rooms leading to a crossroad of sorts, then proceed to find each keycard to open the appropriate doors. The game-play ramps up appropriately swiftly for a single map, and it was only a few minutes running through some imp-infested white corridors before I was greeted by a hell knight in an office!

The main hook of this map isn't just the layout, but the visual style Sergeant goes for: A foyer, filing rooms, office cubicles (this is the area you'll have to cross through a few times - the cubicle walls make for some useful cover), a dimly lit storage room make for a refreshing change from the usual military base designs. It didn't take me very long to finish, perhaps half an hour at most - and I play every map on Ultra Violence with fast monsters - but it was a memorable little journey with a perfect challenge level, a couple of cool traps, and some unpredictable monster placement. For a "speedmap" this is worth your time.



BLRVOUTP.WAD: Bloodriver Outpost by Henri Lehto


Ah, some ZDoom features! I find it makes a pleasant change to play the odd map with slopes, swimmable water and the like. Bloodriver Outpost makes good use of both: this is probably the first occasion I've had to crouch under some slopes to pick up some items, in Doom!

A cramped base entrance opens almost immediately to an open area (shown in the image), though I was already given a super shotgun, I was assaulted on all sides from Cacos, imps, and a few hitscan enemies. A couple of quick runs to pick up some enemies, and peeping my head out of the nearby secret, was enough to get some infighting going amongst the monsters, and this eased things somewhat.

A few button presses and a quick swim later, I reached the other side of the open area, leading into more base rooms and enemies from various directions. The level design move to a more room-based Quake 2-style at this point, punctuated with one or two more outside areas, with varied monster choice and placement keeping things interesting. The only irksome point with this map is that it becomes a button-fest, doors, rooms, floors opening progressively as you kill enough enemies to hit the next button.


Even with the caveat this is strongly recommended, I enjoyed my time with this map and found the difficulty just right. I'm not against using (G)ZDoom features in Doom maps, and in the right hands they augment fun map design with elements that can bring out further diversity in the gameplay. Good job Henri, keep it up.

Thursday, 27 October 2011

Back to Doom

Amongst the slow, slow progress modeling architecture and props for my game project, I've been taking some time to return to playing Doom.


Every so often, I peruse the newest maps or "WAD" releases over at Doomworld. Doom has an enduring simplicity in its gameplay, and vast possibilities allowed by its level design. Fans are still releasing new levels, map packs and addons for it to this day.


Paired with a "source port" such as GZDoom which adds many useful features to the game such as high video resolutions, mouse-look and various graphical improvements, Doom continues to make for a compelling and satisfying sci-fi action thriller of a game. Certainly there aren't any FPSs being released any more where you can expect - shock horror - more than one enemy on screen at once? Let alone two or more of different types.


So, here are the map packs I've been playing lately.  I'd highly recommend taking a look, there's more fascinating level design in one Doom level than there could ever hope to be in five hours of Call of Duty.




UNLOVED by BlueEagle


Author BlueEagle cites Silent Hill as an influence upon this staggeringly well designed map set.  You wake up - as you do - in your bedroom, only to find that things aren't as they should be.  Unable to leave your house, you find an eldritch-looking entrance to a gothic dungeon, infested with critters that must be put to rest, with haste!


Unloved exudes Lovecraftian, gothic bleakness from every pore.  The "house" is designed as a hub, though progression is linear until you have all the keys necessary to open the final door.  I've been assaulted from all corners, distances, and often in enclosed spaces.  Upside-down studies, corridors resembling decrepit hostel halls, crumbling artifices and evil forests packed with corpses that come to life to fight you.


And the great thing is, BlueEagle is currently producing the sequel!  Unloved does suffer from "key/switch/door-hunt" syndrome (some might call "Hexen syndrome"), but it is tremendously well balanced, even quite possible to play through on UV difficulty using "fast monsters" (a special option to further push the difficulty of the game).


Top marks, thoroughly imaginative and simply great fun.


Here is a video playthrough.


LUNATIC by Skillsaw


Skillsaw seems to be a relatively recent addition to the Doom fanbase, but that hasn't diminished his impact on the scene.  I've only played this one map pack by him so far, but it's up there with the likes of Scythe.


As the title and screenshot hint, this map pack takes place on the surface of the moon, though this is mixed with a few tech bases.  Combine the relatively unique (in the Doom world) scenario with expertly-placed monsters, absolutely gorgeous visuals, and near-perfect difficulty pacing, and you have some top quality Dooming.


There's some clever secrets, interiors are well-mixed with exteriors, and the finale is a healthy challenge which I shan't give away, but is a fitting end to the pack.


There were one or two moments where UV / fast monsters made the maps a touch too difficult without a bit of crafty quick-saving.  If it gets to this point then I feel like I'm having to cheat to continue, but thankfully Lunatic doesn't quite tip into the realms of the unfair.


Deserves a Cacoward, highly recommended.


Here is a video playthrough.



NO REST FOR THE LIVING by Russell Meakim and Richard Heath of Nerve Software


This is an additional 9 levels available when one buys Doom 2 on the XBOX 360 live arcade, so I cannot link to a download here.


Unlike the previous two map packs, No Rest For The Living is an official Doom release!  The first commercial map pack since Final Doom was released in 1996.  Also unlike many fan-made maps, it is also resolutely "vanilla" in appearance.  This certainly isn't a negative and, if anything, speaks volumes of the visual diversity capable with the Doom engine.


Enemy placement is perfect, the gradual difficulty curve is well-placed, and the levels exude that classic Doom-ness (a proper technical term, dontchaknow?), where you'll find yourself in tech bases, green marble hellrooms and dingy, eldritch pits fighting off enemies from every direction and often many of them at once.  There are tons of secrets, too.  No Rest steps out of the vanilla Doom tropes on occasion though, with some excellent outdoor stone / dirt "canyon" areas with imps and arachnotrons sniping at you from the distance, while you dance with nearby revenants and demons.  Another example of the tremendous diversity Doom's gameplay is capable of presenting the player.


It's just a shame there's rather too little of it.  Russell and Richard should consider producing further maps, and preferably available for the PC in some official and legal capacity, please!


Here is a video playthrough.