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Sacrifice DM 5: Four Sticks

  • File name: dmdsac05.wad
  • Author: Derek "Afterglow" MacDonald
  • Map Size: Small
  • Map Summary: Fragfest arena which is symmetrical in design but kind of non-symmetrical in detail, understand? :) Uses the bullets-only weapons (ssg, sg, chaingun) and in a decayed brick 'n' metal theme. (Excerpted from dmdsac05.txt)

  • Coming straight to us from Afterglow's creative mind comes the latest in his deathmatch series, Sacrifice DM 5: Four Sticks. With every progressive map he has released, the quality and detail put into the maps seem to be improving by some measure. But as Sacrifice DM continues to expand, will it simply be enough to just add extra detail, or will some innovation be needed to help keep the series fresh?

    Upon starting Sacrifice DM 5, I was again amazed by the detail put into the map. There's tons of eye candy here to keep the senses busy, and is applied in a mostly sensible manner. An intricate roof design covers the main arena, which is supported by some nicely textured and detailed pillars. Torches cast their smooth light over the map grounds, and the outer hallways are also well done. The textures used in this map were very good; I especially liked the strange pattern that was placed on the side of an overlook. The effort placed in the texturing adds much to the atmosphere and shows off the author's artistic ability in the process.

    The main arena holds amazing detail. The main arena holds amazing detail.

    Even as the detail seeks to innovate, the design itself is a throwback to older principles of deathmatch level construction. The level consists of a simple circular arena, surrounded by a long hallway which runs around it. This hallway is broken up occasionally so that players can make their way in via steps built into the sides. Many windows are carved into the whole length of this hallway, allowing for players to pick off opponents wandering the arena below. However, a large alcove on one side of the map provides a better view of the main courtyard, since the pillars in the center block a large part of the visibility through the windows.

    This hallway can provide a breather when the action gets intense. This hallway can provide a breather when the action gets intense.

    So how does the map itself play? The author took a hardcore, old-style deathmatcher's approach to the level by not only using a very traditional design, but by placing only bullet weapons in this map. There's absolutely nothing in the way of rocket launchers, plasma guns and BFGs, which means that raw skill plays a large factor in surviving any deathmatches in the map. What's noteworthy in this map however is that the most powerful gun present, the super shotgun, sits on a perpetually slow-moving lift in the middle of the arena. Just as well, considering that a skilled player can wreak havoc with it due to the wide open nature of the design. Strategy in this map really consists of grabbing a shotgun/chaingun, then harassing your opponent until you have an opportunity to grab the super shotgun. As a result the firefights in this map turn into exhausting and violent affairs, usually ended when a player grabs the super shotgun and blows the other into bloody oblivion. Players with accurate aim will most definitely have a field day in this level, while those who depend on their movement might want to stay in the outer hallways and bide their time. So you can see, Sacrifice DM 5 also provides extra options for players to exercise, allowing them to mold a winning strategy that fits their particular playing style.

    Sneaky players can use windows like these to pick off their prey. Sneaky players can use windows like these to pick off their prey.

    Taking all this into account, Sacrifice DM 5 is a good play experience that will appeal to the likes of hardcore deathmatching purists. Yet even with the pretty looks, you can't help but feel that you might have done this somewhere else before. There's nothing wrong about sticking with gameplay precepts that work; it's these fundamentals that help make up the "magic formula" for good play. But as source ports add extra features that steadily evolve the way Doom works and plays, shouldn't deathmatch designs eventually follow suit to meet these advances?

    In the end, I can't complain very much. It can be argued that the reason Doom still lives is that it sticks to what it does best - blistering, high speed deathmatching that *no other game* offers even today. Fancy technology and current fads may be pressuring Doom to move ahead, but Sacrifice DM 5 still proves that maybe the old way is still best.

    Review by Razorback

    The Doom DM Resource Recommends:
  • 2-4 Players
  • Play with Zdoom/Boom
  • Lan play (Lots of detail may slow down some computers)
  • Try out all of the other Sacrifice DM maps, get some buddies for a LAN party, and frag all night!
  • Get Sacrifice DM 5 from Afterglow's Page.

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