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Not Jabba

Not Jabba's Not the Cacowards Review Corner (Mudman)

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On 7/12/2020 at 4:44 PM, Not Jabba said:

adventure movies like the Indiana Jones series and its B-grade imitators

I don't want to nit-pick much on this thread...but Indiana Jones, by it's very nature, is an imitation of 1930s-40s B adventure movies.  It's a big budget B movie series, lol.

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Unexpected to find me tagged here, but always good! I made Map 04 of Fall of Society after seeing the post on the ZDoom forums asking for a city-themed map, and since I had been practicing UDMF I took on the challenge.

 

For inspiration, I played all of the city wads I could get my hands on, no matter how old or new they were, plus a plethora of Duke 3D maps. The end result was a somewhat gimmicky and short-ish map but, after glenzinho extended the deadline for the project, I thought it was a good idea to expand the map. In the end, I ended up tripling its size, and it became the non-linear monstrosity that you played (Really glad that you liked it by the way!); also noteworthy is that it was my map that ended delaying the project for about an extra month since at first, I wanted to include a script that would increase the difficulty of the map as you played, allowing for a true non-linear experience. This script idea ended up scrapped after several failed attempts where it would just go bonkers and unleash hell upon you at seemingly random times.

 

Still, I think that it ended up being a good map to play, and something a bit different from the standard Doom experience.

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Ashes 2063: Dead Man Walking by ReformedJoe

 

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Ashes 2063 was one of the great TCs of recent years—though it happened to come out at the same time as a buttload of other great TCs, and for many people it may have gotten lost in the shuffle. Built on fast-moving, powerful gunplay and a steadily intensifying story arc, it's saturated with the merciless, darkly satirical, synth-infused atmosphere of the post-apocalyptic '80s action movies it's inspired by. Dead Man Walking was created by a totally different mapper, but plays so closely to the main episode that it may as well be an official expansion, with more of the same bloody gameplay and gritty story. It's all a fan could ask for, short of a true sequel, and it seems to have Vostyok's full blessing; the Ashes 2063 author contributed a few additional graphics to the expansion, and Primeval even returned as a composer with a few new tracks in the same style as the OST for the original episode.

 

The story is a prequel to the main campaign, set in a time when you're still aimlessly drifting and trying to survive, before you get caught up in bigger events. One of the roving wasteland gangs, the Rippers, catches you by surprise, shoots you up, and leaves you bleeding out in a ditch—and worse still, they steal your motorcycle. True to the original game, the bike is practically a character, and what follows is the equivalent of Doomguy plunging facefirst into Hell and slaughtering hundreds of demons to rescue Daisy the rabbit, complete with a heartwarming ending where you ride off into the sunset and leave the mountains of corpses behind. The Rippers turn out to be weaving their own path of destruction, pillaging and murdering wherever they go, and it doesn't take long for you to catch up with them. As a mini-episode, it feels very satisfying; real life may not be so simple, but this being a game, there's great pleasure in rising out of the ashes and wiping an entire ruthlessly violent faction off the face of the Earth by giving them an overdose of their own medicine.

 

It's nice and quick, too, at just three maps (plus a little "town" map with a few NPCs). The small size serves the narrative well, as you can probably get the most out of it by blazing through it in one or two sittings. The three regular maps are all pretty expansive, but not dense, due to the story-driven nature of the set. Like the movies it takes after, DMW can have sections of nothing but mood-building, where you creep through the quiet rubble alone—a lonely stretch of highway, an eerily empty rotting trainyard, the dusty, windswept approach to an abandoned gas station in front of the crumbling motel where some of the Rippers are holed up—followed by a few solid minutes of vicious firefights. Similar to the main Ashes episode, all combat follows the story and fits into the cinematic arc. You spend most of your time up against the four basic enemy types, with the more exotic enemies appearing at certain thematically appropriate points (the floating gas bags and paranormal undead in the scarier corners of the first map, the uber-cannibal minibosses in the radiated sewers of the second, and the trash mutants as part of a cult initiation gantlet in the third). The bestiary is tailor-made for a combat dichotomy where you can spend part of your time creeping around with limited firepower and facing things that go bump in the night, and the other part in a storm of gunplay where every shotgun blast brings down an enemy and you're crashing through doorways and clearing rooms without a pause. The core gameplay is strong, and it certainly doesn't wear out its welcome in three maps. I've been really impressed with how much mileage both of the existing episodes have gotten out of a small set of enemies, particularly since many enemies are in separate factions and don't mingle with each other. 

 

After you clear out the ruined town, sewers, and motel, the final map really kicks into '80s gear, with a nuclear power plant on the verge of meltdown and a neopatriot death cult complete with its own cheesy mascot. The ending crawl is narratively/atmospherically climactic even if the gameplay doesn't really have a big ramp-up; it's really cathartic to sweep through that last base, complete your revenge, and get your bike back. Though I'm still looking forward to the official sequel, Dead Man Walking feels like a canon expansion, and it's the perfect thing to tide you over while you wait for E2.

Edited by Not Jabba

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Nice read! I still have to play this, god dammit. So little time. T_T Meanwhile I enjoyed the soundtrack already quite a bit and bought it on bandcamp.com. Highly recommended.

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Yes, always a joy to read. Can't wait to have normal internet soon and be able to see the screenshots as well. xD

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Hydrologica by @Shawny

 

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2019 was a year of giant nonlinear megamaps. In fact, the average individual runtime for maps made last year was somewhere around 6.7 hours of subjective time, with a skill/mental energy investment of approximately 800 kilofucks—a fact which has led to no small amount of renewed and continued discussion on the awards team re: concerns about selections and biases, trends among mappers, zeitgeist vs. diversity, the range of player bases who play Doom, the role of arbiters of taste, whether large projects have inherent advantages, what "good" means, and whether we, the Doom community collectively, are all going slowly insane in a pressure cooker of our own divising. Don't get me wrong. A of all, you should make whatever the hell you want. B of all, I love giant nonlinear megamaps, and ambitious magnum opus projects that feel like whole worlds unto themselves. That's just some food for thought as we all reflect on what we play, create, and collaborate on. Besides, there were yet more behemoth maps that were not recognized in the last Cacoward season, among them Hurt, Boom-Stick in the Mud, and today's reviewee, Hydrologica.

 

As far as these huge maps go, Hydrologica is pretty light and easy to digest. The layout is complex with a lot of branches and winding paths that lead to each other, but the core principle is exploration, which means the map is mostly filled with moderately simple incidental combat punctuated by moderately challenging setpieces. The author states that they took inspiration from classic map design where the map isn't just nonlinear but is in fact mostly optional, and it's up to the player how much they want to really explore—a fair point perhaps, since many (though certainly not all) modern nonlinear maps tend to invest their real estate in paths that lead to keys and major weapons and are therefore more or less essential, even if they can be completed via many different route choices. Hydrologica does have three keys scattered around its layout that are required to access the final area; the tougher combat is centered around these main progression points and occasionally in other areas with useful gear, meaning that (up to a certain point) exploration in the lighter areas is useful for stocking up on equipment that will be helpful for clearing the more critical sections. Even so, there are so many side branches to explore that you'll be fully stocked well before you get to them all, and I'd estimate that roughly a third to a half of the map really is optional, provided you are able to locate the keys efficiently to begin with. A lot of it just exists for the pleasure of hunting through it all, of wandering around and finding things. Importantly for a map of this size and complexity, the layout flows very well, so it's generally easy to see where you can go at any given time (both in-game and in the automap) and very common to find yourself funneled into some nexus that's already familiar, allowing you to choose a new path.

 

The map is fully or mostly stock textured, but covers so much ground that it's able to run through quite a few themes. The starting, central, and ending sections of the map are dominated by techy labs, but are surrounded by outdoor canyon areas and residential city or factory-like sections. The seams of the tech and city areas house many rooms that appear to have been recreational, suggesting a whole ecosystem of human life that had sprung up around the main reactor complex. In the eastern portion of the map, you encounter what were clearly mining operations, and there are a couple of more hellish areas as well, perhaps points where the invasion began; the abandoned equipment next to flowing lava or flesh and marble seems to indicate the classic story of delving too deep. 

 

This sort of complexity shows some of the reasons why people like megamaps—the more details you can scatter across a single location, or the wider a net you can cast by creating more areas that are explicitly connected to each other, the more of a story you can tell. On the flip side, a map this big requires a lot of investment from the player; the ideal experience is continuous immersion, which means playing the whole thing in one sitting. This is where mappers' decisions become their own sort of branching paths. Breaks between maps are inherent stopping points, and varied pacing, lengths, or gameplay styles across a multi-map set create their own forms of narrative, giving you lots of options for telling a story. Do you make a bunch of chapters, or one long haul? Which one gets your ideas across best? If you decide to create a megamap, you can go really heavy like "Mechanical Embrace" from FCFF, making it so imposing and rigorous a journey that no one will have illusions about chugging straight through; because most of the map is hidden and murderous, you can keep picking away at it over a few sittings, each new piece giving you the thrill of something you fought hard for and earned. The other likely solution is the one Hydrologica chooses; make the single-sitting playthrough as viable as possible by keeping the pace moving quickly and avoiding anything that will grind the player to a halt. 

 

Hydrologica does a good job with this. I like that it offers some nice challenges but overall allows you to keep flowing from one place to the next. One thing that really helps is the addition of three or four custom popcorn enemies, none of them more threatening than a zombieman or shotgunner. These various undead enemies add flavor by showing who lived in the complex before it was overrun (the scientists making the labs feel more like labs, for instance), but also make it easier to populate incidental rooms so that they're quick and fun to clear out. The map does feel dense and long, but it doesn't feel like too long before you're at the big showdown in the reactor room, and then making your way up out of the complex for a light denouement and your inevitable departure on a sector boat. This ending allows you to go back to revisit any areas you might have missed, and the nearly empty expanse of base offers one final thing that I liked about this map: the peaceful atmosphere under the densely starry sky, the feeling of a warm, brightly lit night, made all the more serene by the grateful solitude of the lone survivor, and that particular sense of finality and catharsis that you can only really get from beating something this huge.

Edited by Not Jabba

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Thank you very much for the review, I appreciate that.

 

This was my first mapping project after close to a decade of innactivity and it shows.

Back then I did´t know how to align 2 sided lindef textures properly,

that you can change floor/ceiling and textures lighting individualy (in ZDoom format that is).

Lack of monster closets and clever traps made combat quite uninspiring and basic, etc.

 

In the end of the day I had focused most on the architecture and layout itself and people seem to like it (which I am quite satisfied with).

I did some overhauling in version 1.1 in the combat and aesthetic (which I assume you played) thanks to @HAK3180 playthrough.

The scripting is still jank, even in my recent maps. It just works though, thanks Todd.

 

Side notes:

Keys are indicated on the map from the beginning by creating a keycard shaped sectors with "Initially shown on the map" tag.

UV has "secret" micro slaugher encounters in Silent Hill-esk rooms after picking up the keys (HMP has keycards, UV has skullkeys).

There are 2 ways to get the BFG - collecting all 3 cards OR much earlier by finding 3 super hidden secrets.

If I ever update the map, I would fix the alignment, the weird lighting and would destroy all unpicked health and armor pick ups in the end of the map

to make item count more accurate.

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UnBeliever by @Ryath

 

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Heretic's weird collection of features has tons of barely-tapped potential. You could create an entire puzzle megawad just using chicken physics and the many properties of exploding plant pods—and that's not even getting into most of the inventory, or ghost mechanics, or wind and water currents, or the different strategies of the Tomed weapon set vs. the standard one. Doom mappers who love playing with the intricacies of the engine could have a field day with Heretic. So far, very few people have begun to explore these possibilities, probably because of vanilla Heretic's gameplay balance issues, but you can find some very intriguing forays into the feature set in Curse of D'Sparil, Elf Gets Pissed, and some of @Fonze's experimental maps. Though I'm possibly the first exclusively Heretic-oriented mapper in the Doom community, I've barely scratched the surface myself, since The Wayfarer was more about learning fundamentals and developing the gameplay mod to use for future projects. But holy crap, I'm excited about what Heretic can do.

 

UnBeliever is probably the most dedicated and thorough examination of all these features that's ever been collected in one place so far, though by nature it's more of a party platter than an encyclopedia. A spiritual successor to Ryath's UnAligned series, it was created in a month for NaNoWadMo in November 2018 and polished up for release over the next six months or so. Like UnAligned, it was created as a series of very quick speed-explorations of particular gimmicks, but like I said, Heretic has even more gimmicks than Doom. Because the maps were made so quickly, a lot of the ideas are executed in a fairly cursory way, but I think that was probably the intended purpose—it was a way to try out as many things in a short period of time as possible, and to exist as a sampler of the neat things a mapper can do with Heretic.

 

The first episode, "Gimmicky Gauntlets," is all about inventory and weapon gimmicks, as well as some interesting environmental challenges. You have your pitch-dark map where you have to keep finding the next Torch before your current one runs out, your flight-based map where you have to keep using Wings of Wrath to stay out of lava (and have aerial dogfights with Disciples), and a map that runs you through the uses of Time Bombs, Morph Ovums, and the vampiric healing power of the Tomed Gauntlets. There's a map called "Ice, Wind, and Fire" (E1M4), which...well, I'll give you three guesses what that one is about. The most interesting concept here is probably "Optional Escort Mission" (E1M6), which explains itself in context, but my favorite map in the episode is "Choose Thy Destiny" (E1M7), which gives you previews of a series of encounters and then allows you to choose your equipment loadout for each one via branching paths. It's like one of those Doom maps where you can pick one of the SSG or rocket launcher, except Heretic's inventory makes it a bit more complex, and your decisions become cumulative as you select more loadouts over the course of the map. Kudos to you if you can beat E1M9; there are only three enemies, but I don't think I've ever been able to do it, as the setup is very tight and a lot is left to chance. The boss map is a relatively simple D'Sparil fight, except you have to beat him quickly enough to wipe out all other enemies in the map before a set of bars opens and floods you with Sabreclaws, which adds some nice suspense and a bit of strategic thinking.

 

E2, "Limited Linedefs," is basically a limitation challenge for the mapper; each map has a max of 100 linedefs. Though it's not as conceptually interesting as the other two episodes, it's a good action-oriented break to sandwich in between the more clever, thought-provoking ideas found elsewhere, and has some pretty odd and fun fights. Due to the size limit, each map is little more than a single room or tangle of hallways, but Ryath finds ways to make them interesting, and they are super quick to play through. These maps also have more playing around with environmental hazards like ice, lava, volcano shooters, and exploding pods to keep things tense. My favorite maps in this episode are "Upstream Battle" (E2M7), where you keep raising a central water shaft to access more levels of a tower, and "The Font" (E2M8), a compact arena fight where walls keep lowering and releasing new enemies, climaxing with a set of boss monsters.

 

The final episode, "Tricky Trials," is more about puzzles than combat gimmicks, though it has some of those too. Some of the puzzles are of the more traditional Doom-like variety, where you have to hunt around for observational cues and things you can interact with. Others are uniquely Heretic. This was my favorite episode overall, as I found both styles of puzzles really interesting. One of the more complex maps, "Timing Is Everything" (E3M4), puts you through a whole series of hazard/timing puzzles, all leading up to a very tough challenge where you have to juggle a bunch of Wings along with figuring out a timed switch/door/maze navigation puzzle (freelook recommended for those struggling here, as it makes flight navigation a lot easier). One of the coolest maps in this episode is "Stair Architect" (E3M5), where you have to build multiple sets of stairs to reach the three keys using switches that control different colors of platforms—it's the sort of puzzle that reminds me of Chip's Challenge. My other favorite was "Voodoo Cube" (E3M6), which combines voodoo dolls and Rings of Invincibility to create some very neat block movement puzzles. Special mention should also go to Sabresweeper (E3M3), which is, as you might suspect, a game of Minesweeper within the Doom engine—simple, but fun and cute. This episode's secret map was another case where I called it quits, since the level of voodoo doll manipulation here is a bit too tricky a trial for me. E1M7, "Leap of the Faithless," is also a case where your mileage may vary on whether the conceptual gimmick and good taste go hand in hand; it revolves around tornado jumping, which is extremely difficult to control, but thankfully it gives you plenty of resources to survive a large number of attempts. If you can get through all of that and then survive "Light the Fuse" (E3M8) with its combination of D'Sparil fight and mine fields of exploding pods, then victory is yours.

 

The thing that makes UnBeliever fun is that you can try out all of these cool map concepts in a very short time. A playthrough of the whole megawad should only take a couple of hours, and each individual map is very fast. It'll be over before you know it, and you'll probably find yourself wanting more—to which I say, get yourself into Heretic mapping, and see what other kinds of cool stuff you can make with all the engine quirks at your disposal. I've played UnBeliever both with and without The Wayfarer's Tome, and if you haven't played the megawad yet, or want to replay it, I recommend using the mod for a smoother, more consistent challenge (it comes with a special patch for compatibility with UnBeliever, so make sure to load that too). But if you'd rather have the vanilla experience, it is still very enjoyable.

Edited by Not Jabba

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Thanks again @Not Jabba! I'd never done anything for Heretic before and probably only played through the IWAD once, but somehow I feel like I managed to do some of my best ever speedmapping for UnBeliever. And it's always encouraging to hear good feedback, especially on my weird puzzley stuff. I really appreciate the write-up! And you've now officially covered the three WADs I'm most proud of in this thread!

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Cyrgoth's Manor by @Seidolon

 

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Cyrgoth's Revenge by Seidolon

 

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Hexen mapping is kind of a rough deal. As I've often said in Hexen-related discussions, I think it's a great game, but it's very self-contained; the monsters and weapons only really work in the original context, all the puzzle items and keys are meant to be unique pieces of the environment, and so it's very hard to create anything with the resources that doesn't feel like it's simply rehashing Hexen's main campaign. Features like ACS, polyobjects, and fog make it more flexible than Doom, but if you want that, why not make a TC with Doom UDMF as a starting point and get even more flexibility? The dark fantasy world is really cool, but expanding on Hexen would require a pretty serious overhaul and a lot of custom content, which is a ton of work. The only thing left for most Hexen mappers is to make something that feels just like Hexen.

 

But that doesn't mean a restyling of Hexen's core mechanics can't be fun. Shadows of Cronos, the best fan-made Hexen episode so far, is exactly that: it distills the basic essence of Hexen down into a single streamlined hub that's intuitive and engaging to play. Cyrgoth's Manor and Cyrgoth's Revenge aim for something very similar. Each of the two hubs gives you the full experience of the game—all of the monsters, a good selection of item puzzles, varied locations using stock textures—in the format of one start map, one hub map, three to four spokes, a small item-stuffed secret map, and a final boss map. Aside from the starting and ending maps, both hubs are primarily exploration-driven; they allow you to wander around and do most things in any order, aside from a handful of key- and item-locked areas that you have to gain access to before you can finish. The driving force is the player's urge to go everywhere, see everything, and find every item that's tucked away in the maps—sort of like Pokemon's "gotta catch 'em all" thing, but with nooks and crannies instead of enslaved lifeforms.

 

For all its desolate beauty, Hexen only really has one setting—brooding stone fortresses lording over gloomy, dead wilderness—but the Cyrgoth hubs capture the same subtle variety that keeps the original game interesting without adding any custom assets. Each map setting is a distinct location, which helps you stay oriented and gives you the sense that each one offers a new piece of the world to uncover. In Cyrgoth's Manor, the hub is the grounds of the mansion, and side portals take you to a foggy swamp, a rocky frozen wilderness, and a river basin with castles and huge open areas. In Revenge, a really nice-looking city hub leads off into a Mage's guild, a mine, a fiery wasteland, and a mistier, more watery ice realm. Nothing really feels like a repetition, and the more specialized monsters appear in thematically appropriate spoke locations to create a bit of a more realistic sense of ecosystem, as in the original game. In both hubs, the three human bosses appear at major progression points, which is a nice touch; the first time it happens, you know to expect the other two bosses to appear later, but there are enough major progression points that you never really know where to anticipate them, and it adds an element of suspense. In both cases, the final map consists of Death Wyverns and then a Heresiarch (Cyrgoth) with extra support minions—I like the way this creates a two-stage final encounter, though I wouldn't have minded seeing some Wyverns earlier in the hubs too; they're a weird monster, but I like them.

 

Cyrgoth's Manor, which was the first installment in the series, is the less polished of the two. In particular, the monster populations are denser and more grindy, and it can be frustrating to wade through them in every map—though it's perhaps worth it to mow through the grand Bishop horde finale with the Bloodscourge or whatever your ultimate weapon is. The hub progression can also be a little clunkier—it took me a while to find the last spoke map, and there's one switch puzzle that's tougher than anything else to figure out. It seems like that puzzle has stumped a lot of people; my one hint to you is that, if you've figured out the environmental clue and still can't get the order right, you might want to reconsider your orientation. Cyrgoth's Revenge improves on the formula in every way, and shows quite a bit of growth on the part of the mapper. The maps look better, the exploration and progression are more intuitive, there aren't any game-stopping puzzles, and the combat feels a lot smoother and more enjoyable. I've still seen mixed opinions on whether the progression is intuitive enough, but I had no trouble with it personally. I think if you want to enjoy these hubs, you need to go into them with a Hexen mindset, keeping track of where you've found locked doors and such so that you know where to return to, and making sure to observe your surroundings carefully in important areas (to the mapper's credit, you will definitely know where those important areas are). Personally, I found it really enjoyable to hunt around the hub in Cyrgoth's Revenge, and appreciated the environmental design of the individual maps.

 

Overall, the Cyrgoth series is a solid addition to Hexen's limited pantheon of fan-made content. If you aren't sure whether you'll enjoy them, you might want to start with Revenge, but if you're more of a diehard Hexen fan, you might as well play them both in order. Cyrgoth's Revenge doesn't quite hit the bar set by Shadows of Cronos, and isn't as adventurous and experimental as Curse of the Lost Gods, but it's definitely one of the best classic Hexen hubs you can find. It also sounds like Seidolon is planning a third hub to complete the trilogy. Just one more thing to look forward to!

 

 

Hexmas Community Project by various

 

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The 2019 Cacoward year was a pretty active one for Hexen; not only did we get the two Cyrgoth hubs released in the same year, but also the Hexmas community project, which was hosted on the ZDoom forums. As the name suggests, the mapset was Christmas-themed, which basically means every map uses variants on Hexen's ice theme and textures (with a lot of custom stuff added to flesh out the setting, in this case). There aren't any other holiday-related elements besides the winter theme, and I personally think that's a good thing—but either way, having a whole hub full of icy maps is definitely my cup of tea, and the combination of GZDoom features and the effort put into the resources helps the whole thing to feel appropriately cold and forbidding.

 

Like many GZDoom-based community or group projects, there's a bit of a wider variance in styles of design than you might expect from a project where the format is less flexible. In other words, every map feels totally different from every other, and it does lose a fair bit of cohesiveness as a whole project. That said, I think the maps are all interesting in their own ways. 

 

The first map before the hub is @whirledtsar's "Frostbitten Peak," a bit of a mini-epic with a nice sense of setting even though the gameplay can be a bit lopsided at times. It starts out in a big icy cavern and continues into a fortress where your time is split between combat and some elaborate, unusual trap puzzles. There's a lot to see and do in this one map, so much that you might forget you're playing a whole hub of which it is only a single piece—but beating the whole thing grants you access to the monsterless central hub map, where you learn about the story that loosely ties the project together—something about elemental gems, if I remember right, but it's not very important. The unusable portals here suggest that the project was originally intended to have more submissions, but you have two maps available to visit in either order to collect the gems. "Hruntheim" by @Crazy Toni seems like it was created by a newish mapper and is a bit austere, but it does a pretty decent job at creating a rudimentary city layout with many buildings to poke through (and also some funky white and gold super-Ettins with a ranged ice shard attack). "Fortress of Solitude" by @Paar is the much stronger companion spoke map, and my second favorite map in the project. Set in and around a big, sandboxy mountain stronghold, it has a great sense of adventure that plays out in a few different stages; you start out on the snowy cliffside and work your way across hostile terrain over bottomless drops until you reach the main fortress, where you can engage in dungeon crawling through two or three levels of architecture or use bridges to cross the chasm and reach smaller side-areas. Being able to take in the whole setting from the start but then exploring one piece at a time is a cool feeling.

 

Once you beat everything else, you're given access to the final map, @Marisa Kirisame's "Viridescent," which is the biggest and most complex, beautiful, and distinctive map in the set. It's kind of a whole little game unto itself. Though it has some wilderness areas, the majority of it is set is an underground cult temple characterized equally by darkness and bright green light. This map has a potent horror vibe, and although the visual style makes it a bit difficult to navigate at times, it also gives it a huge amount of character that I unironically think would be lost if you could see where you were going all the time. The whole place is really creepy, and there are lots of custom cultists and other enemies waiting to spring ambushes on you in the dark corners. There's a huge boss fight at the heart of it, but surprisingly that isn't the end, as you end up having to go back aboveground, assault another fortress, and do another boss fight. This last section's a bit underwhelming compared to the cult temple, but the final fight I had with the Maulotaur smiths isn't the "true" ending; I gather there's some way to unlock a True Final Boss and a better ending, but I never figured out how to get to it. I suppose both endings are good, really—in one of them, you unleash a terrible ancient evil and kill it, and in the other, you simply don't unleash the terrible ancient evil.

 

Ultimately, the project ended up being pretty small, but the maps that made it in present interesting takes on the theme. It's especially worth playing for Marisa's map, but it's not a one-person show; I thought most of them were pretty good, and it's a worthwhile set for anyone who's interested in Hexen and UTnT/ZDCMP/ZPack-style GZDoom projects.

Edited by Not Jabba

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Nice reviews. As far as I remember, the frozen portals in the hub aren't based on any planned/scrapped maps, theyre just there for decoration.

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Putrid Industry by @cannonball

 

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This one wasn't even announced last year; it just quietly slid onto /idgames without a forum post, and I doubt that many people noticed at the time or have heard of it since. Putrid Industry is an homage to one of the most recognizable maps in Vile Flesh, "Flesh Mill" (map 21), an imposing metal construct designed to churn flesh, blood, and bone into...well, it's not clear what, but it can't be any good. Hell's "human resources" department, if you will. Putrid Industry borrows several memorable scenes from the Vile Flesh map, including the harbor-like opening area, the wooden walkways, and the cavernous factory floor with its chugging pistons—but rather than expanding them into a monstrosity of scale and detail, it simply gives them its own spin, reimagining the layout and gameplay to be a bit more fun while keeping the same tone and aesthetic as the original.

 

Like "Flesh Mill," Putrid Industry starts out with a semi-hot start (enemies coming toward you, but they're melee enemies) and a Berserk grab for a nice little tangle of Tyson gameplay, but Putrid Industry gives the encounter more teeth: doors opening by surprise, Revenants with the pack of melee enemies guarding the Berserk, an Arachnotron blocking the escape path and laying down cover fire as you try to punch everything else to death, and a shotgun and some hitscanners thrown into the mix. It has pressure from a lot of angles and sources, but it's not actually that monster-dense or viciously tough—which describes the whole map in a nutshell. Some mild resource scarcity early on and a lot of wall-drop ambushes are calculated to keep you on your toes while the fighting is lighter. Together, they push you forward through a progression that consists of lots of small circular loops, popping you back through previously visited areas and letting you explore new ones in turn, and allowing the big central factory area to repeatedly serve as the main stage. The last third of the map ramps up the intensity a bit: a footwork-centric fight across the wooden catwalks with mobile revenants and perched enemies, a fun crusher battle, a truly scary fight against little more than a couple of Arch-Viles and Pain Elementals, and a big finale on the factory floor where the few Arch-Viles are the only real threat and the rest is just fun with rockets.

 

Like the combat, everything else about the map feels clean and deliberate—nice material texturing, strong architecture, good secrets. As a fan of cannonball and Vile Flesh, I'm glad I didn't miss out.

 

 

Driven by @Fonze

 

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Like all of Fonze's work, Driven is a very conceptual map. It's a stock-textured UDoom map, but with brutal combat puzzles and intricate modern detailing. It's super sandboxy, but mid-sized and compact. You can skip half the map if you want, but the best stuff is in the optional portions. Pretty much anything can happen at any time. Sound good yet?

 

Right at the start, you're faced with four possible directions and the butt-ends of various monsters to give you hints about what kinds of threats you might expect once you start waking things up. Essentially, you are deciding the angle at which you want the shit to hit the fan. But if you end up sticking around the start area winnowing down the opposition one at a time with the shotgun, you're probably doing it wrong. The real choice is between two main paths, one of which is basically Kill Everything With Cells and the other of which is basically Kill Everything With Rockets. Ammo is bountiful once you get going, and many of those nearly 700 enemies are torn to smithereens in enormous killing sprees with heavy weapons (you'd better be pretty damn careful with rockets in the map's various close quarters, though).

 

It would be just slightly inaccurate to say the map is one giant puzzle; really, it's a bunch of smaller puzzles that together create something that feels like a cohesive riddle or puzzle box. The progression itself is a puzzle, but it includes many optional mini-puzzle sidepaths and a few platforming/spatial conundrums. Each of the secrets is its own little puzzle, but most especially the switch/stair builder puzzle that's required to get the BFG. And, of course, all of the major fights are their own combat puzzles, from the initial challenge of gaining a foothold to the completely optional final boss fight against a Mastermind, its Cyberdemon bodyguards, and a rather enormous posse of minions. Both times I played the map, I missed several secrets (though I definitely did better the second time), but other than that, an observant player should have the pleasure of figuring out how to get to all the optional stuff with a pleasant amount of "aha!" and little frustration—though actually beating all the fights is perhaps another matter. Even on the recommended HMP setting, it's still one of the tougher maps I've played in the past few years.

 

Combat aside, Driven is a nice-looking map with lots of great techbase details and some interesting use of texture, scene-setting, and color (especially red). The linedef work was apparently so intricate in some places that Fonze kept having trouble with node-building, but I think it paid off in the end—this is a fancy-ass map, and fancy-ass maps make me happy. I don't think I can recommend this one for tourists, though, unless you play with no monsters; the gameplay requires some serious commitment, and the map is best appreciated by people who really want to make that commitment.

 

 

The Darkened Outpost by @Kristian Nebula

 

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The Darkened Outpost was one of the two at-launch showcases for OTEX, released on the 25th anniversary of Doom alongside the texture pack itself and Eviternity. And whereas Eviternity is about showing off the imaginative heights of OTEX, the new settings and potential for advanced aesthetics and detailing, Darkened Outpost is about what OTEX can do in the context of simpler, more Darkening-esque mapping—which seems very fitting, given ukiro's roots. The level of detail is pretty light, but as with Putrid Industry, the architecture is very clean, with a focus on realistic material texturing (something OTEX has a huge amount of potential for) and a pretty strong sense of setting.

 

True to its name, Darkened Outpost explores the mostly dark innards of a derelict base and contrasts them with large, more brightly lit exterior sections that wrap around the two halves of the base. That contrast gives the map a fair amount of character, but for me, those dark inner areas are where the setting feels the most real and engaging. It's very gloomy, with a lot of surprises and some nice individualized details in the form of machinery, computer panels, conveyors, and the like—although that darkness does seem to have the side effect of hiding a lot of raised hitscanners that are very difficult to see. The progression as a whole doesn't have a pronounced sense of climax or rising action—challenge spikes come somewhat randomly, and there's no particularly dramatic sendoff—but personally I rarely have a problem with that, and I don't think it hurts this map. The base is a realist construction, with realistic nooks and crannies, realistic movement to its layout, and challenges that fit whatever area you happen to wander into. People seem to attach a lot of negative meaning to terms like "base crawl" or "dungeon crawl," but I like the feeling of inhabiting the setting along with the enemies, taking my time to absorb what I'm seeing and measuring my progress little by little by where I've been and what threats I've eliminated rather than being reduced to reactions and mechanical analysis via constant pressure (which even the easier mapsets seem to want me to do these days). I like that parts of this map are just chill, but are then followed by sudden unexpected danger. The dark, realistically immersive atmosphere is a pretty powerful tool for enhancing those threat shifts as well.

 

Like the other maps I'm including in this small set of reviews, The Darkened Outpost is comfortably mid-sized and makes good use of its size. All of them serve as a nice counterpoint to the hour-long (or more) megamaps that comprise a lot of single-map releases. I think any one facet or style of design would be less meaningful without contrast, and thankfully the Doom community gives us plenty of everything. That variety and breadth of choices is always a useful thing to think about when deciding what to play and what to create.

 

Note: because of its early release, The Darkened Outpost doesn't contain any OTEX textures and requires the texture pack to run properly. It doesn't appear to be compatible with otex.pk3, which didn't exist at the time, but the current WAD version runs just fine.

Edited by Not Jabba

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Love your reviews @Not Jabba, there aren't enough Heretic fans out there. I remember reading your opinion on the Hexen-themed maps in Whispers of Satan, you perfectly described how those maps made me feel. I thought I was the only one since most people seem to see WoS as a more whimsical wad. One of my favorites.

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Thank you so much for the review NJ! <3

 

It's always a pleasure to read your insightful thoughts on doom and heretic stuffs; was a very special treat to read your review on driven.

 

Thanks for your dedication to this hobby; you're a legend :D

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Cheers for the review, embarrassingly I forgot I even released this and I just put it on IDgames as it was a single old map from an idea that never materialised. I was personally a fan of Vile Flesh's rather expansive later levels so it was nice to make something of a tribute to that.

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Fantastic review, @RonnieJamesDiner! I never got around to playing Mapwich 1, but now I'm salivating.

 

 

(Just so everyone knows, I invited RJD to guest post here whenever they like, so hopefully this isn't the last we've heard from them.)

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49 minutes ago, NuMetalManiak said:

Also isn't Czechbox a 2020 wad?

The final /idgames release was, but the RCs were in 2019.

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Thank you for playing Saltwater! Your thoughts are very much appreciated.

 

I might clarify that the brick mansion area took inspiration from real-world sea fortresses, such as Suomenlinna. (In fact, the WAD's TITLEPIC is a photo of Suomenlinna.)

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