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baja blast rd.

my 300-word reviews (most recent: Hundreds and Thousands by finnks13 🤓)

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I have written 3000+ words about some individual maps before. I believe it would be very doable for people to write a whole book about most mapsets (and some standalone maps) without straining for substance. But that can be exhausting and I want an outlet for writing about levels that doesn't end up scope-creeping into a burden. So every review I post in this thread will be 300 words long tops. If I backtrack on that you can call me out on that. No ratings, not my style. :P 

 

Reviews

 

Mutabor by tourniquet

Sunlust by dannebubinga and Ribbiks

Japanese Community Project by Japan

Way 2 Many Dead Guys (beta 1) by Urthar

Intergalactic Xenology Trilogy by Dreadopp and Lord_Z

180 Minutes Pour Vivre by France

Hundreds and Thousands by finnks13

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1 hour ago, baja blast rd. said:

The texturing and detail, combined with the shaping, gives the set a sleek, futuristic sci-fi character. It evokes a modernized early Doom 2 starbase not so much through greatly increased detail as through amped-up stylization. 

 

This is a really good point: it's not just using more, it's using what's already there with a whole heap of panache.

 

1 hour ago, baja blast rd. said:

Fans of easier wads will appreciate how Urthar prefers using lots of Doom 1 popcorn enemies, and how Doom 2 enemies like revenants are treated with reverence, as if a group of three can be a mini-boss encounter. 

 

Being one of those fans, I'm consistently impressed with how this set keeps pressure on you not just through numbers or higher-tier enemies, but angles: it's constantly tasking you to blow a hole through a squad and move between relative safe points, but there's always a window or a slit in a wall where some shotgun puke can get a bead on you from your "cover".

 

I probably never would have seen this mapset without this review, and if I had, the "beta" tag likely would've put me off.

Community service, this, rd!

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<3 

 

Angles is a very good way to put it!

 

As visually appealing as the designs are, the layouts are clearly thoughtful in how they allow enemies to behave. There are setups where like an enemy closet will be released in another room as part of a trap, and the monsters will fluidly path over into the room you are, rather than pooling up somewhere or being caught in geometry. Hints at designs being remade for that reason too. 

 

It's one of those reminders that very well thought-out gameplay is not just about setpieces and difficulty (and I say that as someone who has no problems playing wads like Abandon and the Stardates), and that easier-leaning gameplay can still be very well thought-out instead of being purely about satisfaction or player empowerment.

 

I'm going to try to do more of these reviews. It's one of my favorite formats. The first three (Mutabor, Sunlust, and JPCP) were wads I had really wanted to write something about for a while, but my plan is to pick slightly more obscure wads from this point on.

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Intergalactic Xenology Trilogy by Dreadopp and Lord_Z

16 Boom-format maps for Doom 2 (requires UMAPINFO)

 

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One of the trickiest things about IXT finding its audience is that it uses Ancient Aliens textures and -- especially in its first, briefest episode -- looks like AA.

 

Then in episode two, when it reaches its peak, it becomes something else entirely. 

 

It unfolds as a hyperactive slideshow of striking settings and creative concepts, ones you might expect from an artsy community project, with plenty more Doomcute and strange machinery than UFOs. Every map explores a markedly different idea than the last: there's time travel and world inversion; there's surreal arboreal landscapes; there's multiple scenarios that rescale Doomguy's size (the standout, naturally, is when you're injected mini-sized into a cacodemon, to navigate it like a cave system). Even AA-tex, initially used to AA-like spec, starts being used in much laxer ways: Nova 3, Equinox, and Epic 2 settle more as visual comparisons. 

 

Settings, reality itself, undergo wild shifts, with a charmingly disorienting effect -- derealizing, even. Despite the familiar tan brick temples with vibrant gem insets, are we ever in an Earthly desert? It becomes hard to say where we ever are, geographically -- amusing because it's often so easy to say "lol you're in a cacodemon's butthole." The combat is not a pushover, but besides a few designated arena-centric levels, IXT embraces a looser approach, monsters opportunistically populating spaces designed first for setting. Each episode was released a year apart, and the improvement trend of both authors is palpable. 

 

Which is all to say, the middle and beyond is where you can really fall in love with it. 

 

You know, a funny thing happened to me: the third episode's concepts propagated back to the beginning, and made e1's change-ups feel stronger, more cohesive. Which is one of the best-case scenarios for a wad that finds its identity as it is built.

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Also recently played IXT, and Episode 3 is my absolute favorite. I mean all those concepts on E3 are used somewhere else, but the set implemented it so well.

 

My favorite is E3M2 (Map12) and E3M3 (Map13), especially the scales on Map12.

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Hundreds and Thousands by finnks13

5(+1) Boom-format maps for Doom 2

 

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Hundreds and Thousands is the type of speedmapset I want more of. It craftily explores an uncommon concept, which here is "reality"-style gameplay.

 

In reality, you max out at 1HP. Any hit is death. 

 

How this shapes gameplay becomes clear immediately in map01: the opening area's pressing threats are the ordinarily lowly zombiemen. Then inside the dark temple, a few lost souls supported by a turret manc become unusually frightening, even though you have comfortable space. Throughout, your priorities change substantially: a later map releases a vile and lost souls into a tight box with big pillars. Normally I'd nuke the vile and contend with the papercuts after. But 100sn1000s had me desperately batting away the souls and ignoring the archie (whose presence sometimes helped). Over these brief levels, it's fun to see how dynamics change from the norm, and how understated-looking setups become scary. 

 

Nearly every fight has prominent signs of intentionality rooted in the constraint, which I found thought-provoking. The downside is this sometimes leads to artificial-feeling presentation -- unlike Pepper, which loves to sprinkle in casually perched enemies (especially imps) just to contrast the "designed fights." 

 

I started out feeling constant unease, on guard for the sneakier traps. When I got reacclimated to reality's fragility, the experience became...meditative. With 1HP, even during moments without danger, you grow to inch around carefully, watching every step. Which nudges you to appreciate 100sn1000s's ambience, the high-tech Mesoamerican ruins under a dark sky, which feel like a collection of astral temples. The soundtrack is mellow synthy tracker-based music that reminds me of Unreal. The quick dev time does show in some very basic layouts, but overall, 100sn1000s has mood and personality that belies its dev time. There's also a sense of humor, like a certain map04 "secret." ;) 

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