$title="The 21st Annual Cacowards"; $focus="doom"; $fixedwidth=1; $nosidebar=1; include("/var/www/doomworld.com/public_html/php/before.php"); ?>
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Top Ten - Page 3 Resurgence - Josh Sealy and Darkwave0000
Though Surge remains part of this experience, Joshy did some editing and shrank down the number of maps by combining layouts and changing thing placement in many instances. The core gameplay remains more or less the same as the player is forcefully propelled through entrenched enemies, but the maps have some much-needed re-population methods worked in alongside some visual enhancements and brand new areas. The end result removes a lot of the dead air that plagued the original while leaving plenty of breathing room for new material. The brand new levels draw from a variety of styles, with slaughter consuming the final maps for the Speed of Doom faithfuls while the others involve adventure and epic action. Perhaps the biggest turn is away from Joshy's claustrophobic murderbrawls, but these scenarios still exist; they just don't dominate entire maps. It's really cool to see Joshy stepping out of his comfort zone, whether he's drawing from his fellow authors like his "Festering Wicked Helix Sectors" (a take on Xaser) or just trying to do things that are simply against his nature, like make a challenging Tyson level that isn't about total ammo control. There's even an instance of Darkwave doing his best Joshy impersonation in a guest spot. There are also two new monsters added to the mix, both of which should be familiar to Scythe 2 veterans but are toned down from their original incarnations. It's all enough to say that where I used to know what to expect out of a Joshy map, now I think I'll be pleasantly surprised.
-kmxexii
Mayan Mishap - Tango
All of this action plays out over four landscapes dotted with vaguely Mayan-ish ruins plus one gorgeous underground cavern, which is probably the least stressful level of the whole set. Tango doesn't give you any time to adjust. The moment you step inside Mayan Mayhem, you're thrown into complex firefights and forced to adjust to the hastened projectiles and demons and barons that shoot rockets. The trial by fire pays off if you can adapt and overcome as the architecture is gorgeous and the combat rarely lets up, peaking with an arena gauntlet in "Temple Terror". Don't stop there, though - Tango crammed some much-needed variety into a "bonus" slot of sorts for a nice post-climax romp. Thanks, Tango, and thanks to all the folks who put up the resources he used to give Doom a nice makeover. Here's looking to another Mayan Mishap.
-kmxexii
Urban Brawl: Dead of Winter - Scuba "Steven Browning" Steven "Browning" Brownie
Scuba's wintry add-on takes place some years before the events of the groundbreaking Brawl; a spirited little story that warms the cockles of your heart - or would do if it wasn't being doused in the steady flow of liquor. The winning formula remains completely intact as once again you take to the streets to combat scum and thuggery with switchblades and tire irons, shovels and planks. This non-departure can only be a good thing, as even with all the different permutations in its storyline, Scuba's second installment in the franchise had succeeded in colouring a world so wonderfully realised that it couldn't possibly be satisfied with a mere several hours of play. You wanted more Urban Brawl, didn't you? Well, you got it! Dead of Winter may be a very short adventure - shorter even than some of the standalone levels being awarded this year - but it remains a complete and satisfying caper. A real Christmas bonus! If by some miracle of diversion you missed its announcement late last year, now is the perfect time to treat yourself to some more, snowy Action. Oh, and remember to drink Action Beer!™ It's the beer that gets you drunk!
-Alfonzo
Thy Flesh turned into a draft-excluder - Matt "cannonball" Powell
Rest assured, dear reader, that this is not a sympathy vote on behalf of last year's debacle. I would no sooner recant on that decision than turn the Cacowards into a circus act. The simple truth is that Draft Excluder wins, and wins big. Its levels are dastardly, winding, packed with inventive hazards, and remarkably resplendent for being so limited in texture selection. Indeed, there are a couple of levels that evoke an impressive sense of place, something I hadn't strongly felt at any point in last year's ConC.E.R.Ned, and which indicate a heightened understanding of map flow and explorative gameplay (see Chris Hansen's Wailing Horde for another example of how best to execute this style of play). Granted a couple of hitches in the evolution of his style, such as the oddly disenchanting soundtrack selections late into the game, Draft Excluder is still one of the better examples of storytelling through level design and one of the most enjoyable and well-balanced releases this year. Witnessing a talented and determined young artist like Cannonball fulfill his potential is one of the most rewarding things in this corner of the modding community, and I'm sure I echo the sentiments of everyone who reads this when I hope that Draft Excluder becomes only the first in a long line of quality Cannonball endeavours. Top shelf, Powell!
-Alfonzo |
2014 Cacowards Espi Award for Lifetime Achievement
Top Ten - Page 3
RUNNERS-UP 3: RUNNERS-UP HARDER Sometimes the best things come in small packages, and these single-map releases are well worth a mention -- and a playthrough.
You Dig If you're gonna make a splash, it might as well be with something as ingenious as this. Tuxlar brings a tiny bit of the magic of Minecraft to Doom as you use a shovel and later a jackhammer to dig out a cavern layout that's made of sterner stuff and populated with monsters. There are a lot of cheats that keep you from realizing the true limits of the idea in BEX, but the execution is better than I could have hoped. The only thing that's really missing are the vast ruins one might dig into while digging out such subterranean caverns, so here's hoping that Tuxlar comes back with some larger, more exploratory levels because this concept has a ways to go before going stale.
The Wailing Horde Sometimes I wonder if Chris Hansen isn't secretly a stealth fighter pilot who spends his free time dropping cool little bombs on our Democratic Hugbox of Mediocrity. It would explain how maps like this get by without the red carpet being rolled out. Wailing Horde sneaks into this year's awards thanks to some really refreshing gameplay. It's the type of the map that makes you enjoy managing your resources, straining at the keyboard as monsters filter in from unseen nooks and hound you into areas you haven't been before. There's an intensity that lasts for most of the map - no small feat given the monster count and a running time of over forty-five minutes. If you have an hour to kill then this little gem's a must!
Reconstruction / Decomposition Da Werecat didn't make a big impression when this level was initially made public, but a late bump (for another map, oddly enough) garnered a lot of attention. R/D oozes atmosphere from the moment you arrive, in part due to the unfamiliarity of its custom textures, but the soundtrack and pacing do a great job at building tension as you pick your way through a derelict spacecraft that teeters on the edge of insanity - with a little help from some silent teleports, of course. The "Decomposition" feels like a fresh take on Giger, and the combat moves past its MAP01 feel to archviles and Cyberdemons in its final moments. Don't let this one pass you by.
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