$title="The 23rd 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 2 Absolutely Killed - Ryath/scwiba
-Alfonzo * Barons!
Elf Gets Pissed - RottKing
Curse of D'Sparil explored a Heretic that was sprawling with monsters, and in the process found some interesting things about the way the world operated on that scale. What might an angry Elf tell us? Rottking's episode takes things in a very different direction with a menagerie of smart and daring ideas – some of them entire maps – that puts one in mind of Doom 2's more Sandy outings. It works hard to take advantage of Heretic's most entertaining moments without too much care given to detail (it looks good!), so it's all very good fun, and you can tell Rottking had even more fun making it. From the word go you are beset by outrageous offerings. Mummy Roaster pits you and a tomed phoenix rod against a horde of golems – the first piece of the set; Minotaur Spitroast sees the player become more "intimate" with the game's bovine antagonist. The whole plays bigger, bawdier, and with more freedom than anything previously seen for Heretic, with the possible exception of History of Fruit. It is unapologetically barefaced in its methods, and exactly the punch up the guts the game needed. Elf Gets Pissed is one of the few earnest attempts to let loose with the game and help realise its potential, but that doesn't preclude it from the usual Cacoward considerations. It's a tremendous work by one of the community's finest veterans despite the narrative, and you owe it to yourself to don the cloak and crossbow, folks. Just don't get too Pissed when you figure out what you've been missing!
-Alfonzo
Comatose - Lainos
Lainos, the author, is Russian. Over the last decade or so, Russians have developed a specific school of mapping that accentuates limited realism in structural design. Pardon the snobby wording. It practically goes in the opposite direction of the prevailing trend that favours abstract, gameplay-oriented layouts of the Plutonias or Speeds of Doom, and goes far beyond even the parodic reality of Kama Sutras. If the map's supposed to be a dock, a fortress, or a military techbase, it will look the part even under the Doom engine's strict limits no matter the costs - which may or may not include sacrificing interesting monster placement, fun, and potentially the mapper's sanity. Well, Lainos is the most Russian mapper and Comatose is the most Russian map ever. It is a single map of such gargantuan proportions and obsessive detail that it maxes out the linedef limit and exceeds the sidedef one, sending (GZ)DoomBuilder into a frenzy of panicked noises when loading it. It brings ZDoom and Eternity to crawl even on decent rigs, limiting the port of choice to prboom-plus, OpenGL renderers, or Retro. Lainos presents a stunningly impressive derelict town on a river somewhere in the wilderness, a deeply moody and somber setting under a heavily overcast sky. It's full of rather grim-looking, austere, utilitarian architecture of the old worker class brick house sort, which gives it a sense of beauty even in a state of disrepair. There's a lovely park in the middle of the city, a section with garage houses that used to be so common in the Eastern Bloc, a train station, a few abandoned industrial complexes, and several bridges across the river, including a railroad one that leads to an entire small village that's not used for gameplay at all, turning a fully detailed third of the map into a distant decoration! And there's overgrowth everywhere made of thing grass - there's over 26000 things in the map, most of them being grass! The map builds a small world, heavily inspired by Silent Hill, and it's actually a deep one. Lainos is very subtle about it and no story is given, but you constantly feel like you've stumbled into a larger conflict. Walls are adorned with gang tags, and the way zombified monsters are grouped it's like the status quo was crashed by a demonic invasion. But so much is left to exploration and interpretation that it'd be wrong to assume too much here. It should also probably be mentioned that all the monsters are specterized. This turns the standard gameplay on its head and some people may utterly hate it. It's not easy to swallow some of the unfairness and cheapness it brings to the table, but it's an integral part of the wonderful, slightly pretentious, but refreshingly different and deeply personal artistic vision Lainos gave us. Consider me a big fan.
-dew |
2016 Cacowards Espi Award for Lifetime Achievement
Top Ten - Page 2
RUNNERS UP: THE SEQUEL
Bloodstain Have you inspected the blades on your lawnmower recently? They may need replacing. Here is a megaWAD that shuns the shaky cavalcade of themes we've had to endure throughout history, opting instead for episodes like autumn, ice and Alien Vendetta; a challenging and beautifully crafted journey with a telling development. It's a relic that started around the time of Plutonia 2, and it displays more than a few hallmarks of the era for all its charms and flaws. At its best, it sees the player strategize his way around tight, interconnected playgrounds at a methodical pace, breaking down the high-tier resistance of a level with smart positioning and massive stocks of ammo. Its more questionable parts are by the same token plodding; sardine cans of monsters filling out entire maps. For such an inspired piece of work, however, it's a problem we'll just have to overlook... or ignore entirely on Hurt Me Plenty.
Strange Aeons Get ready for a Lovecraftian journey across time, space, and the Dreamlands. Strange Aeons is a whopping 45-level adventure (five episodes!) through ruined cityscapes in the ether, barren wastelands, the Earth's shadowed past, the Plateau of Leng, and concluding in R'yleh in a cosmic coda. Impie assembles a weird and wild cast of Definitely Not Doom monsters, including some of H.P.'s heavy hitters (the worst by far being those speedy spiders of Leng), and exploits the relatively alien textures from Chasm: The Rift to fabricate its otherworldly sense. While some of the levels themselves may not be too novel, the more imaginative moments include battling through a colossus as it crawls west ("Juggernaut"), battling purple tentacles in a mysterious chateau ("Maniac Mansion"), and a level patterned after the island from Myst.
EYE OF THE BEHOLDER Doom's art direction has always been incredibly strong. With cool weapons, iconic enemies, and memorable levels, Doom struck a balance between simplicity and beauty. But as with all works of art, a lot of people wanna take their own stab with the paintbrush and tweak things... slightly, see if they can fill in a couple missing holes or see what would happen if you used blue instead of red. Smooth Doom is a take on filling in a lot of the empty frames of animations for Doom, reducing the jerky animations and making everything...well, smooth. If the unique snap of the weapon animations isn't appealing for you, give it a try. The Particle Fire Enhancer Mod is an old one, but still a classic. Despite its name, it enhances far more than just fires, also handling electricity and magic and barrels and rockets. Many mods have borrowed from it in many ways, but it still holds a lot of shine. The Doom 2 Minor Sprite Fixing Project is, as per its name, dedicated to fixing the sprite errors, misplacements, and misalignments in Doom and Doom 2. Despite their strange insistence on using the wrong Lost Soul sprite, it's great for the folks who never liked the Chaingunner vibrating angrily in place as he shoots. |