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Catching Up - Celestin's review thread (now playing: Plutonia 2)


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Something shorter this time, MTrop's Coffee Break, an 11-map episode of mostly smaller maps. Continuing with a theme of revisiting wads I haven't finished, I tried this one at one point and gave up at MAP05, so everything after that map is new for me.

 

MAP01: Storage

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MAP02: Reservoir

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MAP03: Outpost

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MAP04: Toxic

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MAP05: Control

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MAP06: Checkpoint

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MAP07: Deadly

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MAP08: Archives

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MAP09: Channel

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MAP10: Fort

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MAP11: Stalker

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Conclusions

This was an pleasant experience to be sure. The maps in Coffee Break are short, taking 15 to 20 minutes to complete, and provide a proper challenge to the player. Yes, the front-loaded nature of difficulty and heavy use of hitscanners in open spaces can get tiring, but usually once you survive the starting room, the average Coffee Break map turns into a string of Plutonia-like traps. Speaking of Plutonia, I enjoyed the aesthetic side of the later levels, very clearly taking inspirations from Casali's work.

 

I do wonder to what degree an incomplete nature of the wad impacts this. The released episode is only the first part of what was supposed to be a full megawad, so I can guess the later maps would have been tougher. What we do have is a solid set of 11 levels that manages to stay interesting throughout the whole length. In the end, I recommend checking this one out if you look for something quick to play, but at the same time, a wad that wouldn't let you run though it thoughtless.

 

TOP 3 maps:

MAP11: Stalker
MAP08: Archives
MAP04: Toxic

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Coffee Break is one of those mapsets I've been meaning to replay. I played it quite early after getting back to doomin', and I clearly remember liking it, but that I also had to tone down difficulty to HMP halfway thru. I suspect I'd fare a little better now.

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One of the more interesting parts of the 25th anniversary of Doom's release was the list of 25 Missed Cacowards. It's full of cult classics, influential releases that were only recognised from the perspective of time and high-quality, but incomplete wads. So here's one wad from this list: psyren's Rylayeh, a Lovecraft-inspired episode where dark powers reside.

 

MAP01: The Dock

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MAP02: Aberratia

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MAP03: Octagony

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MAP04: Irkallia

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MAP05: Old One's Tombs

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MAP06: Quadragoth

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MAP07: Blood Yard

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MAP08: Keen Eyes

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MAP09: Kthulhu

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MAP10: The Return

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Conclusions

The biggest strenght of Rylayeh is the level design. As I've said earlier, it does a good job creating a place that just feels wrong, successfully selling the idea it was not made for humans to see. It's hard to describe it with words, you just have to see the tight corners and oddly-shaped rooms to understand what I mean. This very thing is likely the reason for being included among 25 Missed Cacowards, as the design stands apart from the maps of its era.

 

As for gameplay, I don't think it works in the context of the wad. I expected a survival horror, rationing ammo and fights with lesser numbers of deadlier opponents. Instead, the maps are loaded with monsters, often of the weaker kind. Zombies and imps are the most common enemies and the maps throws them at you in absurd numbers. Don't get me wrong, it is entertaining, but not what I expected from a wad inspired by Lovecraft. Difficulty-wise, it's on the easier side, Rylayeh can be a bit stingy with ammo in places, but looking for secrets helps here. 

 

Still, I recommend giving this one a shot, especially if you're looking for something shorter and easier to breeze through or are a fan of more unusual takes on map design.

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Okay, this one needs no introduction - Alien Vendetta, one of the greatest and most influential megawads of all time. The first time I've played was fresh out of Doom 2, I reached MAP06 and felt since early maps gave me trouble, I wasn't good enough and gave up. AV patiently waited for its turn, but now I'm as ready as I'll ever be. This won't be a blind playthrough, as I've seen some footage from all maps.

 

Also, I'm using the community's midi pack, since (excluding one map) the original release relied on a selection of tracks taken from IWADs and other 1990s games.

MAP01-MAP07

MAP01: Sunset by Martin Aalen Hunsager

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MAP02: Rusty Rage by Anders Johnsen

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MAP03: Cargo Depot by Mattias Berggren and Kim André Malde

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MAP04: Seclusion by Mattias Berggren

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MAP05: Crimson Tide by Anders Johnsen

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MAP06: Hillside Siege by Lee Szymanski and Anthony Soto

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MAP07: Showdown by Anders Johnsen

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Edited by Celestin
fixed typo (thx, Andromeda)

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Excited for AV review series, as well -- I have zero nostalgia for it, as I first played just last year, and replayed earlier this year. Of all the early wads that have a reputation of being challenging, AV is the only one I've been able to make myself play, and even enjoy it mostly. This 'mostly' is naturally the part I'm interested see your views on :P

 

Time for that is later, though. Of these first seven maps, Showdown is the only I don't particularly care for. Luckily it's very short, so it qualifies as inoffensive filler material for me. I was surprised to see MtPain be put off by Hillside Siege, as it's one of my early favourites.

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  On 3/18/2024 at 10:22 PM, Celestin said:

MAP02: Rusty Range by Anders Johnsen

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Little typo here (and in the review proper), level's called Rusty Rage.

Edited by Andromeda

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MAP08-MAP14

MAP08: Beast Island by Jan Endre Jansen and Anders Johnsen

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MAP09: Castle Gardens by Kim André Malde

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MAP10: Toxic Touch by Kim André Malde

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MAP11: Nemesis by Martin Aalen Hunsager

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MAP12: Entropy by Brad 'Vorpal' Spencer and Adam 'Capellan' Windsor

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MAP13: Suicidal Tendencies by Brad 'Vorpal' Spencer

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MAP14: Overwhelming Odds by Brad 'Vorpal' Spencer

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Edited by Celestin

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This stretch of maps contain several of my favourites. Toxic Touch is great, but I especially enjoy Suicidal Tendencies. To a lesser extent Overwhelming Odds, too. I’m not quite sure why I find them so fun; maybe it’s that they contain excess without grind, wear and tear that would annoy me in some of the later maps.

 

On my first playthrough I disliked Nemesis, but on my second time around I found it okay. Not exactly a map I’ll ever be looking forward to play, but roughly knowing where to go and what to expect saves some of the frustration.

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MAP15-MAP18

MAP15: Bulls on Parade by Madani el Hariri, with edits by Yashar Garibzadeh, Anthony Soto & Anders Johnsen

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MAP31: Killer Colours by Yashar Garibzadeh and Kristian Käll

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MAP32: No Guts No Glory by Anders Johnsen

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MAP16: Mutual Destruction by Brad 'Vorpal' Spencer

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MAP17: Nukefall by Anders Johnsen

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MAP18: Lake Poison by Anders Johnsen

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MAP19-MAP24

MAP19: Alien Resurrection by Madani El Hariri

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MAP20: Misri Halek by Kim André Malde

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MAP21: One Flew Over The Caco's Nest by Pablo Dictter

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MAP22: Rubicon by Brad 'Vorpal' Spencer

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MAP23: Blood Sacrifice by Kim André Malde

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MAP24: Clandestine Complex by Lee Szymanski and Anthony Soto

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Bonus content
MAP25: Valley of Echoes (from Alien Vendetta 2001) by Anders Johnsen

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Leave it to a such cliffhanger there :-D

 

Even without nostalgia factor, I find Misri halek a marvellous map - although I can see your points. I guess I found the SSG on my first playthrough; my only real problems I can immediatly recall are the close-quarter cybers, a trope I really don’t like in any map I come across it.

 

Personally, a bigger problem related to Misri Halek is the fact it’s such a standout. When I entered MAP21 on my second playthrough, I felt tired knowing there were only two maps I was really looking forward to, and one map I was really not.

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MAP25-MAP30

MAP25: Demonic Hordes by Vincent 'Peroxyd' Catalaá and Sam 'Metabolist' Woodman

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MAP26: Dark Dome by Anders Johnsen

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MAP27: Stench of Evil by Anders Johnsen and Jan Endre Jansen

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MAP28: Whispering Shadows by Anders Johnsen

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MAP29: Fire Walk With Me by Anders Johnsen

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MAP30: Point Dreadful by Anders Johnsen

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Conclusions

 

The longer I think about Alien Vendetta, the more I circle back to Not Jabba's essay on Doom mapping. More specifically, how AV was this union of adventure and combat when most megawads tend to favour one over another. I understand now why it is seen as this turning point in mapping, an end of the classic era, the dawn of the new age and the inspiration for many mappers to come. The design holds well even today, with very detailed geometry and lighting. The early maps are the best in this regard, the soft light and evening sky creates this cosy atmosphere I greatly enjoyed. The mid-wad techbase stretch was the lowest point visually, aside from a handful of maps, they don't feel that memorable. The hell chapter, on the other hand, is an obvious standout, giving off this oppressive vibe that fits the gameplay.

 

At the same time, Alien Vendetta's combat is among the best of its day. It's a varied set in that regard, building on the foundation created by Plutonia and Hell Revealed - traps, slaughter fights and large-scale siege combat are all here. Alien Vendetta is a challenging megawad, especially by the end, but compared to Hell Revealed, I find it easier. My theory is that it relies less on planning and more on moment-to-moment skills.

 

It was a great experience to finally stand up to the challenge and complete Alien Vendetta. I can confidently say this is my favourite classic megawad (sorry, Plutonia, you've been bested), one which can withstand comparison even with modern releases. This is a must-play for any Doom enthusiast.

 

PS. Outside of a couple of maps, I haven't talked about music (again), but I think the community did a good job with the midi pack. It definitely contributed positively to the playthrough, with MAP25 being the prime example.

 

TOP 5 maps:
MAP25: Demonic Hordes by Vincent 'Peroxyd' Catalaá and Sam 'Metabolist' Woodman
MAP13: Suicidal Tendencies by Brad 'Vorpal' Spencer
MAP18: Lake Poison by Anders Johnsen
MAP26: Dark Dome by Anders Johnsen
MAP10: Toxic Touch by Kim André Malde

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I disagreed with you on Misri Halek, but actually my list of TOP 5 maps would be the same, only the order might vary. I would debate myself whether to pick Toxic Touch or Misri Halek, and if I still remembered CQ Cybers, would indeed choose Toxic Touch.

 

Unlike one reviewer I respect, but with whom I seem to have slightly differing tastes, I really like Demonic Hordes. Only blemish there is the ending area, which I always forget exists, and am bit let down when I reach it.

 

Dark Dome is the final great map (though it also has a CQ Cyber or two, geez) of the wad. Stench of Evil for me is a miserable chore, probably my least favourite map of the set, if we don’t count Point Dreadful. Although admittedly Stench of Evil wasn’t quite that taxing on second playthrough, suffered less from ammo starvation that time.

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Before moving on, I'd like to check out Alien Vendetta: Black Label, a two-map addon made by Vorpal and released in 2016. This includes a remake of Valley of Echoes and I'm especially curious how it plays compared to the original.

 

MAP01: Levenbrech

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MAP02: Valley of Echoes

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Conclusions

Black Label is a nice send-off to Alien Vendetta, providing two more maps that would fit well into early parts of the megawad. Vorpal did a good job exploring the more atmospheric and less combat-intensive side of AV, with great visuals and solid action. Playing it after completing the original wad felt like an epilogue, ending Alien Vendetta on a higher note than Point Dreadful. I'd say give this one a shot if you can't get enough of AV or are looking for a something exploration-focused.

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Agree with Misri Halek. The atmosphere is fantastic (as with any of Kim Andre's maps), but the gameplay is slogish. I myself prefer Toxic Touch over Misri Halek.

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Another wad I've dropped early on was Moonblood by Deadwing. I think I stopped playing somewhere around MAP05, as I was tired of lack of resources. From what I've seen so far, it is indeed strict with how much health and ammo you get, but not as bad as I remembered. Also, I'd like to try Ozonia at some point, it's only fair to start with the first wad of the series.

 

Episode 1 (MAP01-MAP06)

 

MAP01: UAC Starport

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MAP02: Waste Central

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MAP03: Underground Facility

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MAP04: The Courtyard

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MAP05: Infrastructure Sector

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MAP06: Central Command

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Moonblood is a great wad (as is Ozonia, based on first 8 maps), but there were some issues I had with it. Both are skill issues on my part. Timed puzzles I struggled a little bit with, but the greater issue was that somehow, and I can’t figure out why, I was constantly starving for health. Fights aren’t that difficult, but somehow it wouldn’t take anything more than constant single revenant screech around every other corner, and I’d be out of health. I guess armor was scarce? I don’t know. So far Ozonia is the same, it’s harder than it looks, if that makes sense.

 

Also, my frustration is magnified by the chill and relaxed soundtrack :-D

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Episode 2 (MAP07-MAP11)


MAP07: Industrial Zone

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MAP08: Sewers

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MAP09: Delta Labs Research

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MAP10: Toxic Treatment Lab

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MAP11: Logistics

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  On 4/2/2024 at 8:55 AM, RHhe82 said:

the greater issue was that somehow, and I can’t figure out why, I was constantly starving for health

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In my case, it's usually hitscanners that make me lose health. As I've said earlier, they are around every corner and with a quite open layout, monster can wander from other rooms and shoot you in the back. Probably MAP02 was the worst in that regard, it got better once I get used to it.

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I played Moonblood a few years ago and I remember it being a pretty tight experience in terms of enemies and resources. Very attrition-heavy gameplay most of the way through. I actually completed about 20 maps saveless before I threw in the towel out of frustration, but it was still a mostly fun experience.

 

I will say that Ozonia ends up diverting from that a good amount, I think there's quite a bit more generosity in resources in many of the maps.

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Episode 3 (MAP12-MAP32)

 

MAP12: Mining Site

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MAP13: The Village

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MAP14: Hellish Shrine

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MAP15: Decaying Industries

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MAP31: Archives: Dobu Gabu's Exam

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MAP32: Archives: Iron Keep

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  • 2 weeks later...

Episode 4 (MAP16-MAP20)

 

MAP16: Beta Labs Reception

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MAP17: BFG Experiments

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MAP18: Hidden in the Dungeon

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MAP19: Obstructed Zone

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MAP20: Moonblood Gateway

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Episode 5 (MAP21-MAP26)

 

MAP21: The Abyss

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MAP22: Skeleton's Gardens

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MAP23: The Archipelago

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MAP24: Hanging Fortress

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MAP25: Helltown

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MAP26: Coliseum

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Episode 6 (MAP27-MAP30)

 

MAP27: Magma Refinery

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MAP28: Remains of Zeta Labs

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MAP29: Moonblood Ritual Site

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MAP30: The Repentant Sinner

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Conclusions

If I were to describe Moonblood with a single word, it would have been "consistent". Deadwing has a very clear preference when it comes to mapping, creating levels that are compact, non-linear and interconnected, with focus on small-scale combat and deliberate resource placement. He clearly mastered this approach, I can't think of a map in Moonblood that is bad in itself. However, the mostly incidental combat and a lack of recognisible landmarks in many means that few levels stand out. It does gets better in later parts, with Episode 5 being the most varied in terms of design and I just wish Deadwing was willing to get out of his comfort zone and experiment more. Then again, Moonblood spawned a pair of sequels that seem to get more recognition, so I guess it could be a bit of a learning excercise for the author.

 

In the end, it was a fun wad to play, the short average map lenght made it a perfect respite to another mapset I was playing this month. It has its quirks when it comes to combat that need getting used to, but once you learn how it plays, I feel the difficulty remains consistent until the later maps, which seem to use revenants and archviles a lot more. Still, if you've played Plutonia, you should be fine.

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When I started this thread, my aim was to play wads that were featured in the DWmegawad Club over its decade-long lifetime, especially with regards to the mapsets that I haven't played before - to catch up with the Club and the community. However, sometimes a new wad gets released that is so intriguing I just have to play it without looking at anyone else.

 

On 1st of April 2024, Danlex posted 0x0, the final boss of projects that focus on using a limited set of textures, featuring 6 maps made without using any textures or flats. The bizzaire premise and added screenshots were enough to flag this one as the next wad to play, I was curious to see how it even works.

 

I'm switching from Woof! to DSDA-Doom for this one, as it's not compatible with my usual port of choice.

 

MAP01: Zero by Zero

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MAP02: Visplane Underflow

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MAP03: Home is Where the HOM is

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MAP04: Caco Girl Bath Water

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MAP05: Hell of Mirrors

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MAP06: Icon of sin(nπ), n ∈ Z

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MAP07: The End

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Conclusions

I have a suspicion the development of 0x0 started as a parody of texture-restricted projects (people are making maps with only one texture, so why don't create a map with no textures at all?), but the end result transcended the realm of jokewads. Discarding one of the most basic elements of mapping sounds insane, but through some black magic this whole thing is surprisingly functional. As I've said earlier, Danlex goes wild with props to do everything, from marking the borders to adding a lot of much needed flair to the all-black maps. The creative aesthetics are the main draw of 0x0, with abstract voidscapes and environmental storytelling being present here. It's a wad where I was always eager to see what's next and never being disappointed. If I had to complain about something, it's the new status bar that is difficult to read. The green numbers barely stand out on the orange background and I get what it's going for, but I think there is a way to preserve the aesthetic while making it more readable.

 

The combat plays a secondary role here, mostly made of discrete encounters that feel like they were inspired by challenge wads, yet are considerably depowered. As with the visuals, it feels a bit like a parody of the genre and I think it works well with the part serious, part joking tone of 0x0. If anything, it makes the wad more approachable by anyone who got curious looking at the screenshots. I also greatly appreciate the lenght, six short maps are enough to showcase the variety of ideas before the wad's gimmick gets old. This is a very easy recommendation, especially if you are looking for an experimental wad to play in one afternoon. It's a set with one of the most creative levels I've played in a while and just writing about it doesn't give the wad justice. There are things here that you have to see with your own eyes.

Edited by Celestin

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"What if id made more maps back in 1993?" This is a question asked to the contributors to Doom the Way id Did, a community project started by Hellbent. With a goal of making IWAD-style maps, this seems like a good choice to relax with something easier. Just like with the Ultimate Doom, I'll be playing the original three episodes released in 2011, followed by 2019's Ultimate Doom the Way id Did, an E4 replacement.

 

Episode 1: Knee-Deep in the Dead

 

E1M1: Communications Bridge by esselfortium

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E1M2: Military Bunker by hobomaster22

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E1M3: Fuel Synthesis by esselfortium

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E1M9: Excavation Site by stewboy

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E1M4: Treatment Plant by Hellbent

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E1M5: Engineering Bay by ellmo

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E1M6: Reactor Complex by hobomaster22

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E1M7: Logic Core by iori

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E1M8: Transport Facility by ellmo

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Episode 2: The Shores of Hell

 

E2M1: Receiving Station by Xaser

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E2M2: Filtration Compound by esselfortium and Xaser

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E2M3: Rec Facility by Captain Toenail

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E2M4: Mental Ward by ellmo

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E2M5: Deimos Command by Use3D

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E2M9: Nebulous Origins by iori

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E2M6: Foundry by Alfonzo

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E2M7: Ore Processing by Megalyth

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E2M8: Vault by Marcaek and esselfortium

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Episode 3: Inferno

 

E3M1: Abyssal Stronghold by ellmo

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E3M2: City of Corpses by Walter Confalonieri and ellmo

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E3M3: Malebolge by Icytux

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E3M4: Torture Chambers by Captain Toenail and Hellbent

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E3M5: Chapel of Scorn by pcorf (with edits by Alfonzo and esselfortium)

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E3M6: Depths by Phobus

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E3M9: Lake of Fire by Christopher Lutz

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E3M7: Inner Sanctum by ellmo

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E3M8: Core by ProcessingControl

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Conclusions

 

Doom the Way id Did is a megawad created around a simple premise: making maps in the style of the original 1993 Doom. I think the contributors succeeded here, the wad is full of old-school levels that replicate Romero and Petersen's works. The other side of the coin is, I had trouble talking about the bulk of them. I'm not that big of a fan of Doom 1's design, I greatly prefer the high-concept nature of the sequel's level. It's one aspect that the DtWiD contributors brought from the original, mostly incidental combat and sprawling layout. I especially missed the creative secret stages - I can forgive E1M9 not feeling distinct, that was true for Doom as well, but Shores of Hell and Inferno's secret maps could have been swapped with onther maps from the episode and nobody would notice. Not everything is bad, the wad has much better boss stages, which were among the weakest maps of the original. I also like the abundance of secrets, often one nested in another. 

 

While this is not a project for me, I appreciate the effort that went into keeping with the original's style. Definitely there's an audience for such wad, as there are 6 more episodes compiled out of outtakes. I can't say playing DtWiD was a wasted time, as the maps were brisk and easy (definitely keeping with the original in that regard). I hope others will connect with it more than I did.

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The obvious next step after completing the three episodes of id-style map would be to play the fourth one in the form of Ultimate Doom the Way id Did, a project lead by Alfonzo. Thy Flesh Consumed is the most uneven chapter of Doom, but the info file mentions UDtWiD is a more consistent wad, so I'm curious to see how it works. 

 

E4M1: Into The Grave by Pavera

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E4M2: Vile Affections by RottKing

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E4M9: Terror by Use3D

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E4M3: Earth, Blood and Fire by purist

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E4M4: Unclean Spirits by Marcaek

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E4M5: Doctrines of Devils by Gifty

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E4M6: Molten Gods by Tarnsman

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E4M7: Hand of the Heathen by Alfonzo

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E4M8: An End to Darkness by Xaser

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Conclusions

 

While I wasn't too wild about the original three episodes of Romero and Petersen emulation, I have to say, I greatly enjoyed my time with Ultimate Doom the Way id Did. It's partially because the original levels are more distinct, partially because Alfonzo's guidlines were more liberal regarding how close the maps should stick to the inspirations. While some maps feel nothing like something that would have fit into Thy Flesh Consumed (E4M4 and E4M8 specifically), it was a better experience overall. It lacks the uneven quality of the original, with every map being a solid and challenging one.

 

Difficulty of the episode is one thing that can get contentious. It is considerably harder than E4, lacking the breather levels of the original and pushing the harder maps above likes of Hell Beneath or Against Thee Wickedly. Still, I wouldn't call it a challenge wad, if you can deal with something like Plutonia.

 

This was definitely the best part of the DtWiD, with creative takes on the originals and much-welcomed challenge. Check it out if you find the first three episodes lacking.

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Inspired by MtPain27's "Not Quite Sunlust" video, I'm checking out Crumpets, a 9-maps episode by Ribbiks and released in 2014. It was said to be one of the most accessible of his, so I expect a healthy challenge with his easily recognisible atmosphere.

 

MAP01: Earl Grey

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MAP02: Flutter

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MAP03: Tiramisu

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MAP04: Bocuma

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MAP05: Mint Chocolate

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MAP06: Masquerade

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MAP07: Frog and Toad

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MAP08: Shamu

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MAP09: Crackerjack

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MAP10: Thanks for Playing!

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Conclusions

The info file gives a bit of background to Crumpets - during the development of Sunlust, Ribbiks made MAP04 to experiment with textures and from there, the rest of maps were created inbetween working for other wads. What I'm trying to say, it was somewhat of a low-key project for the author, but also for the players. It's definitely a Ribbiks wad, as seen by the prevalence of fights in tight spaces, infighting and deliberate placement of resources. Since the wad's inception is closely linked with Sunlust, there are some visual similiarities - caves, marble ruins and brown mud are the main aesthetic choice, combined with moody lighting and an interesting MIDI choices (either dreamy tracks or pieces from JRPG soundtracks). This is probably my single complaint about Crumpets, as the maps, while pretty on their own, do all look similiar.

 

Despite the warning that HMP is a recommended difficulty, I played Crumpets on UV. It was tough, but manageable, with the sole exception being MAP07. It's a good choice for a more casual player who wants to check out the works of Ribbiks, as I assume lower difficulties are more accessible. More experienced players should enjoy the brisk nature of the individual levels and challenge they pose. It was a fun episode to play through that I felt tested my skills without feeling excessive.

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Returning to the theme of finishing wads I've dropped earlier, I'll be playing Jenesis next, a 2011 megawad by James "Jimmy" Paddock. To be honest, I've tried this one out more times than any other wad, but every single time I stopped playing it quite early, as I was distracted with something else (I know I've reached MAP09 at least once, as it has a rather distinct MIDI, but I'm not certain how much further I've got). That is one of the reasons I've started this thread, to focus myself on one wad a time and make sure I see it to the end.

 

MAP01-MAP07

MAP01: Treatment Plant

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MAP02: The Canal

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MAP03: The Oasis Facility

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MAP04: The Garden Terminal II

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MAP05: Submerged Refinery

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MAP06: Waystation

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MAP07: Dead Center

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Edited by Celestin

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