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Narrative Style Mapsets


P41R47

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20 minutes ago, P41R47 said:

So after playing for long time, i realice that my favourite wads were those that has a proper and cohesive narrative that blended the action and the atmosphere to achieve a great an specific effect on the player. Some wads made it far better than others out there, so i will try to make a list of those that i think show undeniable signs of a pregressive fiction being told through all the mapset.

So much of this! To me, a sense of place and narrative is vital to a truly great dooming experience. To that end, I have a couple of recommendations for the list:

 

No End In Sight: my favourite megawad (yes, I am a broken record, sue me). To me, NEIS is the megawad that executes Ultimate Doom's thematic arc the best, taking the player on an epic adventure across worlds and dimensions. A true epic, conveyed entirely without words (the tongue-in-cheek text screens don't count, sorry Xaser :P).

 

Three is a Crowd: honestly, I'm surprised you forgot this one, given that you and I seem to be its biggest fans ;) 3IAC has the strongest sense of narrative out of any megawad I've played, especially impressive given that it does it's own thing rather than relying on existing nostalgia. I was genuinely invested in the fate of the three protagonists, and the ending actually resonated with me (hard, given my unemotional, unsentimental personality). It has tension, plot-twists, tragedy and narrative pay-off.

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49 minutes ago, P41R47 said:

But all of use suffer the rich atmosphere of dread and decay at E1M8: Phobos Anomaly, we all feel powerless at the feets of those Bruiser Brothers, and we all struggle to understand that enigmatic ending.

 

 

*pulls out his rocket launcher with 80 rockets* 


I mean.... 'powerless' might not be the most accurate word for how I feel on E1M8 against the Bruiser Brothers..

Edited by Rytrik

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These kinds of maps are my favourite. WADs that only care about action get boring quickly, and have almost no replay value for me.

 

You made a very cohesive list, the only one not featured I can think of right now is Going Down. That one is one of the best. 

 

I really wish you were making maps, we have very similar taste in wads. I'd definitely enjoy them.

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I never tried to understand much from custom Doom wads, even those which I liked to play. Because 4-5 victory screens are simply not enough to tell what's going on.

ZDoom WADs is another thing because the story can be easily put in cutscenes via dialogs, for example. Town Infection was my first WAD which put some accent on the story, but then I returned to Boom/Vanilla wads and forgot about such things as stories in Doom until Rowdy Rudy 2 where the story was written in a README file and I read it, and I like it.

Edited by Dimon12321

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I remember Flashback to Hell came with probably the longest story of all wads I've played that didn't structure the context on a map-to-map basis. CABIN, although not a megawad, is another example -- full narrative, you lack something if you don't read it beforehand. 

 

"The Journey", on the other side, comes with brief texts apart for each map that you can read or not (if you don't want to be spoiled). Perdition's Gate and Hell 2 Pay include them in the tally screens. 

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Hey

 

hey

 

you CANNOT mention narrative and immersion and not include A.L.T. or Sacrament. Russians really make good narrative-driven stuff.

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I’ve always been a big fan of narrative in a wad, be it implied or explicit. Most of the greats have already been named here, and I know you said no ZDoom wads, but surely the Action Dooms warrant a mention. Even one of the worst wads, Doom Rampage Edition, was hyped up to the max before release partially because it was story-heavy which was (and still is) uncommon in Doom.

 

Yeah, story matters to me, even if it’s something campy. I mean, it should be, Doom itself is campy!

 

UAC Rebellion from 2009 follows a slightly insane marine who works for the UAC realising they’re sacrificing their own men for experimentation and decides to try and destroy the operation from within by simply killing everyone. (Bit extreme of him, huh?)

 

Point of Contention is a DM wad I made in 2015 where one player is the captain of a small vessel adrift in space that is boarded by a space pirate (the other player) and they must fight to the death for dominion over the ship.

 

Doomed in Space from 2018 is about a genetically modified super soldier who is the result of experimentation (loosely following from the thread of UAC Rebellion). He escapes captivity, steals what he can in the way of goods, weapons and space crafts from the UAC, then takes down several of their bases of operation scattered across the galaxy before finally stealing one of their largest war vessels, the SKREE, and taking off to the deps of space for his next adventure.

 

Rowdy Rudy I and II follow a conspiracy theorist ex-marine who’s brother ends up dying due to an explosion in the city. Rudy realises this was caused by a growing mob of insane cultists. He has to take them down, then use their spirit world portal to go to hell and destroy the source of the evil leaking into the real world. After such a hard job he attempts to retire, but is then pressured into taking on another, much harder job of containing an outbreak of aliens and mutants that were held in captivity by the UAC. When he completes this mission, he finally gets to retire.

 

In Ray Mohawk’s Manic Monday, it’s all about a new fuel being discovered called “Nukage” which had unforeseen long-term ecological effects (see: turning most humans and animals into bloodthirsty zombies). Ray never trusted Nukage, so he was halfway prepared already. Despite being a drunkard, he (violently) makes his way to the heart of UAC to give them a stern talking to and finger-wagging about all this zombie business. He instead finds a bunch of demons which he promptly kills, and is thanked by the prestigious General Kawasaki for his hard work.

 

These all could have just been run of the mill stories of demon invasion, but that tale gets a bit old after a while.

Edited by Doomkid

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Winter Fury tells a really cool story through cutscenes and the atmosphere of the frozen uac outpost on the mountain

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2 hours ago, Dunn & Dunn said:

It'd be a sin if Going Down was not included on this list. :)

 

1 hour ago, A.H. Sankhatayan said:

You made a very cohesive list, the only one not featured I can think of right now is Going Down. That one is one of the best. 

 

2 hours ago, Omniarch said:

No End In Sight: my favourite megawad (yes, I am a broken record, sue me). To me, NEIS is the megawad that executes Ultimate Doom's thematic arc the best, taking the player on an epic adventure across worlds and dimensions. A true epic, conveyed entirely without words (the tongue-in-cheek text screens don't count, sorry Xaser :P).

 

Three is a Crowd: honestly, I'm surprised you forgot this one, given that you and I seem to be its biggest fans ;) 3IAC has the strongest sense of narrative out of any megawad I've played, especially impressive given that it does it's own thing rather than relying on existing nostalgia. I was genuinely invested in the fate of the three protagonists, and the ending actually resonated with me (hard, given my unemotional, unsentimental personality). It has tension, plot-twists, tragedy and narrative pay-off.

Obviously those will be included ;)

i just wanted to hit the bed a little, i miss it  hahaha

Thats why i left blank space, i only take a look to my folder up to 2013, i will continue it now 

Thanks anyway for the recommendations :D

 

2 hours ago, Rytrik said:

*pulls out his rocket launcher with 80 rockets* 


I mean.... 'powerless' might not be the most accurate word for how I feel on E1M8 against the Bruiser Brothers..

I played it for the first time when i was 4 years old. And even when i had the RL, i died to the splash damage a lot as i didn't know the proper distance i needed to use them. So yes, even with the RL, i feel powerless. I didn0t even know that those funny phrases that appear after the episode selection were the difficulty setting, so i played on the one that sounded most badass of all: Ultra-Violence.
Playing only arrows and keys, and didn't knowing how to strafe. THAT was a rewarding experience for sure.

When the wall started to come down, i expected more and more monsters out there...but there was nothing. Nothing.

Just a tiny structure that after activating it become a stairway.

If i killed the the Bruiser Bros. with the RL, i killed myself then when i first step into that teleporter.

To this day, i stil remember the darkness, the ravaging sounds, and the demons screetching loud as i died.
 

1 hour ago, A.H. Sankhatayan said:

I really wish you were making maps, we have very similar taste in wads. I'd definitely enjoy them.

Someday, pal! Me not mapping still to this day is half i want to achieve others things before IRL and half fear to the frustration of learning my way onto the builder :P
I'm a Slow Learner, for sure.
 

4 minutes ago, galileo31dos01 said:

I remember Flashback to Hell came with probably the longest story of all wads I've played that didn't structure the context on a map-to-map basis. CABIN, although not a megawad, is another example -- full narrative, you lack something if you don't read it beforehand. 

 

"The Journey", on the other side, comes with brief texts apart for each map that you can read or not (if you don't want to be spoiled). Perdition's Gate and Hell 2 Pay include them in the tally screens. 

 

2 minutes ago, Pechudin said:

Hey

 

hey

 

you CANNOT mention narrative and immersion and not include A.L.T. or Sacrament. Russians really make good narrative-driven stuff.


Oh, Flashback to Hell, i completely forget about it, thanks for that, pal! ;)
The others are right on my head list to-be-included, especially the Russian community mapsets, and i was going to include the WraithCorp. Wads as special mentions as they are the epitome of narrative driven megawads.

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8 minutes ago, Doomkid said:

I’ve always been a big fan of narrative in a wad, be it implied or explicit. Most of the greats have already been named here, and I know you said no ZDoom wads, but surely the Action Dooms warrant a mention. Even one of the worst wads, Doom Rampage Edition, was hyped up to the max before release partially because it was story-heavy which was (and still is) uncommon in Doom.

 

Yeah, story matters to me, even if it’s something campy it silly.

There are plenty of excellent zdoom base ports specific mapsets i could list, like: Cold As Hell, Unloved, Chosen, Winter's Fury, etc.

Obviously Action Doom & Urban Brawl were some of my favourite mapsets, but i grow so dissatisfied with ZDoom base ports after years of struggling with them, that, when i came back to a more conservative port (not that conservative as it doesn't have demo compatibility) like Doom Retro, i almost totally forgot all those years of crashings and bad coding i made on countless mods i erase one day in total rage.
Some times i remember Cold As Hell and give it a try on GZDoom 2.2, but they feel really alien to me right now. I love that mods like that exist, but they become something more, far more than the simple old Doom that has a Circle like map to tell us what O of Destruction means :P

UAC Rebellion is one that seems could be totally vanilla experience. Hope you decide someday to dehack that mapset for posterity ;)

All your others mapset, save for Doomed on Space, are included right now, pal!

Glad you enjoyed silly and campy stories, too. They give me serious laugh attacks.

May i included Wow.wad? masterfully atmospheric map.

Oh Rampage! You open a years long open scar :P
 

16 minutes ago, Boomdav said:

Winter Fury tells a really cool story through cutscenes and the atmosphere of the frozen uac outpost on the mountain

Thanks for the recommendation, pal!
I love Winter's Fury, but since zdoom allows for tell wichever story possible you could ever think with just a little coding, i prefer to stick with the vanilla to boom/mbf mapsets out there as they are still forced to tell their story like the original games. Thats it, with details and a few text screens.

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Wish the thread did not list only megawads. Otherwise I'd suggest ZanZan TC by the legendary ACE Team. Extremely short with only 3 maps, but very imaginative and contains different endings based on your acts within the TC.

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2 hours ago, InDOOMnesia said:

Wish the thread did not list only megawads. Otherwise I'd suggest ZanZan TC by the legendary ACE Team. Extremely short with only 3 maps, but very imaginative and contains different endings based on your acts within the TC.

Not only megawads, pal!

But ZanZan is deep into ZDoom, thats why i didn't listed it. I remember loving the atmosphere, the little comic that comes with it, and those gorgeous maps.
Sorry!

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Nice list! And it's huge! :0

 

I suggest to check the Legacy of Suffering

 

Plus the Threshold of Pain and Threshold of Pain 2 (unfinished)

 

And also the atmospheric Demons of Problematique and Demons of Problematique 2

 

BTW, there is a small and fun story-based megawad about Mancubus (but he uses normal weapons o_O) - Captain Mancubus

Edited by Dexiaz

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7 hours ago, Dexiaz said:

Nice list! And it's huge! :0

 

I suggest to check the Legacy of Suffering

 

Plus the Threshold of Pain and Threshold of Pain 2 (unfinished)

 

And also the atmospheric Demons of Problematique and Demons of Problematique 2

 

BTW, there is a small and fun story-based megawad about Mancubus (but he uses normal weapons o_O) - Captain Mancubus

Thanks for the recommendations, pal!

Those are really good narrative experiences for sure, Innocense X serie and Eternal Doom IV and Daedalus: Alien Defense fit that place long all of them, too.

But i decided to let the zdoom bade mods out of the list as is far easier to achieve atmosphere with all the scripting and enhanced features at hand.

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20 hours ago, Dimon12321 said:

I never tried to understand much from custom Doom wads, even those which I liked to play. Because 4-5 victory screens are simply not enough to tell what's going on.

ZDoom WADs is another thing because the story can be easily put in cutscenes via dialogs, for example. Town Infection was my first WAD which put some accent on the story, but then I returned to Boom/Vanilla wads and forgot about such things as stories in Doom until Rowdy Rudy 2 where the story was written in a README file and I read it, and I like it.

Same happened to me a few years back.

I play Doom since it was released, and i played, thanks to those wad collections Cd-Roms, most of the top 100 mapsets.

I found a few more of those Cds and friend share them with me and i made quite a collection throught time.

And i really enjoyed them.

Then i found Zdoom, Massmouth, Cold As Hell, Chosen, Grove, and a lot of really good and story driven mapsets. I was mesmerized by all those new possibilities.

But a few years back, my PC started to have problems with more recent builds of GZDoom, so i had to come back to another port of choice. I found in Doom Retro just what i needed. And i started replaying all those beloved mapsets i played when i was a kid and during my teenage years.

And damn!

There where no scripting, no enhanced lighting, 3D bridges, but damn!

Those mapset enthralled me way mora than all those awesome mods.

Why? because there was no enhanced features, all the atmosphere, all the creepiness, all the mystery and contextual narrative was only achieved with sector detailing, texture placement and sector lighting. The basic Doom features.

So i started studying the far reaches and possibilities of the original Doom Engine to tell good stories, and the slighty enhanced ports of Limit Removing and Boom/MBF.

 

This list is my study.

Its nothing new for sure, as almost all these mapset are well known.

But no body listed them before as Narrative Style Mapsets.

Just as really good megawads.

 

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I love some environmental storytelling, stuff like Dark Souls ou Hyper Light Drifter. Stuff that you see in the map and the game lets you use the imagination to try have a picture of what happened.

 

It's quite hard to create a compelling story with only some paragraphes and run away from "monsters invaded UAC buildings" template. Still, as the player progress through the maps in a WAD, as a creator, you can definitely create some sort of build-up that leads to a climax, in one map or through several of them. Also, you can have some sort of message like the early Arachnotron map in Ancient Aliens, or create very specific landscapes that heavily implies a story, sometimes even enemy/item placement.

 

With that approach you can create a more interesting context even if the main plot remains "you arrive in a invaded UAC base and kill demons"

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2 hours ago, Deadwing said:

I love some environmental storytelling, stuff like Dark Souls ou Hyper Light Drifter. Stuff that you see in the map and the game lets you use the imagination to try have a picture of what happened.

 

It's quite hard to create a compelling story with only some paragraphes and run away from "monsters invaded UAC buildings" template. Still, as the player progress through the maps in a WAD, as a creator, you can definitely create some sort of build-up that leads to a climax, in one map or through several of them. Also, you can have some sort of message like the early Arachnotron map in Ancient Aliens, or create very specific landscapes that heavily implies a story, sometimes even enemy/item placement.

 

With that approach you can create a more interesting context even if the main plot remains "you arrive in a invaded UAC base and kill demons"

 

Yeah, thats what i'm talking about. :D

Thats the stuff i like, too.

And the possibilities are somewhat infinite.

All depends on what the author wants to tell.

 

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Very well written! Glad to see Hell to Pay *kinda* make the list. That was the first WAD that came to mind as soon as I saw this thread.

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1 hour ago, CleaverHeaver said:

Very well written! Glad to see Hell to Pay *kinda* make the list. That was the first WAD that came to mind as soon as I saw this thread.

Hey!

Thanks for the compliment!
I'm not a native speaker, so what you say means a lot to me. :)

Even tho i know there are some mistakes here and there.

Thanks again for your kind words ;)

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2 hours ago, P41R47 said:

Thanks again for your kind words ;)

This was an awesome post, and I appreciate the effort you put into it. Cheers bro.

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Very well written indeed.Even if the mapset is gzdoomish,i would recommand the entire TEmple of the Lizardmen series for the atmosphere,nice story and for exapanding the temple theme

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How comes Three's a Crowd is not listed in there? The most narratively narrative mod that ever narratived for vanilla Doom.

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3 hours ago, Gez said:

How comes Three's a Crowd is not listed in there? The most narratively narrative mod that ever narratived for vanilla Doom.

err... its narratively narratived and properly narrated right there, pal!

Near the end of the list.

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12 minutes ago, MrFlibble said:

Thanks for all the effort put into compiling this list! This deserves being bookmarked.

 

Thanks for the comment, pal! :D

Glad you liked it ;)

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12 minutes ago, BlueThunder said:

Nice list,  Alot of interesting wads to try out that I would probably never have come across otherwise.

Glad you like it :D

I'm slowly expanding it, adding more and more little mapsets and solitary maps that may tell a good story.

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