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The DWheretic Club plays: Heretic


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So, my computer freaked up, and I had to reset it. So sadly I won't be able to finish Heretic :(

 

+++FreeDoom Phase 1

+++FreeDoom Phase 2

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Alas, Doom Zero's "particular focus on platforming and switch puzzles" does not sound like my jam. 

 

+++either Freedoom phase

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I don't have time for the club today, however, I would like to submit +++Base Ganymede  for your consideration for 2 reasons 1) Utterly selfish ones that are basically wanting to avoid wads with maps that take more than 15-20 minutes to complete when you know what you're doing 2) I really need an excuse to finish it because I seem to put off completing wads that are episodic in nature, and Episode 1 shows speed maps in UD format can work and be fun.

 

For another vote , guess I could go with   +++Freedoom Phase 1.

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  On 4/25/2021 at 3:52 PM, northivanastan said:

+++ Doom Zero. I want to play this and just need a good opportunity.

 

+++ Doom 64 for Doom II. I also want to play this.

 

+++ Perdition's Gate. I'm surprised that we haven't played the Wraith Corp WADs yet, so I'll keep nominating this.

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Can I change my vote? I think instead of D64D2 I'll go +++ Freedoom Phase 1, since I wasn't expecting so many others to vote for it.

 

Although that raises some interesting questions. Which version will we go for (0.12.1 or latest autobuild)? Will Double Impact be included, seeing that it's just another WAD but vanillafied?

 

Edited by northivanastan

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E3M7: The Chasm

 

We're back here in the realm of "maps named after features that don't actually play much of a role in the map," with the titular chasm appearing only at the very end of the level where it's briskly traversed by players so inclined; the meat of the map lies instead in the dungeon complex that occupies about the northern two-thirds of the playing area.  It all feels a bit less consistent and coherent than the preceding map, with a fair amount of backtracking as opposed to the cleverly unfolding layout and compact footprint of E3M6; similarly, in those spots where this map is tougher and more able to bleed your health and armour away, it achieves that mostly through environmental awkwardness.  The Iron Liches and even the Maulotaur have very much been demoted to the role of bullet sponges at this point, crammed into small rooms that the player is compelled to traverse just to slow their passage and soak up their ammunition.  I don't know if I would say that this map and E3M6 ought to have swapped slots - certainly The Chasm is larger, grander in scope, and delivers more in the way of spectacle - but from the heights that Heretic has reached in previous maps, there's certainly a sense of something lesser, something missing here.

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Halls of Fear.

 

The default track is E1M2 which is kinda cool. On the other hand, Jimmy's action-packed "Legions" certainly fits this map tome just as well if not better. While you can snipe many of the Gargoyles who comes flooding in from the outside with the Elvenwand, that's boring, so just drop down into the moat on the right? side, run into the passage walking away from the moat and pick up the crossbow, dispatch any nearby foes, then pick up the crystal vials you're probably happy to see. Honestly, the vined-walls add some ambience. Because right after you pick up the yellow key in the same room, a monster closet opens up with an Iron Lich guarding the Dragon's Claw. Because I hate side-strafing in such a small area, I died twice. You'll probably be hurt quite badly after this, so don't hesitate to pick up the crystal vials in the moat.

 

Incidentally, I'll just say a few words about halls with little walls sticking out at regular intervals. I never like features like this because it seems they impede movement for what reason that could possibly increase the fun? Ammo isn't quite as generous as in previous maps, and you'll only have a Crossbow and Dragon's Claw for much of it, even though you can find a Hellstaff in a secret somewhat earlier. And if you like maps where previous areas connect to each other other, the Halls of Fear has that in spades. One case of this is a switch in the titular halls which lowers the platform with the green key at the end of the walk from the starting area. Unfortunately, I didn't spot this until I'd found basically all the secrets it's possible to access at that point. The Iron Lich ambush that occurs when you pick up the blue key is easy to escape, which might be good because I'd only found one Tome of Power by this point. Curiously, there's only an Ophidian guarding the exit.

 

This was a map that I feared playing from a wand start because of the Maulotaur, however, due the relatively generous way you'll probably pick up powerups/weapons beforehand, it's not actually too bad.

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Hello everyone! I am new here! I have joined the forums last year but haven't got around posting because of various real life issues and the fact I started having problems with browsing the forums as of lately (mostly on my PC, while on my laptop and mobile the forum loads up fine).

 

I have been lurking on the forums since 2015-2016 or so and although I wanted to participate to the club in past, this is my first time joining the DWmegawad club. And what better time than to start with Heretic, one of my childhood games! Kinda wish I joined the club earlier this month but aside from forum issues, this has been a busy month for work. Now that I got some days off, I will finally join the club. I will be catching up quickly, I promise!

 

Introduction: Ah, Heretic. One of my favorite childhood games. Remember playing it at like 3-4 years old back in 1998-1999, after watching my father playing it. The first time I saw killing those gargoyles and mummies, especially with the gauntlets! Oh man! I remember playing the shareware version first (on one of those Top 101 Games shareware CDs) and after seeing the ordering screen and imagining what episodes 2 & 3 are like, few years later I discovered I actually had the full registered version with 3 episodes, on another CD with games called PC Mania '96 (that also had a pirated Doom 2 v1.666 and a full version of Hexen 1.0, along others). Yeah, I admit we had quite a couple of these "games CDs" and few of them happened to have full versions of games. Don't worry, I did eventually buy original CDs from eBay many years later!

 

Back to Heretic, although the first episode impressed me back then, I was even more impressed by episodes 2 & 3 when playing them first time in early to mid 2000s. Don't remember exactly when but I'm going to guess around 2004-2005? I remember getting stuck somewhere halfway in episode 2 and in third level of episode 3. I was playing on one of easier skills (skill 2 I guess) and I didn't have problem with dealing with the enemies, it was more like the levels felt a bit confusing back then for me, although Hexen was overall much more confusing. I admit even E1M6 felt quite confusing to me back then because I spent ages finding a way to progress. I don't think I managed to finish the second and third episode until I found out about cheats in 2006 which is what spoiled my Heretic and even Hexen playthrough. I got another chance later to finish Heretic SOTSR & Hexen when playing on Skulltag servers in 2009-2010 but there was a glitch that set the game's difficulty to the easiest and it felt too easy, plus there would be times many players would join and the levels ended up quickly. There was also a game breaking bug at end of fourth episode with the final sector teleporting you to the start of the level.

 

In mid 2010s, I did manage to finish Heretic & Hexen by myself without cheating, after acquiring original CDs from eBay and deciding to replay them and their expansions in DOSBox. Last time I replayed Heretic & Hexen was last summer, I guess. So I should feel right at home.


I guess it's time to start replaying HERETIC once again. Time to put the original Heretic CD to good use!

Heretic (Registered v1.0), DOSBox 0.74-3, Smite-Meister difficulty, 100% everything, Continuous with saves, Keyboard controls only (arrow keys and such)

Since I joined late, I will post each episode daily, on days 26, 27 and 28. Don't worry, I'm catching up quickly! I hope to be more active on the next month! And sorry for my bad English at times, I try my best to explain and detail the levels.

 

Episode 1: The City of the Damned - Overview

  Reveal hidden contents

 

E1 deaths: 0

E1 overall: Pretty good! Unpopular opinion but I think I slightly prefer it over Doom's Knee-Deep in the Dead, mostly for E1M9 (because I never found Doom E1M9 secret level as kid and when I found it many years later, I wasn't impressed by it) and the fact Heretic's City of the Damned is a bit more varied compared to the tech bases of first Doom.

Screenshot: 

HERETIC_E1M8.png

Edited by FistMarine
Added screenshot

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E3M7 The Chasm

Secrets: 10/10

Right off the bat, you get given the Ethereal Crossbow with the Dragon Claw located in a secret area quite soon after.  I feel like hiding the Dragon Claw is a bit mean because the Hellstaff and the Phoenix Rod are only found in the 2nd half of the map - after you face the maulotaur.  The maulotaur was one of the best maulotaur encounters thus far, there's no ring of invulnerability available and there's no gauntlets of the necromancer for you to turn maulotaurs into health packs XD.  (There is actually a Gauntlets located in the level but you only get access to them after facing the maulotaur.)

 

Another notable area is the windy section which can be a bit unexpected if you haven't played the map before.  (You'll be thinking "what's this invisible force pushing me off this bridge?").  For me, it's just another one of those quirks I love about heretic.

9/10

 

 

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E3M8 - “D’Sparil’s Keep”
BP-WS, KIS(%): 218/100/100

 

Welcome to the final boss level with no "The" in the title. You may expect something like a spider mastermind, but D'Sparil is far different than not only a spider mastermind, but also the Icon of Sin from Doom 2. Jump into the pit with gargoyles, grab a crossbow and a shadowsphere, fly up with the wings of wrath, and quickly take the teleporter, before the timer of wings runs out. The first room greets you with disciples, and rewards you with a dragon claw. Keep your claw ammo as much as you can, because you're gonna need it a lot later. The second room surprises you with lots of nitrogolems with no valuable rewards, which is kinda shame. The third room throws ophidians at you, and the last iron lich of this episode. Don't forget to use a shadowsphere to deal with the iron lich. And before you step into the last teleporter, open the wall with a drain hole near the teleporter, so you can get some precious supplies. Now jump to the teleporter, but don't fall down to the platform yet. You need to grab a phoenix rod, a tome of power, and an enchanted shield, before you jump down from the trident.

 

The final boss, D'Sparil, greets you with his pet chaos serpent. This is basically his first phase, and he lets his pet to do all the work first. The chaos serpent spits a fast and powerful fireball at you. Once its health is decreased, it'll spit more fireballs per attack, up to five fireballs. This is pretty easy phase, and just a normal hellstaff should be enough to kill the pet. But before you do that, grab wings of wrath at the right side of giant altar, fly up to the corner of alter, and press the banner with golden eagle to reveal secret areas. The one near the wings gives you an invulnerability ring, and the one at the other side will give you a mystic urn.

 

Now it's the highlight of the final boss, the second phase. Risen from the corpse of his pet, D'Sparil is capable of shooting a huge lighting bolt with blast damage, summoning a pair of disciples, and it can teleport around the entire arena. This may sound not too bad, until you realize that the more damage you give to him, the more frequent he teleports around. Not to mention that he'll cast his magic faster, and more often on black plague, thanks to the faster reaction. D'Sparil himself is also the monster with the highest hit points in this game, having 5 times more HP than an iron lich. And it shares the same armor type with a maulotaur, blocking any splash damage and 50% of empowered hellstaff's raindrop damage.

 

Again, using an invulnerability ring and a tome of power together with a phoenix rod is an easy way to cut down his HP. Since he doesn't use his teleportation ability that often, when he has full HP, just incinerate him with a flamethrower as long as you can. The flamethrower's insanely high firing rate will cause him lots of pain, making him stunned for brief moments. The worst moment comes, when his HP goes down to half. In this state, he teleports around the arena even more frequently, while he still summons his disciples. And keep in mind, the less HP he has, the more chance he gets to spawn disciples. This could be so frustrating, when you're running out of supplies. Since he teleports around the arena so quickly, a hitscan weapon would be more efficient to give him damage at this point. Equip your dragon claw, and snipe that bastard, until his HP reaches to near zero. Now he gets more chance to teleport around, but he gets less chance to cast his magic. Wipe out those disciples first, and mark one of his teleport destinations, rather than chase him down. Once he teleports to the spot you marked, give him a final blow to finish this game.

 

Oh boy, what a final boss fight. This is certainly more unique than Doom's spider mastermind and icon of sin, but this teleportation gimmick is truly exhausting, especially on black plague. Nevertheless, I think that this "uniqueness" is something that makes Heretic more than just a mere doom clone. And it's honestly better than a spider mastermind. Not sure if you compare D'Sparil with the Icon of Sin, though. I guess some people will prefer the stationary demonic face on the wall with less HP and no teleportation gimmick, while others will prefer the one without a rocket launcher dart puzzle on the moving platform. Personally, I'm in the latter camp.

 

 


In conclusion

 

Heretic is definitely more than just a doom clone. By improving Doom's id Tech 1 engine, Heretic provides lots of features that Doom wasn't capable of. It also introduces new mechanics to doom engine, such as inventory system, ultra-fast projectiles (keep in mind that the vanilla doom has a practical limitation on projectile's speed), ice & wind physics, and various particle effects. The game still has reminiscences from Doom, such as a dragon claw as a chaingun, a phoenix rod as a rocket launcher, gargoyles as lost souls, and so on. But Heretic moved a couple of steps further, by providing alternative & empowered versions of existing elements. I think many people will agree that a tome of power is one of the most unique powerup items in any doom engine games. It's not quad damage, but it is still powerful, and it makes the combat more interesting. Speaking of combat, the system of physics & magical attack is also quite interesting. Not only you need to know the types of attack and monsters, but also you can use it against specific monsters, by using a partial invisibility of this game, a shadowsphere. Confronting tens of undead warriors? Just use your blursphere, and problem solved.

 

The downside of Heretic is the lack of variations of monsters. It's definitely better than Ultimate Doom, but Doom 2 did it even better. If there are monsters like revenants, pain elementals, and arch-viles in Heretic, the combat could be more interesting, rather than a series of projectile shooters. Surely iron liches and maulotaurs have special attack patterns, but they only appear as rare boss monsters. Another downside is cryptic progression of several levels. It's not as cryptic as Eternal Doom, but it's still easy to get lost in some levels, such as E1M6. Also, this is just a personal opinion, but the lack of BFG-equivalent weapon is kinda underwhelming. Firemace is not a bad weapon, but it's definitely disappointing, compare to BFG9000.

 

Nonetheless, Heretic's concept of "Medieval Fantasy" first person shooter is undoubtedly interesting. The art design, the soundtrack, all of elements were done really well to build these worlds of Sidhe and one of Serpent Riders. Those art assets, MIDI soundtracks, and sound effects were used in lots of doom mods, including some of my wads. I wonder if I can beat the rest of expansion episodes on wand start now. But then again, the episode 4 and 5 are no joke at all, throwing a maulotaur and iron lich in the very first level :P. Anyway, it was so fun to revisit the game this month, and I hope the other reviewers enjoyed this game as well.

 


Intermission summary: Imgur album set

* A level with the longest playtime: E1M6 - "The Cathedral" (18:32)

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E3M7: The Chasm

Kills = 117/117

Secrets = 10/10

Deaths = 0 (Total deaths in the wad = 5)

 

I won't write a big walkthrough type review today, but I will say that this map serves well as the penultimate map of Heretic. Plenty of fine traps and setpieces, from the very starting crossbow ambush to the windy sector area. My favorite is the maulotaur fight, which is arguably the best maulotaur fight in vanilla Heretic. If you are wand-starting, you will most likely have to avoid the maulotaur and go to teleporters to ultimately reveal the hellstaff (with a few disciples guarding it) before tackling the bull.

 

The windy sector is also really neat.  To get the blue key, you will have to cross the chasm on the poison lake. There is also a strong wind flowing there from east to west. So be careful when crossing the chasm, and also be careful about those Ophidians/Iron Liches on each side. At the end of chasm is the blue key and the wings of wrath. You can use the wing to fly across the poison lake and enter the area with those Ophidians/Iron Liches. Those areas have really nice goodies, including the enchanted shield.

 

One thing I will say is that before going to the yellow key door, press the wall at the north that reveals weredragons and ultimately leads you to the dragon claw. You will need the dragon claw as you won't get the hellstaff and the phoenix rod until late in the map.

Edited by ReaperAA

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  On 4/26/2021 at 12:25 AM, northivanastan said:

Although that raises some interesting questions. Which version will we go for (0.12.1 or latest autobuild)? Will Double Impact be included, seeing that it's just another WAD but vanillafied?

 

Expand  

Double Impact was already played, so I guess that if Phase 1 wins we'll play only the first three episodes.

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E3M8: D'Sparil's Keep

 

Of classic Heretic's three end-of-episode boss maps, I think this is the one that, to me, feels as though its map areas and encounters outside of the boss arena are the most perfunctory, existing to provide those playing from a wand start with weapons, artifacts, and supplies enough for the final confrontation with D'Sparil, but not really managing to do much or possess much of an identity beyond that.  It's up to the big bad himself to do the heavy lifting of keeping the level interesting; does he manage that?  Well... honestly, I'm in the perhaps odd position of having played Hexen before doing more than dipping a toe into Heretic, so the space in my mind occupied by the chaos serpents has always been that of a big but ultimately not so tough filler monster employed liberally from the second map onward, rather than the legendary, mythos-defining beast encountered here.  Similarly, when I think of the Serpent Riders themselves, it's the mental image of Korax, eldritch and monstrous and multi-limbed, that holds primacy over Bargain Basement Sauron as encountered here.  That's probably unfair, but formative experiences can't help but be formative.

 

Mechanically, I think D'Sparil represents a few "firsts" within the realm of Doom-engine games: the first multi-phase boss entity (even if D'Sparil astride his serpent and D'Sparil on foot are two separate creatures within the workings of the game, the one replacing the other upon the serpent's grisly death), the first monster to combine ranged attacks with the ability to spawn other monsters, the first teleporting monster, even in as limited a fashion as is seen here, able to teleport only to specific spots within the map.  And all of that is interesting but I think on a basic level D'Sparil lacks offensive power compared to the Maulotaurs of the previous episode, and the fight can become an exercise in chasing him down and whittling away his steadily-building coven of Disciples rather than a battle for survival against the onslaught of a potent foe.  Still, I think he stands as a good example of the way Heretic's overall aesthetic is deliciously warped just a little bit away from stock fantasy imagery; on the one hand, he's easily dismissed as just an evil wizard riding a dragon, but the chaos serpent is bovine as much as it is reptilian or draconic, and D'Sparil himself is a darkly messianic figure as much as a sorcerer, a weaver of self-aggrandising mythologies and a builder of cults in his own name.  I'm sure he was a much stiffer challenge back in his own day, too, and the combination of teleportation and minion-conjuring is enough to keep the game's final encounter dynamic and more than just a matter of circle-strafing with the fire button held down.

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E3M7 - The Chasm

I’m not sure why, but I had a lot of fun playing this map, maybe just in the right mood. Beginning is lackluster, just fighting some orphans who are locked up, but after that I think it picks up well. Tons of enemies, and exploring a large complex with lots of secrets and minibosses. I especially liked the area past the green door where you have to go though a small cave area that opens up into a windy bridge/chasm part (finally an excuse to use the wings of wrath). Also great song from the custom midi. The level was quite linear, but still I enjoyed it immensely.

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  On 4/25/2021 at 10:25 PM, Zedonk said:

+++ Hexen: Beyond Heretic.  : D

Expand  

 

Now that I think about it, I would also like to see Hexen if only because I want to see people suffer from the switch hunting. So...

 

++ Hexen: Beyond Heretic

(I am also keeping my previous Heartland/time-tripper nomination too)

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E3M8 D'Sparil's Keep

Secrets: 3/3

The first thing to note about this level is that it is possible to softlock yourself if you don't fly out the pit before your Wings of Wrath run out.  It's unlikely that this happens to anyone but I thought it is worth mentioning.

 

The encounters through the portals can get pretty hard as you're trapped in small cramped rooms with projectiles swarming you.  I was a bit too greedy not using the tome of power given to you at the beginning.

 

The boss fight with D'Sparil will be the greatest game of hide and seek you've ever played.  Who knew that a ruler of a monstrous demonic horde could be so cowardly?  In order to win the fight you first have to kill D'Sparil's serpent on which he rides (hence, the name Serpent Rider) before killing him himself.  Furthermore, the lower health he gets the more he teleports round to opposite sides of the arena, summoning his Disciples to do the fighting for him.  When on low health, I find the untomed Dragon Claw to be quite effective as it is one of the few weapons that is fast enough to hit him (the tomed version uses too much mana for my taste.)  If you run out of Claw ammo, you can always run around in circles and wait for D'Sparil's own minions to kill him which I always find funny XD.

 

6/10

 

 

 

My conclusion on Heretic:

I love Heretic to bits. :)  It's second only to Hexen which is on a completely different level that is simply beyond Heretic.

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Episode 2: Hell's Maw - Overview

  Reveal hidden contents

E2 deaths: 0
E2 overall: Pretty good! Some parts were tricky and it shows an increase in difficulty with the more aggressive environment and monster types available. In my opinion, the episode is far better and more varied than Doom's The Shores of Hell. My only complaint is that unlike Doom that gave you the BFG in E3, in Heretic you can find all weapons (if you are lucky) in just the second episode. Would have been more interesting if the Firemace got introduced in E3. However, there IS an enemy that gets introduced in next episode for first time...
Screenshots:

 

HERETIC_E2M3.png

HERETIC_E2M4.png

HERETIC_E2M8.png

Edited by FistMarine

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E3M8: D'Sparil's Keep

Kills = All of them

Secrets = 3/3

Deaths = 0 (Total deaths in the wad = 5)

 

And it is finally time to face D'Sparil. At the start of the map, jump into the pit and deal with the gargoyles by grabbing the goodies below. Use the wings of wrath to get out of the pit and to go to the opened teleporter. There is a also a secret room with the bag of holding and some other good stuff in the starting room, so make sure to grab that. Once you start going through the teleporters, you will have deal with some traps in small rooms and obtain goodies along the way, before unlocking the final teleporter that takes you to the D'Sparil's arena. Once you get to his arena, instead of falling down from the trident shaped platform, make sure to grab the phoenix rod, enchanted shield and the tome of power before jumping down. Also make sure to grab all the ammo/goodies before you start attacking him.

 

Speaking of D'Sparil, he has two phases. In the first phase, his mount, the chaos serpent, attacks you with fast fireballs. As its health decreases, it starts spitting more fireballs until it dies. The serpent can be easily killed with just hellstaff spam. But as antares mentioned, make sure that you grab the wings of wrath at the right side of the giant altar, fly up to the both of the corners of the alter, and press the banners with golden eagle to reveal secret areas to obtain the ring of invincibility and a mystic urn before you kill the serpent.

 

The second phase is where D'Sparil starts to use his magical staff to attack you. At first, he only fires a fast moving lightning bolt at you and teleports around the arena occasionally. But as his health drops, he starts summoning his disciples (what a coward) and starts teleporting very fequently. This makes it especially hard to land hits on him at skill 5. Once it becomes nearly impossible to land projectile hits on him, equip to the dragon claw and start circle strafing around the area (and thus avoiding the disciple attacks) until D'Sparil dies.

 

Overall, it is a very fun fight and definitely much better than any of Doom's bosses.

 

Conclusion

 

Heretic is pretty fun game that is unfortunately downplayed by many players as being Doom but inferior, which I think a bit unfair. When it comes to Doom 1 vs Heretic, I think Heretic is overall a better game. While the weapons are not as great as Doom, the enemies are more varied than Doom 1 and the level design is also much better when comparing original 3 episodes of Doom vs original 3 episodes of Heretic. Not to mention that Heretic adds features like inventory system, ability to look up and down and other small improvements.

 

Where Heretic looses is in the monster variety department when compared against Doom 2, which made it not being able to reach Doom 2's level of greatness. Still, I think Heretic is probably the best FPS (other than Doom 2) at the time it was released. What other games were anywhere near as good as Doom or Heretic? Rise of the Triad? Marathon? I don't think so. I find Heretic much better than either of those.

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I only had time to play the final level, but, to make it a little special, I also recorded a demo

 

Heretic

 

Chocolate Heretic, E3M8, bringest them oneth, wand start (demo included)

Demo: e3m8bylol6.zip

1739240808_Capturadepantallade2021-04-2710-07-01.png.3b1429e686a65e27a903c072a7d8c404.png1510898220_Capturadepantallade2021-04-2710-07-32.png.4e22745373c010c2b684dc3f95e08972.png470989688_Capturadepantallade2021-04-2710-07-48.png.21e235cf6413edbe6c3b701d83718c15.png362806665_Capturadepantallade2021-04-2710-09-40.png.1eabf3e7598866f24797e343e0f74e92.png1624287898_Capturadepantallade2021-04-2710-10-46.png.1142c23f1fc3e2b447d7b71fd1643819.png

 

Oh boy, far better than Dis, before you can even get close to D'sparil, you have to fight against a lot of his minions, including an iron litch, once you get some decent weapons you get fo fight the serpent rider himself, D'sparil has very interesting gimmicks, first you have to kill his serpent, I don't recommend using melee weapons since ¿She? can deal a lot of damage. After killing the serpent you must fight the big wizard directly, and he has more health than any other enemy, he can summon Disciples and once he's health is "medium-low" he will start teleporting around the arena. Use the wings of wrath to collect the enhanced shield (If you store it for later) and find the two banners, those are doors, grab the ring of invincibility and the mystic urn. And after a while he'll die. After that a switch will open up, press it and end the level.

 

Overall, Heretic is a good game, it has cool looking areas and very interesting enemies, the first episode might be my favorite, not only because of the music, but also because the levels are rather good, somewhat realistic, some of them have nice verticality. E2 has also very good maps. And (IMO) they play very good on bringest them oneth. D'sparil's underwater dome is.... interesting, you really wouldn't expect it on this kind of game. Nice game, good midis and excellent ambient.

 

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The Chasm

 

A map that really packs on the enemies, A.D. 79's "Precipice" might be more appropriate if the entire map contained the sort of veticality I've seen in a few Heretic wads, but regardless, it's good. It's better than hearing E1M5 again, at any rate.

 

Going through the dungeons isn't hard for the most part, despite a seriously-stacked enemy counter.  but the Ophidians surrounding you are quite hard. There's a crossbow not too far away, but constant side-stepping's just tedious. This was the map where I really started to get annoyed with Sabreclaw mobs (they are all OVER Masters of Chaos and I like that wad) that basically exist solely to soak up your Dragon Claw ammo, a Dragon Claw which is incidentally hidden in a secret. Seriously, don't play the first few maps of E4 because it has these kinds of moronic design decisions shoved into the first few maps. More Were-dragons are shoved into small areas which needless to say force you to watch your step.

 

There's one area that gives the map its name, and I'm not sure it's so much a chasm as a closed area(that's just the Doom engine I guess) filled entirely with acidic sludge. The Ophidians and Iron Lichs in the caves at the side may seem a bit much, but if you saw the unusual bit of lit wall earlier, you'll have picked up a Pheonix Rod that makes handling them small potatoes and you don't even need the extra Tome of Power.

 

Speaking of the Tome of Power, there's a Maulotaur that you're forced to fight in a fairly cramped hallway. I died once to him which might be expected, who knows? But it wasn't hard to kill him. The fire mace didn't spawn for me though. booooo

 

D'Sparil's Keep

 

Seems fairly modest at first. You're on a star-shaped platform in the middle of a very aquatic-themed room with a switch in the corner that raises the water level and open a teleporter in one of the corners. You go to different rooms and face various mobs without Tomes of Power while hitting switches. Eventually, you're able to access the final arena where you face off against D'Sparil.

 

The pulse-pounding Dragonfly/Jimmy composed track is worthy final boss music. I'd go far as to say that Jimmy is a better composer than Andrew Hulshult and ought to take a few more professional contracts like Prodeus. Anyways, the first phase doesn't seem terrible difficult, and you can reserve your Tomes of Power for the second stage, where D'Sparil shoots nasty destructive lightning your way and summons Disciples to harry and eventually overwhelm you. As you whittle down his health, he will teleport more and more when shot, and by the end, it becomes incredibly difficult to find the time to use the Crossbow, and you're better off using the Hellstaff. Hopefully, you won't have all wasted it on the Disciples because there's plenty of ammo around. Eventually though, he'll expire and you can claim victory!

 

I'll be honest, Heretic is actually only my third favorite Doom engine game behind both Doom and Strife, but that's not a comment on its failings anywhere near as much how much I enjoyed those two games in comparison. The inventory system was an amazing innovation copied by an FPS I don't enjoy anywhere near as much: Duke 3D. Kevin Schilder at times creates some incredibly evocative soundscapes, but it's got to be understood you can't have one guy makes music for 27 levels. The setting is amazing and is an interesting take on a setting that normally depends on a rechargable finite resources (mana or magic) as opposed to a nonrechargable finite resource. The Tomes of Power take practically all the game's weapons to the next level and make them genuinely engaging to use. The final boss is at least 5 times better than a stupid platform puzzle where you find the right way to shoot at a fucking wall could ever be. Finally, I actually thought Heretic had robust enemy variety, even taking into account some of them were basically Doom enemies with a palette/attack swap like Revenants/Undead Warriors, or Gargoyles/Lost Souls or Sabreclaws/Demons. Maybe some of them are a little bit too tanky at points, but that was never an issue for me in the main game (Masters of Chaos or Hymn on the other hand.....).

 

The game's mood is often too gloomy for me at times, but the main problem is that the weapons (like the 'defender of the faith' the ethereal crossbow) don't have that classic id feel of engagement to them. Marathon, a game where the level design is a serious mixed bag, is the only game in terms of weapon feel I think comes close to Doom. This...well, it's behind Dark Forces in overall fun factor I think, but the fact remains this is still an incredibly-designed FPS that's aged considerable better than other games of the period (like Marathon, for instance.)

Edited by LadyMistDragon

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  On 4/27/2021 at 8:27 AM, TheOrganGrinder said:

Since I didn't vote at the end of my E3M8 post:

 

+++ Hexen: Beyond Heretic

 

(with apologies to @dobu gabu maru for potentially having to figure out how to pace that over the course of the month)

Expand  

 

I'd probably have to separate it by hubs. While Hexen has 31 maps total, anyone that's played it knows you're not done with a map when you "exit" it ;_;

 

Freedoom Phase 1 at 4 votes

Doom Zero is at 3 votes

Hexen is at 3 votes

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E3M8 - D'Sparil's Keep

To me the start of this level was a bit lame. A series of bland rooms that locks you in and has you fight a handful of monsters. I do have to say the lich was surprising, but it just felt like a way to decrease my health/armor before the final boss (a bit pointless since there’s an armor pickup right at the ending arena spawnpoint). Other than that I loved the final boss. The fact that it had actual phases was really cool, I liked how he teleported around too and summoned more followers. I do have to say I wish he had a few more varied attacks, the one he used was very easy to avoid so actually fighting him was not too hard, but still very fun. Great fight!

 

 

Closing Thoughts - Interesting game. It’s hard to think of it as a separate entity than Doom since they share so many similarities. I feel as though the level design was overall a bit stronger than Doom. To me (generally speaking) Doom Ep1 is great but Ep2 & 3 are a bit lackluster in comparison. To me Heretic was more consistently good, but without reaching the heights or depths or Doom 1.

 

Playing through it again I remember why I stopped playing it in the first place. The area in E1M6 (The Cathedral) where you need to find the secret door in order to progress really rubbed me the wrong way. I was thinking that future levels would rely on that, but I was happy when this was not the case.

 

One thing they added that I loved was the atmospheric sounds and effects (water splashes, wind, ice). A new addition was the item system, though I didn’t like the way it was implemented.  If you’re making a fast FPS I don’t want to be fiddling with the item menu when I’m running around, so I did not use it very often. I think an improvement would be to cut back on the amount of items just to have it be less cumbersome when scrolling through.

 

When it comes to weapons I liked them fine enough, but compared to Doom they seem a little watered down (could be because the enemies are tankier). To me the wand is an improvement to the pistol, just due to the increased fire rate. I liked the crossbow, the knockback effect on the enemies was cool, but I think it lacks the punch of the shotgun. My favorite weapon was probably the dragonclaw. The hellstaff was fine, but just feels like a weaker plasma rifle. The phoenix rod again was fine, but I was never super pumped to use it. And lastly there’s the fire mace which I did not enjoy and nearly forgot about.

 

As for the monsters I think Heretic really shines with their boss type enemies. Some creative and memorable attacks from the Iron Lich, Maulotaur and D’Sparil. I actually kind of wish there were some more Maulotaurs in the levels as normal enemies. Having varied attacks and the last boss having phases was really cool. Wish there was more of this sort of thing.

 

All in all, pretty fun game but not mind blowing.

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