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Waiting to Exit: ONEMANDOOM WAD Reviews update thread


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I hope you're ready for some more @Memfis tomfoolery in my review of Mega Tear. This is another short, simple, and fun level with a race track-like periphery that promotes player movement... provided that you kick a mancubus and maybe a few other things out of the way.

 

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Edited by kmxexii

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This is great! I love reading your reviews. While not having the time to check out so many of these levels myself, I can still experience them in a way.

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I feel remiss for not commenting on your reviews more often, given how often I read them. It's awesome to have a dedicated thread here for them now, and I hope you get around to some really cool older maps/sets this year!

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14 likes thus far.

 

This needs to be hearted, so here is the 15th.

 

Onemandoom is my onestopdrop for details on maps. 

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If you were one of the select few Heretic hopefuls then do I have some good news for you! It's time for my review of Shadowcaster by @The Ultimate DooMer!

 

Reviewer's notes:

 

  • I must have known about these before doing a deep dive of Clark's works but when I started in on Fragport I had completely forgotten that Operation: Lightning even existed and thought that Shadowcaster was a three-level ZDoom TC themed after the Raven Software game of the same name. Whoops!
  • A year ago I would have maybe guessed that E5M8's title was a reference to the Stephen King series but I would have had no idea of the significance of the final battleground.
  • Shadowcaster's work with using exploding pods as pushable platforms and the voodoo doll + morph ovum mechanic feels like it could have been revolutionary for the comparatively small number of authors of Heretic user levels. I don't know enough about the history of Heretic PWADs to be able to say with any certainty but, for whatever reason, I have seen neither of these gameplay innovations in the limited amount of other user levels that I have played (though I half-expect to see something like these in @scwiba's UnBeliever given Absolutely Killed's predilections toward twisting OG Doom's available mechanics into novel positions). It's probable that with what few Heretic mapsets that I've played I have seen and subsequently forgotten any instances of pod platforming. I can think of a number of explanations as to why these elements never took off, not the least of which is that Heretic is ostensibly a Doom clone with very soft action / adventure touches and its playerbase was quite happy with a relatively straightforward sword and sorcery FPS. If someone knows of any other Heretic PWADs that use pods in lieu of box puzzles or gets the player to chicken themself in order to take advantage of stuff like its shorter height and slow fall property then let me know! It's fascinating to see it appear out of nowhere, so to speak.

 

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Edited by kmxexii

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  On 4/15/2022 at 12:55 PM, kmxexii said:

I don't know enough about the history of Heretic PWADs to be able to say with any certainty but, for whatever reason, I have seen neither of these gameplay innovations in the limited amount of other user levels that I have played (though I half-expect to see something like these in @scwiba's UnBeliever given Absolutely Killed's predilections toward twisting OG Doom's available mechanics into novel positions).

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I'm ashamed to say I've never played this episode and had next to zero experience with Heretic wads prior to UnBeliever. Even the fact that Heretic doesn't have infinitely tall Things was a surprise to me when I started mapping for it, so there isn't too much Thing platforming to speak of I'm afraid.

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  On 4/15/2022 at 12:55 PM, kmxexii said:
  • Shadowcaster's work with using exploding pods as pushable platforms and the voodoo doll + morph ovum mechanic feels like it could have been revolutionary for the comparatively small number of authors of Heretic user levels. I don't know enough about the history of Heretic PWADs to be able to say with any certainty but, for whatever reason, I have seen neither of these gameplay innovations in the limited amount of other user levels that I have played (though I half-expect to see something like these in @scwiba's UnBeliever given Absolutely Killed's predilections toward twisting OG Doom's available mechanics into novel positions). It's probable that with what few Heretic mapsets that I've played I have seen and subsequently forgotten any instances of pod platforming. I can think of a number of explanations as to why these elements never took off, not the least of which is that Heretic is ostensibly a Doom clone with very soft action / adventure touches and its playerbase was quite happy with a relatively straightforward sword and sorcery FPS. If someone knows of any other Heretic PWADs that use pods in lieu of box puzzles or gets the player to chicken themself in order to take advantage of stuff like its shorter height and slow fall property then let me know! It's fascinating to see it appear out of nowhere, so to speak.
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It's my firm belief that you could make an entire puzzle megawad out of just pod physics and chicken physics, though personally I'll take the flexibility of GZDoom for the chicken transformation. I actually don't recall UnBeliever using either, but trust that it will open your eyes to quite a few other possibilities of the game.

 

There are a couple of pod-walking sequences in Quest for the Crystal Skulls, which is largely otherwise action-oriented but is a ton of fun. I think many mappers have a backburner interest (or more than that) in Heretic's features, but then when faced with projects, decide they'd better figure out the game first and the quirks second (certainly including myself). Which maybe just means more people should make a second Heretic project.

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  On 4/15/2022 at 10:53 PM, Not Jabba said:


It's my firm belief that you could make an entire puzzle megawad out of just pod physics and chicken physics, though personally I'll take the flexibility of GZDoom for the chicken transformation. I actually don't recall UnBeliever using either, but trust that it will open your eyes to quite a few other possibilities of the game.

 

There are a couple of pod-walking sequences in Quest for the Crystal Skulls, which is largely otherwise action-oriented but is a ton of fun. I think many mappers have a backburner interest (or more than that) in Heretic's features, but then when faced with projects, decide they'd better figure out the game first and the quirks second (certainly including myself). Which maybe just means more people should make a second Heretic project.

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Yeah, it would be less clunky to not have to depend on voodoo doll / morph ovum setups, particularly since it also relies on consumable items. By that same token, one could make indestructible pods, letting the destructible ones fill in a sort of "escort" role a la the incredibly cumbersome gauntlet of SHADOW's E5M7.

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  On 4/16/2022 at 2:46 AM, kmxexii said:

By that same token, one could make indestructible pods

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True, or pushable barrels, which might feel less clunky to work with as well. The pods are a bit tough to manage, but it may just be a matter of non-intuitive width or something. For pods, vanilla Heretic also allows you to place spawners that infinitely generate them, so you don't have to worry about running out of them accidentally.

(Also, I remembered another cool experimental Heretic wad that you might like)

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Serpent's Wake is fantastic. I didn't love all of its design decisions but they're all interesting and it's absolutely worth playing.

 

While I appreciate all the experimentations Shadowcaster tried to do, I thought not all of them panned out great in execution. The pods was one of the main things, the idea is so original but in practice trying to babysit them one at a time can be an exercise in frustration (I think Quest of the Crystal Skulls did a little better with them; and I agree that wad is a ton of fun). TUD also loves putting voodoo dolls all over the place to increase damage taken (he does it in his Community Chest maps too), and the first one in Shadowcaster you can even hit (and kill yourself) by trying to kill enemies through an opaque midtexture and not even know what happened. I really like their use as combined with the Ovuum puzzles though, I thought that was very creative. The wad definitely deserves credit for originalality. TUD later made Serpent: Resurrection, a sequel for Hexen (Banedon, Shadowcaster's protagonist, returns as an NPC) with some RPG mechanics and another good dose of experimentation, that one's also worth playing IMO.

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It's been five days - you know what that means! It's time for my review of Secret Lab by @Sphagne!

 

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Reviewer's notes:

 

  • This is the second of the thirteen available single-player Sphagne levels. Sphagne, if you ever visit Doomworld again and end up reading this, then I want you to know that I'd love to see the levels that you weren't comfortable releasing!
  • Secret Lab belongs to a select genre of levels that features a substantial, optional, and most importantly secret area that imagines itself as an internal bonus map. Given some time I'm sure that I could pull other instances out of my memory but the first and really only one that came to mind (the ODESSA ref is a bit of a stretch) is Number One Kill: The Next Generation's MAP01 since Angelo literally touted the secret "half" as a third, secret level.

 

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Edited by kmxexii

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  On 4/20/2022 at 11:47 AM, kmxexii said:

Secret Lab belongs to a select genre of levels that features a substantial, optional, and most importantly secret area that imagines itself as an internal bonus map. Given some time I'm sure that I could pull other instances out of my memory

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The first one that always comes to my mind is stones.wad, the straight-to-exit path is pretty straightforward but half the map is a series of secrets and optional areas, including everything to do with the red key.

Another one that could count is Xaser's Logos Anomaly which IIRC also changes the map flow and the ability to backtrack depending on whether you go the normal or secret way.

 

Thanks for the review, always fun to read them!

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  On 4/20/2022 at 5:04 PM, brick said:

The first one that always comes to my mind is stones.wad, the straight-to-exit path is pretty straightforward but half the map is a series of secrets and optional areas, including everything to do with the red key.

Another one that could count is Xaser's Logos Anomaly which IIRC also changes the map flow and the ability to backtrack depending on whether you go the normal or secret way.

 

Thanks for the review, always fun to read them!

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You are most welcome!

 

No End In Sight's E3M7 ("Netherworld Citadel") feels like another one of these kinds of maps in spirit, not just because of the body of the main level that's locked behind the one-shot path through the catwalk nexus but the secret jaunt through relatively isolated excerpts of END1's E1M1 and E2M4.

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It's been five days - you know what that means! This review of Entryway / KARMEA.WAD by @Espi (RIP) is more for WAD historians as it is an early version of Suspended in Dusk's MAP01. If you are the kind of player who enjoys more subdued Doom II action then you will want to give this one a look.

 

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Edited by kmxexii

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Uhh, yesterday was too busy for me to even click post so here is my review of Deep Core 1 by @Use! This is another great, classically-styled Doom II level with a fun layout and a highly-restricted bestiary as befits an early level in a prospective megaWAD.

 

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Edited by kmxexii

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It's time for my review of Short 'n Quick 2 by @Varun.

 

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Edited by kmxexii

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