"ASDOOM2: The Final Countdown" is an 8 level episode for Doom 2. It comes
with an enormous plot in the accompanying text files (about 30K of text) which gives
you a lot of background to the levels. The plot isn't
essential, don't worry; however it does give some useful information.
It's a lot like Doom 2 in style, with no new graphics/sounds and very blockish,
cuboid architecture like Doom 2. However the quality varies a lot between levels;
some were very lacking in detail. There were a couple of
good looking levels though.
The gameplay was a bit more consistent between levels. Generally I felt that
the powerful monsters were overdone (lots of revenants and mancubi and chaingunners
dominated several levels). There were also rather a lot of cyberdemons/spiderdemons
in the levels (often easy to crush, or placed where they were trivial to BFG),
although admitedly these were an important part of the plot. This was only a
problem with some of the levels though. Since things varied a lot between levels,
I'll move straight on to the level-by-level comments:
- A large level, using a lot of that MODWALL texture (which looks weird in this level
since the structures used are more like a castle than an office block). The level
seriously lacks detail but some of the indoor bits are good. The fights are
interesting, with lots of use of shotgun men and chaingunners in large open areas.
It's a level with a lot of tough fights, but tons of ammo and health to balance
them.
- A rather empty level; you start off in some tunnels, then get through into a big
hallway. With 2 cyberdemons and piles of rockets to use; they're hemmed in at one
end so it's just a grinding with rockets exercise. Then you get to the exit. There
are just a couple of significant fight, and you have to find several secrets
to complete the level. Very little variation in textures throughout the level leads
to a boring feel after a while.
- A gloomy level, decorated mostly in that STONE2 texture so popular in Doom 1 levels.
You gradually work through the various rooms and corridors, dealing with the
sergeants and chaingunners. The level progression is interesting, you hit a sequence
of switches to gradually reveal more parts of the level. There is one really good
fight, with a large room and 4 fixed arachnotrons, where the best (and most fun)
tactic is to run around the room shooting each in sequence. However there is a
stupid cyberdemon to crush towards the end of the level.
- This is another Knee-Deep style level, with computer consoles and metal tunnels.
There are some good fights, such as the initial fight where monsters come out of
several rooms to attack you. However there are a lot of frustrating areas where the
player goes in, fights barons etc, then finds there is nothing to gain in the area.
The level lacks detail in most areas, though there are some nice box rooms.
- Right from the start this level is visually boring. Almost the whole level is
decorated in metal textures, usually only 1 or 2 textures used in any one room. The
fights are similarly boring, just blocks of revenants, cacos, mancubi, etc, each
separate. And a cyberdemon and a spiderdemon to kill. The level progression is
confusing at times, you have to find what I would consider secrets to finish the
level; there are some good secrets too though.
- An interesting level, with lots of use of acid areas. Like the last level it is
overly dominated by powerful enemies, which makes the fights rather dull. The
architecture is fairly basic but the acid tunnels are quite good.
-
Well this level is a real turnaround for this episode. The architecture is
better, very Doom 2-ish with grassy courtyards and cuboid buildings. It's
not very detailed but looks ok. There is also a section of underground acid
tunnels which is very gloomy and well textured. But the outstanding thing is
the fights; there is great use of teleporting monsters and overlooking
revenants in the start area that kept me on my toes for quite a while. You
have to think a bit to get the red key too...
- The final level of the episode. The main area of the level is a rather boring
central room, with lots of cybers to crush, and a spiral staircase around the
outside, all rather lacking detail. OTOH the side areas are much better, with some
good fights and much better detail and more interesting architecture. The
level progression is a little strange, but there are lots of secrets around to look
for too.
Overall a very mixed episode. Maps 3, 6, 7, 8 are quite good, though the only one
which I really thought was well done all round was MAP07. It's a very mixed episode;
if you like the old doom2 levels like this is a good
example of one, but the lack of details at some levels means it can't
compete with more recent works.