Alien Vendetta started out many years ago as a project to follow in
the style of Hell Revealed.
As explained in the text file, as more people joined the project the
emphasis shifted more towards a traditional megawad with more emphasis on
architecture and fun gameplay.
The final result is 32 levels somewhere between the bruising fun of The
Plutonia Experiment (Final Doom) and the extreme gameplay and deep
atmosphere of Hell Revealed.
With Hell Revealed for inspiration, one would expect the levels to
focus on atmosphere and grand architecture rather than detail. So I was
pleased to see that the levels were generally up to a high standard of
detail.
I could say pleasantly surprised, even, since this is the first work I've
played from most of the level designers on this project, and in fact many of
them don't seem to have any other published wads. Particular credit to
Anders Johnsen, whose work is the backbone of the project and the final
episode in particular, where his levels are among the most atmospheric.
The levels don't follow any rigid theme and there's not much common style
across the whole episode. There are some new textures although these are
mostly for particular levels; there are some good new teleport graphics
which are commonly used for the exit portals of the levels, and perhaps it
would have been better it these were used more consistently throughout.
AV makes up for this by having a really good progression through the
episodes. Like Doom 2 it has the more earthly maps in the first episode,
industrial base maps in the second episode, and the hellish maps in the
third. There's a good progression into more sinister atmospheric levels,
particular in the final episode.
For gameplay, the levels are a mixture of bruising up-front fights with
hordes of monsters, and dangerous traps.
The levels are strong on traps and secrets generally, so there are plenty of
tricks for the player to watch out for.
The levels are generous with ammo and health so the main thing is surviving
at any cost — I rarely left a level with less than maximum health,
armour or ammo.
The good architecture creates plenty of tricky layouts, so the player often
has to do a fair amount of thinking and trying out different tactics in
order to beat the tough fights.
Well I played AV over a period of a few months and I seem to have been
particularly verbose in my comments, so I'll go straight on into my comments
on each level.
- Sunset by Martin Hunsager —
A fairly gentle start level, built around a sandstone
and metal yard which vaguely reminded me of The
Darkening MAP03. With various firing positions around the yard,
and a few traps too, it's a good warm up. There are some good secrets too
to get the player kitted out for the action ahead.
- Rusty Rage by Anders Johnsen —
The player descends into this small nukage processing base set in a rocky
canyon. It's not much to look at, but there are some clever fights and
traps inside.
- Cargo Depot by Mattias Berggren —
A nice little industrial level; lots of boxes and crates as one might
expect, but also other good details like mechanical gear for lifting and
moving crates, and a railway line into the depot. The side areas were bland
though, as was some of the action, with waves of imps thrown at the player
which were easy with the double-barrel. There are some good tricky fights
and traps too, though.
- Seclution by Mattias Berggren —
A large industrial/tech complex surrounded by a large acid lake.
Some of the early areas are a bit bland, but it picks up later on with
some more interesting architecture, like the acid lake area reminiscent of
Phobos Labs (Doom 1 E1M5). There are some big traps here, and some
good secrets, although the fairly easy computer map gives some away.
- Crimson Tide by Anders Johnsen —
This level is a compact little island hell base, reminiscent of
The Inmost Dens (Doom 2 MAP14)
with its brown stone, wood and acid theme.
It's quite nicely engineered with lots of windows between areas
and good views over the acid lake allowing you to see areas ahead
of reaching them. There is a good opening fight,
and a few good surprises later on.
- Hillside Siege by Anthony Soto, Lee Szymanski —
The first impressive level of the episode,
with large spacious areas,
grand cuboid buildings and broad sweeping stairways.
The theme of rock and stone yards with brick and wooden
structures built around them is excellently done,
and there is great use of windows between areas,
and good features like acid falls and rivers,
and the large scaffold at the start.
There are some really good big fights, and lots of opportunity for
getting the enemy fighting each other.
There are some good secrets too.
- Showdown by Anders Johnsen —
This level is a nice embellishment of the original MAP07 idea;
the courtyard with mancubi on platforms is here,
and once those are beaten the player then has to fight the
arachnotrons outside the building. The outside area is nicely
done, with good castle architecture and a moat, and arachnotrons
firing down at the player.
- Beast Island by Anders Johnsen, Jan Endre Jansen —
Set on a series of barren rocky islands,
this level is a mixture of rocky canyons
and flooded underground cave systems.
The objective of the level is the large fortress on the final
island, heavily guarded.
The excellent new stone and rock textures, and the new music,
give this level a very distinctive and spooky feel.
The canyons are well manned with overlooking monsters,
and the fortress contains some tricky layouts and traps.
- Castle Gardens by Kim Malde —
This is an unusual level; the player starts outside the castle,
and inside are a series of long passages and interconnected
yards. There is excellent attention to detail throughout,
with good use of lighting and torches to give contrast to areas.
The level progression is nice too, with the player gradually
working their way deeper into the castle, until the final area
where a series of very spooky and detailed mine tunnels lead away
to end the level.
There is a good stream of opposition throughout the level,
with a good mixture of heavyweight enemies, and clusters of
chaingunners, and some surprises too.
- Toxic Touch by Kim Malde —
A nice underground acid caverns level — the level is full of side areas
branching off of the main progression with small passages of acid tunnels
leading to a new room. Each room is nice and intricate; monster placement
is variable, sometimes the enemies are rather clustered and easy to mow
down, but other areas have better placement and there are some good traps
to catch out anyone getting complacent.
- Nemesis by Martin Hunsager —
This is a huge level, set on a series of rocky islands
and in the large hell fortress built on the main island.
The start of the level is impressive, as the player starts out on one of
the smaller islands, with the heavily manned fortress overlooking all
approaches.
The fortress contains some impressive rooms; it is based around that
classic Doom design, the gigantic central hall containing a cyberdemon
(Ultimate Doom E4M6 (Against Thee Wickedly) is cited as inspiration for the level),
surrounded by more detailed rooms, well connected by windows and
openings.
This is only half of the level though; the fortress sits above a number of
networks of caves leading down from the plateau to the base of the island,
including underground rivers and partially flooded caverns,
and a network of catacombs.
From the archville's crows nest at the top of the fortress right down to
the watery caves at the base of the island the level is superbly detailed.
The gameplay is excellent too, with a great mixture of the open air fights
working around the battlements of the fortress and the outside of the
island, down to the cramped and intricate caves and catacombs below
where good monster placement creates many tricky fights. There are plenty
of traps and a good range of secrets too.
The very open level progression is great too — you get a pretty free choice
of either taking out the cyberdemon first, or working around the fortress
battlements instead, or even clambering around the outside of the island
and picking off the enemies from outside.
- Entropy by Adam Windsor, Brad Spencer —
The episode now switches to a tech base style;
this level reminded me of the tech parts of
Nukage Processing (TNT Evilution MAP13),
with its large brick walls, angled corridors and vertical strip lights.
The first half of the level is fairly weak,
mostly easy shotgun work with long corridors to fall back down when any
tough opposition appear.
The player then teleports through to the second part of the level,
which is completely detached (could have been made a separate level it's
so separate) — this half of the level is based around a number of good
traps, each quite big and deadly but the player should see them coming.
The level does give away the computer map rather easily which
helps reveal some of the secrets and does give away some of the traps,
but the traps in the second part of the level are big enough that this
doesn't spoil them.
- Suicidal Tendencies by Brad Spencer —
An industrial themed level, dominated by a series of large storage areas
inside, and a large outdoor yard, with various side areas connecting the
level together. The level feels rather bland in places — large blocks of
monsters were over-used I felt, and the large halls lack variety.
The side areas were often crammed with monsters, and in some places this
produced a good fight, as at the start of the level with waves of shotgun
men, then imps followed by barons and chaingunners. In other places it
seemed monotonous though, with waves of just troopers or imps thrown rather
helplessly at the player. Many big fights that keep the player busy
including some big traps, although the large amount of rockets and cells
takes some of the sting away.
- Overwhelming Odds by Brad Spencer —
Another tech base, again concentrating on big fights and traps with hordes
of monsters seeking to pin the player down. Plenty of traps and secrets
keeps this one interesting although the easy computer map gives some away.
- Bulls on Parade by Madani El Hariri —
An interesting level with a mixture of styles; the player starts out in a
kind of tech base, with good monster placement and some nice little traps.
This leads to a large outdoor yard and a long descent into an underground
hell base, full of dark tunnels and torches.
It reminded me of some levels from Shores of Hell due to the
many contrasting styles in one level,
the author manages the progression nicely here.
The later areas are more sparsely populated, instead focusing on a few big
fights, but give the player more space to move and enjoy the battle than
the previous levels. There are good secrets too, although the secret level
exit seemed a bit easy to me.
- Mutual Destruction by Brad Spencer —
A good tech base level, with an interesting layout and plenty of detail.
Plenty of action all the way through.
- Nukefall by Anders Johnsen —
An unusual little level, with an odd mix of ideas. The brick style reminded
me a little of Aztec (Plutonia MAP03); the map consists of three
areas — the cramped start with a cyberdemon, a courtyard with hordes of
revenants overlooking on two sides, and the far area is a kind of small
fort. The revenants seemed a bit pointless as almost wherever you
stand they can't hit you, and to save ammo you can chainsaw them through
the bars that open into their ledges. Nor am I sure how you are meant to
fight the cyberdemon — I got lucky and happened to get him in a fight with
the archvilles in the exit room who did most of the work for me. I'm not
sure if this level is meant to be strange or whether I just played it a
strange way...
- Lake Poison by Anders Johnsen —
A big, sprawling level, some kind of nukage processing base, which reminded
me of various levels from Plutonia in style. The player starts in a flooded
tunnel leading up to a lake and the outside of the base. The base itself
has some good traps and secrets. The real big fights come later on though
—
there is a fun fight against hundreds of imps teleporting into a network of
nukage tunnels. The biggest is the penultimate area though, a gigantic hall
containing several nukage lakes full of arachnotrons and barons, overlooked
by ledges with spiderdemons and revenants. It's a daunting fight, but once
the player starts to advance it becomes easy enough to get them fighting
each other, which makes for an impressive fire-fight. There's a huge excess
of health and ammo but it's fun nevertheless.
- Alien Resurrection by Madani El Hariri —
A dangerous level.
It's a strange mix of architectural styles, with an underground marble hall
at one end, some acid ponds, and a large library area with some interesting
tricks reminiscent of Monster Condo (Doom 2 MAP27).
This level is all about traps, with monsters being released or teleported
in behind the player at every opportunity. There are some nice twists to
the traps which keeps the player guessing. The final area has a broad
horseshoe shaped passageway into which several waves of new monsters are
released as the player explores side areas, cumulating in a release of some
archvilles and a cyberdemon — although this fight seems to have been a bit
miscalculated, since the player is given an easy spot from which to get the
cyber to kill everything else off.
- Mishri Halek by Kim Malde —
Maze levels have generally had fairly bad press in Doom, apparently
because lots of people dislike them — they're probably afraid of getting
lost. Well there's no need to worry here — you're certain to be
completely lost in this vast maze under an Egyptian pyramid. You start
outside with a good view of the pyramid, with other distant pyramids and
such in the distance for scenery. Entering at the top of the pyramid, you
gradually descend deeper into the network of passages underneath — the
pyramid is full of traps, bars closing behind you, and collapsed tunnels
which draw you deeper. The route is constantly branching in different
directions, and each can be a long diversion that after half an hour's
exploring leads you back to the same spot with a new way forward.
The architecture is outstanding. The sandstone tunnels and crypts of the
pyramid are decorated with imported graphics of wall paintings to give an
Egyptian feel. There is also a large rocky canyon to explore, and several
networks of lava tunnels and caverns underneath the pyramid.
The level is full of traps, and despite the maze-like structure does
manage enough connections between areas to allow you to see glimpses of
the level ahead. There are plenty of traps and some good fights;
however there are some rather gratuitous cyberdemon fights, and some of
the action does get repetitive. And this level suffers badly from a pet
hate of mine, piling multiple ammo boxes on the same spot so you have no
idea how much is there. It's a pity, without those drawbacks this one
would be a classic.
- One Flew Over the Cacos Nest by Pablo Dictter —
The final episode of the megawad returns to a hell theme; with lots of gory
decorations and a green stone and wood theme, this is definitely the
Inferno theme (Doom 1 episode 3).
This level certainly excels in detail — with hardly a stretch of wall
unbroken by lights or icons or decorations — but lacks almost anything
else, since it's basically flat, linear (well, the chain of rooms snakes a
bit but that's all), and dull, with small rooms, small groups of enemies,
only a couple of weak traps I can remember, and enough little blue bottles
that my health never dipped below 180%.
- Rubicon by Brad Spencer —
A nice mixture of hell styles at this level, with the Inferno-like
red stone start, the large hot lava cavern ala Spirit World, and the
more conventional green stone, marble and wood areas toward the exit. Some
interesting fights, such as the mancubi overlooking the walkway through the
lava cavern, but most of the opposition are hidden away in traps, so it's
these that dominate the level — there are some good tricks here.
- Blood Sacrifice by Kim Malde —
Contrasting styles at this level — the first part of the level is in a
bricks and metal style familiar to Doom, while the far part of the level is
in a medieval castle theme which is more like Heretic. This latter
part is particularly good, with plenty of battlements and turrets, and
plenty of time has been taken to make the turrets round to give a more
authentic feel, and to give the player plenty of views of the outside of
the castle, which sits in a large lake. The gameplay is a mixture; there
some good traps, and some smart use of archvilles; in other areas the level
is rather linear and straightforward.
- Demonic Hordes by Vincent Catalaa, Metabolist —
The name is an apt description — a level consisting of a series of
enormous fights against hordes of monsters. It is composed of a series of
large battlegrounds — the first half of the level includes a large demonic
church surrounded by cacodemons and revenants, and a canyon containing a
stone building into which teleport practically everything (IIRC it starts
with cyberdemons and revenants, then there's imps and demons, then some
revenants and barons appear when you next return, and finally arachnotrons
and spiderdemons). I completely lost count of the number of cyberdemons
and spiderdemons; the total number of monsters is over 1500, and it plays
more once the archvilles have had a go. It's one of these
levels where you can get the monsters to fight each other mostly, but it
takes quite a lot of work and skill to do this with the numbers involved.
There is a massive amount of health and ammo so the main job is to avoid
getting caught out — there are some good secrets too.
The second part of the level continues in a similar vein, with a large
stone yard containing some buildings and with a number of side areas. This
part of the level has some very stylish architecture; the yard itself is
very Heretic-ish, decorated with lots of nice torches and
stained-glass windows, and the side areas have some good new textures.
Each side area contains yet another wave of enemies to take on —
there are plenty of fun fights at this level.
The final area of the level is a kind of giant underground lava cavern,
packed with more cyberdemons and lots of revenants and archvilles firing
down from the high sides of the cavern. It's another fun fight, but seemed
to have been a bit misjudged — like many of the other fights you can get
the enemies fighting each other easily enough,
but the start to the area gives
good cover and the enemies can't enter it, so the player can just get them
fighting and then sit it out.
My main complaint about this level is that it doesn't end in the
right place.
The two halves could perhaps have been better used as two separate levels;
as it was I left the first half expecting to find an exit and instead
finding a whole big new area in a different style with yet more huge
fights.
Demonic Hordes doesn't give the player a good idea when it's going
to end; there always seems to be another area, and leaving the player with
a feeling of things dragging on is not good.
- Valley of Echoes by Anders Johnsen —
The style here is definitely an echo (geddit?) of The Abandoned
Mines and The Twilight (Doom 2 MAP26, Plutonia MAP15);
a metal base set above a series of rocky canyons. The base itself, where
the player starts, is a tricky fight with lots of traps and secrets.
The latter part of the level is in a series of giant canyons with lots of
heavyweight enemies both on the ground and firing down from the ledges
around — some fun big fights.
- Dark Dome by Anders Johnsen —
An interesting variation on the Living End/Perfect
Hatred/Post Mortem style (Doom 2 MAP29, Ultimate Doom
E4M2, Hell Revealed MAP24 respectively), this is a kind of hell base
build inside a network of flooded underground caverns.
The vicious start in particular reminds one of Post Mortem,
with tons of revenants, barons and cyberdemons overlooking the player,
forcing them to drop into the drink and flee to a safe corner of the level
— which takes some doing, because this level is crawling with enemies.
Although there are piles of ammo everywhere there isn't actually the huge
excess that one normally expects in levels like this, given the vast number
of monsters, but the player can get them fighting each other comfortably.
It is a great level to play, with the complex architecture of connected
areas and overlooking ledges and cages forcing the player to put some
thought into how best to approach the main areas. There are some good
frantic fights and traps too.
- Stench of Evil by Anders Johnsen, Jan Endre Jansen —
A long level in the wood, rusty metal and marble style of Thy Flesh
Consumed (Ultimate Doom episode 4). There are some quite novel
bits in the level, such as the dark winding corridor with bright red
oscillating shutters, and the blue watery archville maze — but neither of
these were particularly challenging. There are some clever fights, but some
dumb ones too — there are several fights where it would be almost
impossible not to get the enemies fighting each other to
such an extent that they are almost wiped out with no effort at all. Plenty
of deadly traps; a lot of good secrets.
- Whispering Shadows by Anders Johnsen —
This is quite a stylish level, with an Inferno-like decor of red
brick, wood and metal, and some very distinctive decorations.
Lots of courtyards with a mixture of monsters on overlooking ledges make
for some interesting tactical fights, and there are plenty of good traps
and secrets to keep the player busy.
- Fire Walk With Me by Anders Johnsen —
A sinister, atmospheric level, where the player works through a series of
lava canyons and caves to gain access to a marble hell base.
Although the difficulty is certainly lower than many earlier levels — the
traps tend to be in front of you rather than behind, and there are some
easy opportunities for getting them fighting each other —
but there are still some good fights & secrets here.
- Point Dreadfull by Anders Johnsen —
A conventional MAP30 clone, but at least it addresses the weaknesses of the
original. I never liked the original MAP30 — even setting aside the fact
it's a one-trick level, the player can also largely ignore the ledges
packed with monsters and just ride the platform a few times knowing when to
shoot. This level uses a much better idea, making the player fight all the
way back to the top ledge to lower the firing platform.
- Killer Colours by Gemini, Kristian Kll —
The secret level is very, er, different.
I've never seen a level quite like it — the level is divided into three
zones — blue, green and red — each of which is in a single colour. It's
very striking and not dull as it might sound at first, there's some
good architecture here and the areas each have their own strange
atmosphere. The gameplay is good too, the monsters are chosen to match the
colours and there are some very extreme fights here. My only gripe is the
the absence of a way to retrace your steps — perhaps this is necessary to
stop the strongly themed areas losing their impact on the player, but I
have a habit of leaving stuff behind until I actually need it,
grumble.
Anyway, a very striking and fun level, just what a secret level should be.
- No Guts No Glory by Anders Johnsen —
The main part of this level is clearly designed to be like
Resistance is Futile (Hell Revealed MAP22),
with a large yard with high brick walls and a winding acid river crossed by
bridges. The cyberdemons on the bridges, river packed with hell knights and
hordes of monsters are familiar, but the level plays quite differently
—
where Resistance is Futile drops the player into a yard crammed with
enemies and nowhere to hide, forcing the player to move around
frantically and outmaneouver the enemies no the ground,
No Guts No Glory starts the player in a safe house,
and the enemies on the ground are packed but not very mobile, so the main
danger comes from overlooking barons and cyberdemons while the player runs
around clearing up the ground area. It's a tough but reasonable level
requiring strategy from the player. The last part of the level is in a new
area, which the player can just run past but is also not too hard with the
right strategy.
The Doom interface is given quite a make-over by this WAD,
not least the new status bar, which is hi-tec in style, and replaced the
text for the different ammo types by pictures of shells etc.
The startup, intermission and credits screens are all replaced.
The menus are replaced too, with orange text substituted for Doom's normal
red. The main menu replacement is slightly annoying though, because
the menu is replaced by a single graphic rather than the individual menu
items being replaced — this means the menu items are in the wrong order in
Boom-based ports unless you set the "traditional_menu" option.
Overall though, the replacements are stylish and good.
The music is changed for all the levels. A mixture of tunes are used from
the original Doom games, music from Heretic, Duke Nuke'm and
Rise of the Triad (better known to many of us from Hell
Revealed), as well as other midis picked up from around the Internet.
It's a good selection and the music is well matched to the levels.
Overall, an excellent episode, with plenty of great levels.
MAP20 and MAP31 are definitely classics, albeit with some minor drawbacks;
my favourite of the set is probably MAP11, as the level that really got
everything right, from the impressive fortress on the rocky island down to
the subterranean caverns.
Honourable mentions too for MAP06, MAP08, MAP10, MAP15, and MAP26.
The text file says
If you're looking for a
challenge combined with atmospheric levels, Alien Vendetta should be right
up your alley
, and I couldn't put it better myself.