"Back To Hell Episode 1" is a set of 7 levels for Doom 2, a beta release of a
larger project to come. It's mostly in an industrial/tech style, but each level
had it's own theme. There are lots of new graphics imported which are used
mainly in the later levels; many of these were familiar, from projects like
Mememto Mori.
Gameplay varied between levels; all of the level have some good fights and
secrets, but the quality of fights improved as the episode went on, in
particular with more traps. Also some of the middle levels had rather boring
level progression.
Detail and gameplay veried quite a bit between levels, so here are my
comments on each level:
- MAP01 is nice level, with a good tech/acid base theme. Lots of good
detail like computer consoles, acid falls; there were a couple of
bland corridors, but otherwise a good looking level. The level
progression is very non-linear and interesting. Not many traps, but
there is a good pistol start, and most of the level you fight with the
chaingun; the enemies are a mix of troopers, chaingunners and imps,
not that hard but interesting, good for a starting level.
- MAP02 is a more Doom 2 styled map, but there wasn't a clear theme, with
bits of high-tech, rusty metal, rock and brick areas. The
indoor bits were generally good, but a couple of the courtyards
lacked detail. The level was harder, and more intense; there were many
fights where you have no easy retreat. OTOH if you didn't find the
super shotgnu secret at the previous level, this one would be
tough. Again the level progression is interesting, and there are secrets.
- MAP03 is another Doom 2 style tech level; nice use of crates, computer
consoles and gratings to add interest. There's another rather
bland brown outdoor area, although the shadowed overhang is good. The
level is more linear, although you have to double back once to
hit a switch. The architecture and traps make some good fights.
- MAP04 is very reminiscent of Underhalls (Doom 2 MAP02) and Waste Tunnels
(Doom 2 MAP05); the style is good, although not that detailed. All 3 keycards
are used, but it's a pretty linear level, usually the keys are very close to
the doors they release. There are some traps, although there are texture
misalignments that give some of these away. There is a good range of monsters
and some tricky fights.
- MAP05 is back to a more Shores of Hell style level, mixture of stone and
computer textures. It's pretty stylish, lots of open courtyards/corridors with
overhead beams. There are some good cramped fights, where you go through a
door or acid area, or drop to a lower level, which makes them a bit more
intense. There are some good secrets, and a non-linear level progression.
- MAP06 is a stone and brick style level; pretty stylish, some very good
areas I thought, although there was one area at the end with beginner-looking
waterfalls that I felt was a lot lower quality than the rest. There are some
areas which are modelled on other famous levels (several places reminded me of
Memento Mori); there are some really good fights, clever traps. I took a lot
of damage, but there's plenty of health (including a megasphere) to see you
through.
- MAP07 has a rock, brick and water theme, with lots more of those blue
waterfalls. The indoor areas were pertty cool, with good lighting, and detail
like wooden beams, water, and other decorations. Outdoor areas weren't so
impressive, with those big blue waterfalls looking sort of silly in the bright;
also the waterfalls didn't all make sense (after all the water has to come from
somewhere), but then again maybe I'm being too fussy about realism :-). There
are lots of traps and some good secrets, and plenty of good fights; you often
have to use the architecture to find a spot to fight from.
The music was changed for all the levels in the episode, with music taken
from various levels in Doom 1, Memento Mori and such. Overall,
there are some good levels here, mainly the first map and a few of the later
ones. Hopefully when the project is completed it'll be even better :-).