This is a 10 level episode for Doom 2. There is a strong progression
through the episode; the levels start very similar to the original
Knee-Deep, but become much more similar to Doom 2 as the episode goes on;
perhaps the early levels were designed for Doom 1
originally.
This progression is rather strange. The first few levels are not very good,
they look like old Doom 1 add-on levels. The middle levels are
better, with reasonably good architecture and some interesting fights.
However, there was not enough detail, and the good fights were
diluted by many poor fights.
The final few levels of the episode are all "showdown" fights, i.e pitched
battles with cybers, spiderdemons or the like. This sort of level is
good when used in moderation, but for several levels one after another its
too much, too frustrating.
Throughout the episode it is seemed easy. Ammo and heath were usually fairly
well judged, i.e not a lot was given, because the fights
were rarely that difficult. The last few levels were harder, but still not
hard enough at UV.
Here are my level-by-level comments:
- This is a fairly basic map, clearly based on ideas from the original
Knee-Deep (e.g the exit is like E1M2, with the small lift down
to the exit switch; there is a lowering gray computer bank ala E1M4).
There are no obvious errors, but the architecture is not
detailed or impressive. The fights are also like early Knee-Deep, i.e
pretty basic.
- I feared that this level would be similar to the first one, when I began in
a room looking all to similar to the start room of the
original E1M3. But this level has more more imagination, with some
nice features. It is still lacking in detail however. The fights
are not very challenging, and more traps are needed (e.g the player
returns through an area and finds he has revealed a keycard,
lying in the centre of a largish room on a marked spot; however
getting the key triggers no trap). The few strong enemies were not
well spread round the level.
- This is a quite stylish level, based on some kind of water/poison
processing plant, with lots of lakes etc. But it is almost entirely
decorated with plain gray cement, making the areas all seem very
uninteresting. Much more detail and variation would make this a
good level. There are some good fights, but not enough or hard enough
for the modern Doomer.
- This level has some good areas. I really liked the large box room, which is
dark and sinister, along with some goods secrets. There
is also a good area toward the end with some stylish half-open
corridors. Alas the fights are rather inconsistent; there are a few
tougher monsters, but not enough, and not spread across the entire
level; some areas (like the box room) were very easy.
- Many good ideas made this interesting to play. The architecture is still
fairly simple, but is much more sensible and interesting
here. There are a good spread of powerful monsters which add to the
action. However, the acid areas and the limited number of
rad suits make this level a bit frustrating until you work out where
you are going.
- There are some good sinister rooms at this level, but not enough of it to
make a good level in all. There are only a couple of good
fights, and some boring ones too. The exit is also poorly done, it is
just a teleport that opens back at the entrance, which I nearly missed.
- This level consists of a spiderdemon and a load of barons and hell knights.
You have to run around hitting switches and getting
out. The only quality of the fights is that you can't kill all the
enemies, so you do have to do some running. The architecture was
not very interesting either, though there were no obvious defects.
- This is a strangely mixed level. The esthetic is good, very similar to The
Inmost Dens (Dooom 2 MAP14). But there are very few
monsters, so most of the level leaves the player just wandering
around looking for ways forward. The level progression is pretty
poor; in particular I disliked the acid maze with no rad suit
provided, and not even any decoration to help you locate where you were.
- This level is just a courtyard with a cyberdemon held in the middle. There
isn't much space to fight him, so I think that you are meant to grab the
megasphere that he is defending, hit the other switches and exit. Either way
it's a pointless level, nobody likes fighting cybers without some kind of
special puzzle or environment to make it interesting.
- The final level. It is based around a spawn-cube-thrower as at the end of
Doom 2, and is very well done; you have to hit various
switches on and around the courtyard and overlooking windows to crush
the spawn cube source. The architecture could be better,
but this level makes a good finale to the episode.
Overall, this is a big episode but with not that many good levels. I think
that if the good levels from this episode were used as a basis and
improved, they would form the basis of a great episode. As it is, my only
recommendation is that if you do download it, skip the first few
levels and stop before the last few.