"Cygnus IV - Version 2.0" is a 14 level episode for Doom 2. There is a
strong plot to the episode; the levels all have new names, descriptions in the
text file, and an optional dehacked patch is included to change the
intermission texts to match the plot.
Throughout, the levels have a distinctive feel. There isn't piles of
little detail, but instead nice features like crates and machinery according
to the style of the level. In particular there is good attention to lighting.
All this goes to make the levels very sinister and threatening.
In a few words, the plot is that you infiltrate the enemy infestation, destroy
their factory, then run for freedom. The gameplay is matched to this; the
levels are generally quite linear, and there aren't a lot of traps. The
opposition are generally not that concentrated; the tough aspect to this
episode is that there is little health or armour. It's a change from the more
usual massive-fight-followed-by-tons-of-goodies style of levels, but some
people might not like the less intense action.
There are new sounds, and new music for all the levels. The music for the
early levels really added to the spooky atmosphere; later ones maybe not so
good. The sounds I was unsure of at first; the most noticable change is that
the weapon pickup sound is "It's payback time". I generally don't like these
wordy sounds, but in this episode it somehow fitted; there is a great feeling of
loneliness in these levels, and it just felt good for the marine to start
muttering to himself. There are some new graphics too, such as some arches
used in the acid tunnels, which are quite good.
Anyway, here are my thoughts on each level as I played through:
- The Park - A strange level, centred around a large
empty park, with various weird features at the corners. The level certainly
creates an impression, even though it isn't very detailed. The starting fight
is very sharp, certainly wakes you up; after that the enemies are pretty thinly
spread, but health is limited and there are some tricky bits.
- The Sewers - Very sinister level, as you wade through dark sewage
tunnels, hitting switches to reveal more tunnels, etc... It's a
wander-around-until-you-find-a-way-forward level, but the spooky atmosphere,
good lighting effects, and features like pipes and machinery make it
interesting. The monsters are thinly spread, a few tricky fights but nothing
hard; in one place there is a real annoying bit where you have to drop down
into a pit with a couple of spectres, takes ages to get a chance when they
don't block your fall, or you can shoot them. Nonetheless the level feels
great, with the new music and great atmosphere, so I liked it.
- The Treatment Plant - Like the last level, this one was dominated
by one texture and style; in this case metal text. Like the last level, the
quality comes from the sinister atmosphere and lighting, and use of acid. The
monsters are again fairly spread out, but there are some good tricky fight
included, and health is limited so be careful.
The Settling Tanks - Another very metal-textured level; the name
says it all really, a collection of large open acid pools, with small walkways
between them. Again parts lacked detail, but the main area had great
atmosphere, and the control building had nice features like computer screens
etc. The opening fight is very good, the narrow walkways give you little space
to dodge the imp shots.
Once that is over, you begin clearing the control building; the layout gives
some tricky moments here. That's about it, you then exit, falling down into...
- The Pipes - This is a level to really give you the creeps; it's a
network of long, dark, narrow acid pipes. The decorations in the pipes are good
too, make it more interesting. There are no ememies or anything, it's just a
spooky transition level, nicely done I thought.
- The Factory - Another fairly small level, again a metal theme, with
lots of rusting machinery around which sets the style nicely. You are finally
given the powerful weapons, for the big fight that ends the level - the
hellspawn have converted this factory to produce monsters, with a boss spawner
setup. The setup was less than perfect I thought; I know how boss spawners work
so I just shot until I located the spawner, but some kind of machinery graphics
there to mark it out would have made this better I thought.
- The Warehouse - Again a short level, one big box room and a couple
of other rooms. Monsters were thinly spread, but health is limited; also, there
seems to have been no armour for ages, so every hit counts. Not a lot to say
about this level really.
- The Railhead - Another sing-feature level, this time a train
(not moving). Stylish, but the lack of detail was very apparent in the outdoor
areas here. Once nasty moment at the start; the enemies are thinly spread.
There is a bug, because you can bypass even the short visit to the train, since
a keydoor is not tagged right.
- The Subway - Undergroung brick tunnels, and some good lighting,
stick in the mind from this level. Nice details like the little boxroom.
Monsters thinly spread, but some nice little fights against sergeants and
chaingunners. The subway tunnel itself it not bad too.
- The City - A level that's large in scale, with large buildings and
wide roads. The city is pretty empty, inevitably looking bare compared to say
Downtown (Doom 2 MAP13). The level is pretty linear, most doors not on route
can't be opened, and the level takes under quarter of an hour.
- The Cathedral - You leave the last level by entering the large
city cathedral; this level consists of one large fight inside the main part of
the cathedral. It's one big room, light fading towards the edges, lots of giant
pillars. A tricky fight, but since you get plenty of ammo and health afterwards
the only real danger is the archville. The stained glass window at the end is
nice, but the rest of the place is rather dull.
- The Tunnels - The earth tunnels with wooden pit-prots theme here,
pretty nice and with good attention to lighting, but the tunnels were a bit
rectangular I thought. The darkness of the tunnels means the enemies can
surprise you, but usually you know where they're coming from and it's no big
problem.
- The Living Maze - The name was enough to have me woried at this
level, and I was right to be. It's a concept level, a rectangular grid of
rising and lowering pillars that form a maze. And full of monsters. The
fighting is tough, even with the ammo given, since you lose a lot of ammo to
the rising pillars. Amazingly I didn't get stuck until right near the end of
the level; alas I did have to cheat to exit, I got completely trapped by
pillars. Another thing I didn't like, this was probably the longest level so
far, but easily the least detailed and most boring visually - only 1 texture is
used in the maze, no details, and rectangular walls.
- The Castle - The Finale - The big showdown, except it isn't. I had
limited ammo after the previous level, but this level has only weak enemies to
start with, and then you make a break for freedom with an invulnerability past
the obligatory cyberdemon. There's some not bad rooms in the start area.
Overall, I found it hard to rate this episode. Levels 2 through 6 I found really
sinister and engrossing; places had me on the edge of my seat. I felt the later
levels were not so good, the lack of detail and linearity seemed more obvious
there. Anyway, even if only for the first half of the episode, this is
definitely a wad to play.