This is a 12 level episode, in the high-tech and Shores of Hell styles I
would say. It is all written by one person, Keith Phipps; before you ask, no we
are not related, the surnames are just a coincidence.
The episode keeps well to a plot, but those of you who hate plots needn't
worry: the TXT file gives only a few lines, and
the rest you pick up as you go along. The episode has a good progression
through a number of areas, including a city,
underground caverns, research bases and a space station. There is even a
cool title picture for the episode included in the
WAD, which appears at the start and on all the between-mission screens.
The levels vary a lot in the style of architecture, and in the quality too.
Overall they all lacked detail, but many of the levels
made up for this with some great themes, and grand buildings or areas.
The gameplay was equally varied; the level follows a good plot throughout,
but some of the levels wasted a lot of time with
repetitive SSGunning of minor clusters of monsters, or tedious hammering of
groups of barons. Nonetheless there are some
excellent fights, and plenty of variety of good fights throughout the
episode. Here are my level-by-level comments:
- Suburb - A nice suburban level. There are roads, garages, and
the buildings have TV's, beds, and even toilets and baths. I
knew the design of this level was working when I found myself
following the roads in getting between buildings. The level
features some great open fights, with good choices & combinations of
monsters (hell knights, arachnotrons, demons) to
create some great outdoor fighting. On the other hand, some big areas
of the level badly lacked detail, and also there was a shortage of traps.
- Green Water - This level was a strange mix of marble halls and
acid/waterways. Some of the architecture was good;
but the level lacked detail, and there were some poorly chosen and
misaligned textures which spoilt other areas. Again, there
were some good fights, but the more enclosed nature of the level made
the lack of traps more apparent. There is also a
cyberdemon to be fought with an super shotgun, but with plenty of space and
an super shotgun this is no big problem.
Necropolis -
A huge level, designed to look like a city. The
roads, motorways (?), and vast skyscrapers are well done; also, the author
uses the idea of an earthquake to block the roads, instead of the more usual
wall (ala Duke Nuke'm level 1) across the roads. As if that wasn't enough,
the level also takes you through the sewers & metro system under the
city, which are also well done. While it can't compete with the realism of
say Duke Nuke'm, it is very impressive.
There are some good fights, which make good use of the space and high firing
points to keep the player looking all ways at once. There are still few
traps, but the author compensates for this with a good level progression,
which keeps the player from getting lost in this vast level. However, there
are also some poor fights, particularly some barons to be
super-shutgunned.
- Forgotten Outpost - This is another level following
the old E1M1 basic design - a large open area surrounded by windows,
where the player slowly works around the outside
clearing the rooms behind the windows. The level is characterized by
architecture that makes the fights more interesting - in
many of the fights the main problem is finding cover from which to
fight, and the author never makes it too easy. The
aesthetic, OTOH, is not as good. The level progression, as with all
levels of this type, is fairly linear, and there are again few traps.
- Earth Core - The episode now heads underground into tunnels and
lava passages. There are quite a few traps at this level (though they tend to
be clustered together) which keep you on your toes. Unfortunately the other
fights are of much poorer stuff; round every corner it seems that there are 5
or 6 monsters, so the drill of strafing out and super-shotgunning soon gets
repetitive. The architecture was the same old story - some good
places, but others looked bland and badly needed detail. The
lighting was well done though, giving a sinister atmosphere.
- Cavern of Doom - The dark underground caverns continue; I
wonder which of them was The Cavern of Doom, as I
don't remember any one in particular as being larger than the others.
The tunnels are themselves are a bit dark and unexciting;
but the other rooms along the way are interesting, and there are some
tough fights from time to time.
- The Flooded Base - Thankfully this level is back above ground,
or above water I should say. The name says it all for
this level - you start off by releasing all the water which has
flooded the base, then explorer the buildings that are revealed.
The architecture is good, with lots of computer panels and other
features, as well as some impressive views. But what sets
this level apart from those before it is the gameplay. There are lots
of tricky fights and good traps, particularly toward the end
of the level, although some of the traps are really once only things
(the first time they'll probably get you badly, but once you
know them you'll have no trouble next time). Right at the end of the
level I was really thinking "What more can he possibly
pull on me now?", and there was always another surprise for me even
worse than the one before.
- Gateway - While this level was similar to the original Computer
Base (Doom 1 E1M7) in many places, it lacked detail in too many areas. There
was one large outdoor area which was excellent, with lots of firing points and
enemies, all well placed, which made it quite tricky to beat. But otherwise the
level was pretty basic architecture, and apart from one or two other fights
there was little of interest.
- The Evil Eye - All the different styles from Doom 1 are present
in this level - high-tech computers, industrial/acid
tunnels, and the hellish Inferno style. Acid rivers are used nicely
to link areas, forcing the player to be a bit more aggressive in
entering new parts of the level. There are some very good sinister
features scattered throughout the level, and some tricky
fights too. Alas, the final fight is supposed to be a big showdown,
but I found it a bit of an anticlimax: in a vast courtyard, the
only danger was the revenants, and there is sufficient time to rocket
them before they do any damage.
Research Facility - This level has all 3 keycards present in the
starting area, which are only released by switches further on in the level.
The author uses the perhaps confusing convention of marking switches with
keycard stripes of the colour of the key that they release, instead of the
colour of the key that is required. I found the level progression to be a bit
confusing generally at this level.
The architecture is good though; the level is well designed, and fits together
well, with several large open areas overlooked by windows and walkways, which
all fit into the level progression eventually. The good architecture creates
some interesting fights too.
- Launch Control - This is a level with some big, nasty badies.
The level is essentially a building in a large yard, with
some outer buildings around the edge and sides of the yard. Initially
the yard is populated with 2 cyberdemon and a
spiderdemon (but not conveniently placed to get them fighting one
another - I didn't realize the spider was there until I had
already SSGunned both cybers from the walkway around the yard). Even
if you get them fighting, you'll have to kill 1 cyber
yourself, which is rather tedious with SSG, and pointless with the
BFG. There is also a nasty building with a shoot-through
wall, with lots of chaingunners & shotgun men inside, which
frustrated me for a long time (first realizing it was there, then
trying to subdue it). Once these features were overcome, the rest of
the level is much more sensible; there are one or two
good fights, but these are too easy, especially compared to the start
of the level. The architecture is nothing special, either.
- Last Ship Out - As one might expect, after fighting your way
through Launch Control you find yourself transported onto
an orbiting space station. There is a spaceship docked, which you
have to get on board and take control of to finish the
episode. The inside of the space base is a little sparse, with lots
of big, rather empty rooms; there are strategically placed
monsters which make these areas tricky to fight though. Once aboard
the spaceship, there are some nasty fights, but again
the architecture lacked detail in some areas. There are some nice
views out into space though.
There is new music for the entire episode. Some of these are good, others I
will be glad not to have to ever hear again. Liberal use of
IDMUS is highly recommended.
I found it very hard to give a rating to this episode. The levels vary a lot
in quality of architecture and of gameplay. In particular, I
found the underground levels in the middle of the episode really let it
down. But I kept wanting to play, because none of the levels are
really poor, and there are a number of excellent levels spread through the
episode. Keith has put a lot of work into this, and I am glad
that I played it.