Regular readers will know that I have a preference for Doom 1 levels,
so it was inevitable that I would get around to Retro sooner or
later. CH Retro is an episode made to match the style of the original
Knee-Deep. To be more precise, the levels adopt the style of that
most favoured of Doom levels, Computer Station (Doom E1M7), an
industrial style with a mixture of nukage lakes and computer rooms,
with lots of windows between areas, large rooms overlooked by ledges
and windows, and plenty of traps and secrets.
The style is matched very well, with plenty of attention to detail with
inset computer panels, external windows, and player corpses and the like for
decoration.
After the first couple of levels, I was a little worried by the direction
the episode was taking. There is a certain class of levels, particularly
common among older Doom 1 levels, which specialise in replicating areas,
or at least bits of areas, from Knee-Deep and joining them together
into a "new" level. These sort of levels put the player in more
danger of having their Knee-Deep trivia skills tested than
of surprising the player with an original idea.
Fortunately while the first couple of levels of Retro are definitely
a deja vu trip, the levels quickly move on and get more serious
with some very nice new areas.
Difficulty is something of a drawback with many Knee-Deep clones,
and it's no exception here. Retro sticks to the plot and avoids using
cacodemons or lost souls, or barons before the final level, and the monsters
are rarely in large numbers. The difficulty is on average no more than the
original Computer Station, which is fairly tame for experienced
players. The interesting layouts, in particular lots of caged monsters and
windows between areas, do keep the action from getting dull, and there are
plenty of traps (although often showing on the map). The levels are all
quite tight for health, as there are only a few stimpacks and a supply of
blue bottles to keep you going, but these are augmented by a large number of
secrets which include a few supercharges.
There is a puzzle aspect though,
with a minor maze at one level, and a number of hit-a-switch-and-run puzzles
to be figured out to complete the levels.
Comments on each level, then:
- First Contact —
A nice little start map, rather like a smaller version of the original with
the player working his way around some buildings around a yard. There are
lots of architectural references to the original, with the tall windows in
the start room looking out into the yard, and the annex holding a green
armour. The opposition are about the same as in the original but in a
smaller level, so they put up a fair fight for a brief warm-up.
- Computers and Electronics —
This map draws a lot of features from the original Nuclear Plant,
including the dual winding stairways up to the first keycard and the
computer maze, but also uses some more varied Knee-Deep features including
a raised passage looking down over the start area as in Computer
Station (Doom E1M7). The level is very cleverly connected up, with lots
of windows between areas and opportunities to see ahead in the level.
Just one easily spotted trap IIRC, so most of the difficulty comes from the
low supply of health and the number of sergeants wandering around.
- Main-Frame —
Although containing a number of references to the original Toxin
Refinery, this is a much more original level, with a large and
impressive start area with a number of cages and overlooking ledges to make
for a good opening fight.
The trickiest part of the level is around the computer area (presumably the mainframe of
the name) where the large number of sergeants, and a good little trap when
you get the keycard, make for some fun moments. There's still a limited
supply of health, but ammo is plentiful and if you get some of the many
secrets then there's a supercharge available too.
- Command Center —
A nice little nukage base level, mostly set in rooms and ledges overlooking
a couple of acid ponds. This one isn't modelled on any particular original
Knee-Deep level I think, it's more a mixture of styles from
Computer Center and Deimos Labs (Doom E1M7 and E2M4
respectively).
Lots of windows over the main areas, and a number of little traps,
keep the player busy throughout.
- Chemical Processing Plant —
There is a definite step up in difficulty at this level,
right from the start, which is rather exposed with imps and sergeants
looking down on the player, and there are some nasty tricks in this area.
Once inside the base, the main part of the level is once again set in the
rooms and ledges overlooking a nukage lake; there are some sizeable outdoor
parts to the level as well, a combination not unlike Central
Processing (Doom E1M6), and there
is also a maze-like area which is similar to the one at that level.
This level has rather more substantial traps and puzzles than those before
it, and there's still plenty of enemies using the windows between areas to
snipe at the player in between the big fights.
- Primary Base —
The nukage base theme continues;
this is a fairly compact level with a network of small rooms and yards and
passages, with lots of cages and windows between areas.
The level progression can be a bit tricky, as there are a number of
passages crossing at different levels to mix you up,
and some switch actuated doors which can make it tricky to get around.
There's also one door which is marked as a red key door but is in fact
yellow, although it doesn't affect the level.
There are some good fights against caged monsters where the player has to
keep an eye on several targets at once.
- Laboratories —
One of the problems with a Knee-Deep style level is that the
monsters are all quite weak. Two ways around that are to cramp the player
for space, and use a lot of traps, and this map does both.
Everything is on a very small scale, with very small corridors and no
really big rooms - there are much fewer windows between areas, instead the
level contains a lot of small passages, and the level progression is quite
complex as the player has to find the right passageway to get through to
new parts of the level and hit switches to make progress.
The level progression is quite complex, and there are a few puzzles
involving running between switches to get access to the way ahead;
the way forward is usually not obvious but nor are any of the puzzles too
taxing, and the author kindly opens convenient routes around the level once
you have gained access to a new area.
There are lots of traps, a mixture of hidden alcoves
popping open when the player isn't looking, and lots of teleporting
monsters appearing behind the player. It makes this probably the most
dangerous level of the episode, so you have to play with a lot of caution
as there is still limited health available.
- Old Habits... —
A fairly brief final level, with a clever hexagram built into the
structure. A slightly tricky trap and a shotdown with 4 barons to finish
off the episode.
Briefly then, CH Retro is a pleasant outing in Knee-Deep
nostalgia. The original Knee-Deep style is captured well and the
architecture is top notch. It's not going to give you any late nights
struggling to complete it (unless you get stuck on the puzzles),
but there is plenty of action; it's never dull, and
E1M5 and E1M7 are particularly full of action.
And that is more than enough recommendation for me.