| Authors | Bjorn Hermans Holger Nathrath |
| IWAD | Doom |
| Engine | standard Doom engine |
| Date | 1996/07/24 |
| Levels | 8 |
| Other | New music, intermission screen, minor new textures |
| GP | AR | UV | Overall |
|---|---|---|---|
| 3 | 2 | 1 | 3 |
Serenity is an eight level episode for Doom 1.
It's a mixture of Shores-of-Hell bases and some Inferno like
hell-holes - most of the levels seem to start in some kind of base
but often descend into mazes of wooden rooms, nukage dungeons or hell areas.
Although dated 1996, this is just a slightly updated version of
Serenity, which was originally released in 1994;
the levels definitely show their age, with some
misaligned textures, poorly chosen door ceilings and lack of detail
throughout. There is quite a bit of variation in the quality of
architecture; some are quite stylish, some suffer from very bland areas
and some parts are positively beginner.
I wonder where the name for this episode came from - serenity is not exactly a common characteristic of Doom levels. Perhaps this episode is trying though - a supplementary WAD containing new music for all the levels is provided, which I guess could be described as easy listening. I didn't like it at all - it added to a rather trivial feel at several of the levels.
The levels do a bit better for gameplay, but there are some issues. Firstly, the levels are all quite easy, with a very good supply of ammo and health. Combine this with the way the monsters tend to be broken up into relatively small groups at most of the levels: one perculiar feature of this episode is the number of monster-no-cross lines used - these make some of the fights seem artificial, and having a safe line to fall back behind takes much of the pressure off of the player. That's not to say it's all going your way, because a few of the levels do put up stiffer resistance, and there are a some good traps.
As there's quite a bit of variation through the episode, I'll move on to the comments on each level:
A series of marble halls make this quite a stylish level, and the most is
made of features and decorations to make a nice looking level.
The complex layout makes for some nice fights in the main areas -
the side areas have some good little fights too.
Towards the end there's a nasty little maze in a hell theme with lots of
demons, sergeants and barrels - the use of darkness and constantly varying
floor levels makes it tricky.
ICKWALL textures. There are also some tunnels leading away
to a marble dungeon deep underground, which is dark and sinister with lots
of monsters in cages.
The use of cages, and a number of traps and tight fights, make
for some good action at this level.
It's always hard trying to rate an episode, especially when there is substantial variation between the levels. There are some good ones here - E3M4 and E3M5 certainly, and E3M1 is good - but the latter levels in particular let it down badly. In the end I gave it a generous 3 overall, on the basis that you can play the first five levels and see the best parts, and I try not to mark down just because a level is easy.
| Map | Coop | Dmatch | Flags | Based on |
|---|---|---|---|---|
| E3M1 | 4 | 4 | SkLevs | |
| E3M2 | 4 | 4 | SkLevs | |
| E3M3 | 4 | 4 | SkLevs | |
| E3M4 | 4 | 4 | SkLevs | |
| E3M6 | 4 | 4 | SkLevs | |
| E3M8 | 4 | 4 | SkLevs | |
| E3M5 | 4 | 5 | SkLevs | |
| E3M7 | 4 | 4 | SkLevs |