| Authors | Anders Johnsen Adam Windsor Kim Malde Brad Spencer Mattias Berggren Vincent Catalaa Pablo Dictter Gemini Madani El Hariri Martin Hunsager Jan Endre Jansen Kristian Kll Anthony Soto Lee Szymanski Metabolist |
| IWAD | Doom 2 |
| Engine | standard Doom engine |
| Date | 2001/12/24 |
| Levels | 32 |
| Other | New music, status bar & screens, some new textures |
| GP | AR | UV | Overall |
|---|---|---|---|
| 5 | 5 | 4 | 5 |
Alien Vendetta started out many years ago as a project to follow in
the style of Hell Revealed.
As explained in the text file, as more people joined the project the
emphasis shifted more towards a traditional megawad with more emphasis on
architecture and fun gameplay.
The final result is 32 levels somewhere between the bruising fun of The
Plutonia Experiment (Final Doom) and the extreme gameplay and deep
atmosphere of Hell Revealed.
With Hell Revealed for inspiration, one would expect the levels to focus on atmosphere and grand architecture rather than detail. So I was pleased to see that the levels were generally up to a high standard of detail. I could say pleasantly surprised, even, since this is the first work I've played from most of the level designers on this project, and in fact many of them don't seem to have any other published wads. Particular credit to Anders Johnsen, whose work is the backbone of the project and the final episode in particular, where his levels are among the most atmospheric.
The levels don't follow any rigid theme and there's not much common style across the whole episode. There are some new textures although these are mostly for particular levels; there are some good new teleport graphics which are commonly used for the exit portals of the levels, and perhaps it would have been better it these were used more consistently throughout. AV makes up for this by having a really good progression through the episodes. Like Doom 2 it has the more earthly maps in the first episode, industrial base maps in the second episode, and the hellish maps in the third. There's a good progression into more sinister atmospheric levels, particular in the final episode.
For gameplay, the levels are a mixture of bruising up-front fights with hordes of monsters, and dangerous traps. The levels are strong on traps and secrets generally, so there are plenty of tricks for the player to watch out for. The levels are generous with ammo and health so the main thing is surviving at any cost — I rarely left a level with less than maximum health, armour or ammo. The good architecture creates plenty of tricky layouts, so the player often has to do a fair amount of thinking and trying out different tactics in order to beat the tough fights.
Well I played AV over a period of a few months and I seem to have been particularly verbose in my comments, so I'll go straight on into my comments on each level.
The first impressive level of the episode,
with large spacious areas,
grand cuboid buildings and broad sweeping stairways.
The theme of rock and stone yards with brick and wooden
structures built around them is excellently done,
and there is great use of windows between areas,
and good features like acid falls and rivers,
and the large scaffold at the start.
There are some really good big fights, and lots of opportunity for
getting the enemy fighting each other.
There are some good secrets too.
Set on a series of barren rocky islands,
this level is a mixture of rocky canyons
and flooded underground cave systems.
The objective of the level is the large fortress on the final
island, heavily guarded.
The excellent new stone and rock textures, and the new music,
give this level a very distinctive and spooky feel.
The canyons are well manned with overlooking monsters,
and the fortress contains some tricky layouts and traps.
This is an unusual level; the player starts outside the castle,
and inside are a series of long passages and interconnected
yards. There is excellent attention to detail throughout,
with good use of lighting and torches to give contrast to areas.
The level progression is nice too, with the player gradually
working their way deeper into the castle, until the final area
where a series of very spooky and detailed mine tunnels lead away
to end the level.
There is a good stream of opposition throughout the level,
with a good mixture of heavyweight enemies, and clusters of
chaingunners, and some surprises too.
This is a huge level, set on a series of rocky islands and in the large hell fortress built on the main island. The start of the level is impressive, as the player starts out on one of the smaller islands, with the heavily manned fortress overlooking all approaches. The fortress contains some impressive rooms; it is based around that classic Doom design, the gigantic central hall containing a cyberdemon (Ultimate Doom E4M6 (Against Thee Wickedly) is cited as inspiration for the level), surrounded by more detailed rooms, well connected by windows and openings.
This is only half of the level though; the fortress sits above a number of networks of caves leading down from the plateau to the base of the island, including underground rivers and partially flooded caverns, and a network of catacombs. From the archville's crows nest at the top of the fortress right down to the watery caves at the base of the island the level is superbly detailed.
The gameplay is excellent too, with a great mixture of the open air fights working around the battlements of the fortress and the outside of the island, down to the cramped and intricate caves and catacombs below where good monster placement creates many tricky fights. There are plenty of traps and a good range of secrets too. The very open level progression is great too — you get a pretty free choice of either taking out the cyberdemon first, or working around the fortress battlements instead, or even clambering around the outside of the island and picking off the enemies from outside.
An industrial themed level, dominated by a series of large storage areas
inside, and a large outdoor yard, with various side areas connecting the
level together. The level feels rather bland in places — large blocks of
monsters were over-used I felt, and the large halls lack variety.
The side areas were often crammed with monsters, and in some places this
produced a good fight, as at the start of the level with waves of shotgun
men, then imps followed by barons and chaingunners. In other places it
seemed monotonous though, with waves of just troopers or imps thrown rather
helplessly at the player. Many big fights that keep the player busy
including some big traps, although the large amount of rockets and cells
takes some of the sting away.
A big, sprawling level, some kind of nukage processing base, which reminded
me of various levels from Plutonia in style. The player starts in a flooded
tunnel leading up to a lake and the outside of the base. The base itself
has some good traps and secrets. The real big fights come later on though
—
there is a fun fight against hundreds of imps teleporting into a network of
nukage tunnels. The biggest is the penultimate area though, a gigantic hall
containing several nukage lakes full of arachnotrons and barons, overlooked
by ledges with spiderdemons and revenants. It's a daunting fight, but once
the player starts to advance it becomes easy enough to get them fighting
each other, which makes for an impressive fire-fight. There's a huge excess
of health and ammo but it's fun nevertheless.
Maze levels have generally had fairly bad press in Doom, apparently because lots of people dislike them — they're probably afraid of getting lost. Well there's no need to worry here — you're certain to be completely lost in this vast maze under an Egyptian pyramid. You start outside with a good view of the pyramid, with other distant pyramids and such in the distance for scenery. Entering at the top of the pyramid, you gradually descend deeper into the network of passages underneath — the pyramid is full of traps, bars closing behind you, and collapsed tunnels which draw you deeper. The route is constantly branching in different directions, and each can be a long diversion that after half an hour's exploring leads you back to the same spot with a new way forward.
The architecture is outstanding. The sandstone tunnels and crypts of the pyramid are decorated with imported graphics of wall paintings to give an Egyptian feel. There is also a large rocky canyon to explore, and several networks of lava tunnels and caverns underneath the pyramid.
The level is full of traps, and despite the maze-like structure does manage enough connections between areas to allow you to see glimpses of the level ahead. There are plenty of traps and some good fights; however there are some rather gratuitous cyberdemon fights, and some of the action does get repetitive. And this level suffers badly from a pet hate of mine, piling multiple ammo boxes on the same spot so you have no idea how much is there. It's a pity, without those drawbacks this one would be a classic.
Contrasting styles at this level — the first part of the level is in a
bricks and metal style familiar to Doom, while the far part of the level is
in a medieval castle theme which is more like Heretic. This latter
part is particularly good, with plenty of battlements and turrets, and
plenty of time has been taken to make the turrets round to give a more
authentic feel, and to give the player plenty of views of the outside of
the castle, which sits in a large lake. The gameplay is a mixture; there
some good traps, and some smart use of archvilles; in other areas the level
is rather linear and straightforward.
The name is an apt description — a level consisting of a series of enormous fights against hordes of monsters. It is composed of a series of large battlegrounds — the first half of the level includes a large demonic church surrounded by cacodemons and revenants, and a canyon containing a stone building into which teleport practically everything (IIRC it starts with cyberdemons and revenants, then there's imps and demons, then some revenants and barons appear when you next return, and finally arachnotrons and spiderdemons). I completely lost count of the number of cyberdemons and spiderdemons; the total number of monsters is over 1500, and it plays more once the archvilles have had a go. It's one of these levels where you can get the monsters to fight each other mostly, but it takes quite a lot of work and skill to do this with the numbers involved. There is a massive amount of health and ammo so the main job is to avoid getting caught out — there are some good secrets too.
The second part of the level continues in a similar vein, with a large stone yard containing some buildings and with a number of side areas. This part of the level has some very stylish architecture; the yard itself is very Heretic-ish, decorated with lots of nice torches and stained-glass windows, and the side areas have some good new textures. Each side area contains yet another wave of enemies to take on — there are plenty of fun fights at this level.
The final area of the level is a kind of giant underground lava cavern, packed with more cyberdemons and lots of revenants and archvilles firing down from the high sides of the cavern. It's another fun fight, but seemed to have been a bit misjudged — like many of the other fights you can get the enemies fighting each other easily enough, but the start to the area gives good cover and the enemies can't enter it, so the player can just get them fighting and then sit it out.
My main complaint about this level is that it doesn't end in the right place. The two halves could perhaps have been better used as two separate levels; as it was I left the first half expecting to find an exit and instead finding a whole big new area in a different style with yet more huge fights. Demonic Hordes doesn't give the player a good idea when it's going to end; there always seems to be another area, and leaving the player with a feeling of things dragging on is not good.
A sinister, atmospheric level, where the player works through a series of
lava canyons and caves to gain access to a marble hell base.
Although the difficulty is certainly lower than many earlier levels — the
traps tend to be in front of you rather than behind, and there are some
easy opportunities for getting them fighting each other —
but there are still some good fights & secrets here.
The secret level is very, er, different.
I've never seen a level quite like it — the level is divided into three
zones — blue, green and red — each of which is in a single colour. It's
very striking and not dull as it might sound at first, there's some
good architecture here and the areas each have their own strange
atmosphere. The gameplay is good too, the monsters are chosen to match the
colours and there are some very extreme fights here. My only gripe is the
the absence of a way to retrace your steps — perhaps this is necessary to
stop the strongly themed areas losing their impact on the player, but I
have a habit of leaving stuff behind until I actually need it,
grumble.
Anyway, a very striking and fun level, just what a secret level should be.
The Doom interface is given quite a make-over by this WAD, not least the new status bar, which is hi-tec in style, and replaced the text for the different ammo types by pictures of shells etc. The startup, intermission and credits screens are all replaced. The menus are replaced too, with orange text substituted for Doom's normal red. The main menu replacement is slightly annoying though, because the menu is replaced by a single graphic rather than the individual menu items being replaced — this means the menu items are in the wrong order in Boom-based ports unless you set the "traditional_menu" option. Overall though, the replacements are stylish and good.
The music is changed for all the levels. A mixture of tunes are used from the original Doom games, music from Heretic, Duke Nuke'm and Rise of the Triad (better known to many of us from Hell Revealed), as well as other midis picked up from around the Internet. It's a good selection and the music is well matched to the levels.
Overall, an excellent episode, with plenty of great levels.
MAP20 and MAP31 are definitely classics, albeit with some minor drawbacks;
my favourite of the set is probably MAP11, as the level that really got
everything right, from the impressive fortress on the rocky island down to
the subterranean caverns.
Honourable mentions too for MAP06, MAP08, MAP10, MAP15, and MAP26.
The text file says
If you're looking for a
challenge combined with atmospheric levels, Alien Vendetta should be right
up your alley
, and I couldn't put it better myself.
| Map | Coop | Dmatch | Flags | Based on |
|---|---|---|---|---|
| MAP01 | 4 | 6 | SkLevs | |
| MAP02 | 4 | 4 | SkLevs | |
| MAP03 | 4 | 4 | SkLevs | |
| MAP04 | 4 | 8 | SkLevs | |
| MAP05 | 4 | 5 | SkLevs | |
| MAP06 | 4 | 4 | SkLevs | |
| MAP07 | 4 | 5 | SkLevs | |
| MAP08 | 4 | 4 | SkLevs | |
| MAP09 | 4 | 4 | SkLevs | |
| MAP10 | 4 | 4 | SkLevs | |
| MAP11 | 4 | 5 | SkLevs | |
| MAP12 | 4 | 15 | SkLevs | |
| MAP13 | 4 | 12 | SkLevs | |
| MAP14 | 4 | 6 | SkLevs | |
| MAP15 | 4 | 4 | SkLevs | |
| MAP16 | 4 | 4 | SkLevs | |
| MAP17 | 4 | 4 | SkLevs | |
| MAP18 | 4 | 4 | SkLevs | |
| MAP19 | 4 | 4 | SkLevs | |
| MAP20 | 4 | 6 | SkLevs | |
| MAP21 | 4 | 5 | SkLevs | |
| MAP22 | 4 | 4 | SkLevs | |
| MAP23 | 4 | 4 | SkLevs | |
| MAP24 | 4 | 4 | SkLevs | |
| MAP25 | 4 | 5 | SkLevs | |
| MAP26 | 4 | 4 | SkLevs | |
| MAP27 | 4 | 6 | SkLevs | |
| MAP28 | 4 | 4 | SkLevs | |
| MAP29 | 4 | 5 | SkLevs | |
| MAP30 | 4 | 9 | SkLevs | |
| MAP31 | 4 | 4 | SkLevs | |
| MAP32 | 4 | 7 | SkLevs |