| Authors | Christian Hansen |
| IWAD | Doom |
| Engine | standard Doom engine |
| Date | 2002/05/15 |
| Levels | 10 |
| GP | AR | UV | Overall |
|---|---|---|---|
| 4 | 5 | 1 | 5 |
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:
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.
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.
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.
| Map | Coop | Dmatch | Flags | Based on |
|---|---|---|---|---|
| E1M1 | 4 | 10 | SkLevs NoMonst |
| Map | Coop | Dmatch | Flags | Based on |
|---|---|---|---|---|
| E1M1 | 4 | 6 | SkLevs | |
| E1M2 | 4 | 10 | SkLevs | |
| E1M3 | 4 | 10 | SkLevs | |
| E1M4 | 4 | 10 | SkLevs | |
| E1M5 | 4 | 10 | SkLevs | |
| E1M6 | 4 | 10 | SkLevs | |
| E1M7 | 4 | 10 | SkLevs | |
| E1M8 | 4 | 10 | SkLevs | |
| E1M9 | 4 | 10 | SkLevs |