| Authors | Richard Wiles |
| IWAD | Doom 2 |
| Engine | standard Doom engine |
| Date | 2002/02/02 |
| Levels | 15 |
| Other | Imported music |
| GP | AR | UV | Overall |
|---|---|---|---|
| 5 | 5 | 4 | 5 |
The Slayer is a collection of new levels for Doom 2. It's a bit of a
strange selection, with a few DM levels, a single player episode of 10
levels, and a bonus secret level not connected with these. For the purposes
of this review I'm just covering the episode.
The architecture of this episode is really good. Having seen so much of Wiles' style from Crusades, it is interesting to see similar design translated into an industrial setting in Slayer. There is excellent use of outdoor areas, with excellent use of lighting and shadows to enhance areas, and good use of windows to the sky, particularly high up windows in rooms which give a very 3D feel to areas. The levels are quite open, something like the Plutonia style with one or two major areas at each level from which most of the level is visible, with lots of windows between areas.
This is the sort of first level for an episode that makes you wish there had
been a warm-up level. It's tough from with word go, with a lot of quite
mobile former humans for the player to keep an eye out for in the start
area, and archvilles early on. The level is a mix of styles; early on the
Icon of Sin music and grey/rust metal style reminded me of an
industrial level, IRONHALL I think, by Michael Krause that I played many years
ago, but the level moves through several styles including some
Shores-of-Hell-like corrupted base areas and an outdoor stone causeway
that was more like Doom 2 in textures.
I kept waiting for a bit of a breather in this level to get some health and
ammo behind me, but I got none and was struggling for everything throughout the
level, short of health and dying a lot, and against the increasingly heavyweight
enemies even the presence of most of the weapons didn't save me from running on
the limit of my ammo.
Good monster placement is used, with heavyweight monsters thrown in close to
the player with cramped conditions making barons and revenants dangerous, with
sergeants and chaingunners strategically placed in more distant locations
to snipe at the player if they expose themselves carelessly.
Some good massed traps and fights generally designed to hem the player in.
A small but very tough level, set in a bricks and metal base.
The main room is very stylish with a deep red sky visible through windows
and gratings high up around the outside, and a walkway for the player
surrounded by nukage.
The start area is very stylish too with some good use of textures and
decorations.
The ledges and cages around the outside are
packed with hell knights, chaingunners and mancubi firing down
on the player from a distance while they try to deal with the barons, imps
and pain elementals in front of them.
The crossfire in this room means it takes some thought and tactical play to
beat.
It's an unforgiving level, where you should expect to die half a dozen times
just experimenting with tactics for the main area, and can expect a few more
deaths due to a number of traps where hordes of monsters are added to the
fray as you progress through the level.
The only downside to this level is that the previous one had made me
paranoid about conserving ammo and health, whereas this level turns out to
have them in abundance and just staying alive is the problem. There's a
cyberdemon but you get the BFG and can take him out with a bit of luck.
This one reminded me of The Twilight (Plutonia MAP15)
due to the dank brick and rusty metal style, lots of monsters behind
gratings and on pillars, and the proliferation of staircases.
There's a lot of good action here, with a mixture of distant chaingunners
and hell knights to watch out for, monsters on ledges overhead shooting
down, and cacodemons using their greater mobility over the various platforms.
Early on, I didn't get on at all well with these levels. Partly it's because they are full of traps and lots of fights where you're likely to get killed; some of these required good tactics which I normally like, but for some reason I kept getting frustrated here. Partly it is due to the first level, which is really tight on ammo and health, so I assumed the rest of the episode would follow suit — but after a few levels it became clear I was being paranoid about injuries and ammo use for no reason, the other levels are all generous. And finally, the early levels manage to really get on my nerves with a load of minor irritating things — putting armour and health in the middle of entrances so you're forced to pick it up even if it's wasted, piling ammo boxes on top of each other so you accidentally waste some, all pet hates of mine. Fortunately, the episode got more generous while using less ammo piling toward the end, so I began to enjoy it properly, and it built up enough goodwill that I'm prepare to write off the earlier frustration as a personal gripe.
Picking up MAP01 again, it really doesn't seem to fit this episode at all; whereas the rest of the episode moves towards the knockabout Plutonia style with lots of ammo and such. Whereas MAP01 is a gruelling battle and an adventure in its own right.
There is changed music for all the levels, pulled from a variety of sources, all quite reasonable.
Overall, these are certainly excellent levels, even if there have faults. But the architecture is superb, and there is plenty of fun gameplay provided you don't mind some nasty traps.
| Map | Coop | Dmatch | Flags | Based on |
|---|---|---|---|---|
| MAP01 | 4 | 0 | SkLevs | |
| MAP02 | 4 | 0 | SkLevs | |
| MAP03 | 4 | 0 | SkLevs | |
| MAP04 | 4 | 0 | SkLevs | |
| MAP05 | 4 | 0 | SkLevs | |
| MAP06 | 4 | 0 | SkLevs | |
| MAP07 | 4 | 0 | SkLevs | |
| MAP08 | 4 | 0 | SkLevs | |
| MAP09 | 4 | 0 | SkLevs | |
| MAP10 | 4 | 0 | SkLevs | |
| MAP25 | 4 | 7 | NoMonst | |
| MAP26 | 4 | 8 | NoMonst | |
| MAP27 | 4 | 8 | NoMonst | |
| MAP28 | 4 | 10 | NoMonst | |
| MAP31 | 1 | 0 | SkLevs |