Introduction: The long-anticipated release of this 10-level set
(yes, you heard me right - 10 maps, including one "super-secret" map if
you generate sufficient stats in each preceding map) as an Episode 1
replacement for the original DooM has the DooM community in a feeding
frenzy. Supporters, and there are many, vow that this is one of the
best mods ever to be produced. Detractors (whose numbers seem to rival
those of the supporters) vociferously argue that the final product does
not live up to the hype that preceded the release. In the reviews that
follow it is not my intention to validate any of these positions. In
other words, I consider myself a neutral party - I was neither involved
in the development of the project (or was a fan-boy), nor was I engaged
in the project- and team-bashing that appeared to be prevalent on the
forums. Instead, I quietly waited for its release, knowing that a lot
of talent and effort was going into this project. As with any other
major release, I understand that expectations are likely to be high,
and KDiZD is no exception. Does it live up to the hype? Does it take
its place in DooM history as a wad that should find a permanent place
in every dedicated Doomer's computer hard drive? Read on and decide for
yourself, gentle reader.
A couple of quick notes on how I organized and approached these
reviews. I have examined each map from four principal standpoints -
Atmosphere & Architecture, Map Design, Gameplay, and the Wow
Factor. Most of the criteria for examining these aspects are
self-explanatory, but you're probably wondering what the 'Wow Factor'
is. Simply put, this includes all the things that I consider new and
outside of the realm of mainstream DooM wads and mods, from clever
scripting to new enemies. I approached these reviews both as a player
and as a map author. I believe this gives me a singular perspective, in
that I can experience the game while simultaneously appreciating the
cleverness that might have gone into it. I do not expect everyone to
agree with everything I say (the whole "One man's meat is another man's
..... etc."), but then I've been around the block enough times to have
gotten over it a long time ago. So, without further ado, I give you my
2 cent take on KDiZD.
KDiZD: Relive the Nightmare
This aptly named mod is one that needs to be savored, like a liesurely
four-course (or, in this case, a 10-course) meal. Knee Deep in ZDooM
combines the best of DooM's Episode One and ZDooM's many wonderful
features. Start with the Magic of DooM E1, throw in heaping spoonfuls
of talent, stir in a measuring cup brimming with imagination, and ladle
in a cupboard-full of hard work, and you get KDiZD. [Also, from what I
read in the forums at the launch of this ambitious project, a pinch of
modesty would not have hurt either. Heh.] With every mouthful you will
delight in the many flavors the Team has served up, whether it be the
magnificence of the architectural detail, or the many, many new toys
and playmates (wicked, though they seemed to be) available for your
gaming pleasure, or the clever way in which new mapping ideas are woven
into the fabric of the original E1 maps. And you will leave the table
very-well fed, your appetite for DooM properly sated.
In so many ways, the best way to describe this effort is "innovative".
There are things you see here that I don't believe have been done with
DooM before. The beauty of it is that they are not done simply for the
sake of being flashy (although I'm sure there will be some who will
argue this point), but to enhance the look and feel of the game and to
make the experience more immersive. And this is where I feel the
greatest strength of the project lies. Yes, there are more than a dozen
new enemies, each better-looking than the next. Indeed the weapons are
awesome and fun to use. No doubt the new skies and textures and
decorations are superb. But under all that is the fundamental question:
Is it fun? To me, the answer is a resounding "Yes!" The mod is a
terrific amalgam of DooM and something else - something quite original.
Have you ever played a DooM mod in another engine, say Duke 3D or
Quake? You know what you're seeing is DooM, but there's just enough
different to make it new and exciting. That, in my opinion, is where
KDiZD succeeds.
I played a new map each day, partly because of Real Life commitments,
partly because I wanted to devote my attention to one map at a time so
that my impressions would be fresh in my mind while I wrote the
reviews. The scale and magnitude of these maps demand nothing less. I
know that when I play them again, without the constraints of having to
"observe" the game as a neutral participant, I will play them for the
sheer joy of playing a game well made. I will take advantage of all the
secrets, knowing that I have fulfilled my duty to play the game without
them so that I could report impartially on the game as the authors
primarily intended it to be played. [Refer to my individual map reviews
for more on not using secrets as much as possible.] I will be
forewarned of the strengths of my opponents, and like Sun Tsu, the
great Chinese WarMaster of old, I will use that knowledge wisely. But
above every thing else, I will play it to get lost again in the wonder
of it all.
Were there things that the KDiZD team could have done differently?
Sure. At least I think so. But then, opinions are like assholes -
everybody's got one. I've been around long enough to know that in all
endeavors of this scope there will be some things that some people will
not like, and there were a few (emphasis on the word "few") things I
did not particularly enjoy. However, this is neither the time nor the
place to highlight those instances - where appropriate I've mentioned
them as part of each map's review. For now I am content to say that the
occasional gripe I had is probably not universally shared, and arises
more from my personal preferences and playing style. As the inimitable
Abraham Lincoln famously said: "You can please some of the people all
of the time, and all of the people some of the time, but you can't
please all of the people all of the time."
So, in conclusion, where exactly does KDiZD fit in the annals (Heh,
heh. He said anal. Heh, heh.) of DooM? Is it a great reinterpretation
of a classic or merely a sophisticated hack? Does it rank up there with
the greats (such as Memento Mori and DooM Eternal) or will this be
remembered as just another "decent" Episode 1 remake? You tell me.
Seriously. Email me at
This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
If I get enough responses
I will tally the results and update this summary. As for where I stand,
I think these reviews speak for themselves.
MapZ1M1: The Hangar
Atmosphere & Architecture: Z1M1, in my opinion is
wonderfully atmospheric. From the broken pathways through nukage pools
to cracked walls that sporadically emit sparks, the map evokes images
of an urban battleground. Add to that areas that are darkened by
(presumed) power failure, and you are sure to get a creepy feeling from
time to time. There are other touches, such as broken tiles under which
a seemingly organic and gelatinous liquid flows, and the ominous and
cloudy skies over the hills of Phobos, that lend an air of a forlorn
and abandoned military base. I will say, however, that I thought some
of the areas were very dark - to the point of adversely influencing
gameplay. But more on that later.
The look and structure of the map are very convincing too. Although the
"shuttle craft" on which the player arrives on Phobos is somewhat
hokey, the rest of the map does not disappoint. Step into the "Hangar"
and you see a crate cleverly suspended from an upper level in a manner
that ordinarily defies the limits of the DooM engine - it appears to be
true 3D instead of the 2.5D with which we associate DooM. Being a map
creator myself, I can appreciate the cleverness and effort that goes
into creating such illusions. There are some that may insist that the
map is unnecessarily detailed, but I will take exception to this
position. I felt that the elements of the map's architecture fit very
nicely into the overall theme of a futuristic off-world base.
Map Design: To me, this map has most of the elements of
important map design - connectivity, a mix of indoor and outdoor areas,
areas that are visible but not accessible at first but which one
reaches as part of the map's progression, non-linearity (in that the
player is required to return to areas previously visited). The map can
be slightly confusing at first, but the logic of the map becomes
evident after exploring the place a bit. I do not subscribe to the
theory that the natural progression of a map should be immediately
obvious to the player. [I hasten to add that neither do I recommend
making maps so puzzle-heavy that it becomes frustrating, especially for
those who play the game for its general simplicity.] As such, I believe
in making a map unfold over time, occasionally making the player
scratch her/his head, and providing a sense of satisfaction when the
player has finally solved a problem. In other words, a balance of
action and exploration. In this department Z1M1 delivers.
One of the things I look forward to in any DooM map is the discovery of
secrets. In a way, I believe that secrets are a way of seeing if the
map's author can outwit the player without making the process too
frustrating. Accordingly, I also believe that the discovery of secrets
should not be mandatory to the successful completion of a level, either
because the secrets are an essential part of the map's logic or provide
powerups or other items necessary for progress. The secrets in Z1M1
definitely meet these criteria, and they nearly outwitted me. I did
manage to find all three of them, but I needed the hints provided in
the various forums. The authors have cleverly disguised the secret
areas, but to their credit have provided clues to those who spend the
time to seach for them. Using the automap is vital in figuring out how
to access them, and the challenge posed does indeed generate a
rewarding feeling when the secrets are uncovered.
How does Z1M1 stack up against E1M1? I don't believe this is a fair
comparison. E1M1 has its place in the history of first-person shooters,
but I do not believe that the Team KDiZD intended (the original hype
notwithstanding) to supplant its exalted position in the mind of DooM
fans. Instead, this was an attempt to re-interpret a beloved map using
more advanced tools than were available in 1993. As such, when I played
the map I approached it with a completely open mind, much like I would
when I play any other map. And when I did, I did not find the effort
deficient. Now some of you may gripe about how this map departs from
the original. To me, this makes the map more enjoyable, in that the
experience is fresh and different. And yet, there are plenty of areas
that immediately hearken back to the original and make the player go:
"Aha!" Overall, I consider this map a terrific homage to the original,
while standing on its own merits as a worthwhile level.
Gameplay: This aspect of Z1M1 is a mixed bag. There are aspects
that make the experience immersive and realistic, engaging the player,
and departing from the standard key hunt. These include finding the
explosive device to permit further exploration of the map, turning off
the radiation to allow access to the exit, and switches with monitor
screens that allow the player to see what the switches have activated.
On the other hand, the prolonged fights with simply a pistol were
tedious. [And yes, I know that the player can acquire a shotgun early
if s/he finds the first secret.] Perhaps I'm spoiled by the hundreds of
maps where I pick up the shotgun relatively early in the process, and
am therefore not stymied by the lack of a resonably powerful weapon.
Still, I can't help wondering if this aspect of the map could not have
been reconsidered. But enough about that. Let's talk about the
ammo-armor-health balance.
Overall, I found the difficulty level to be commensurate with those of
most modern maps for DooM, and I consider myself a moderately competent
player. Let me point out that I played the map in Skill 3 (Hurt Me
Plenty), and for the most part I played cautiously. At the end of the
map I found myself flush with ammo, health, and armor. In other words, on average
there is plenty of what you need in the map. However, I did find that
there were times when I was dangerously low on what I needed (at one
point actually being down to 1 health point). I think that the map
could have done with a little more ammo and health in the beginning and
middle parts of the map, especially as the player is pitted with just a
pistol against sometimes difficult to reach enemies that take several
bullets to bring down.
Another aspect of gameplay I consider important is replayability. The
first time I play a map I am typically very careful, saving the map
periodically, and conserving health and ammo. After I understand the
logic of the map and the parts that present the greatest challenge, I
go back and replay the map more boldly. I believe some of this is what all
players ought to do - play a map to understand the progression the
author intended, then go back and play it again (either with the
intended logic or any alternative the player chooses to explore). One
cannot judge a complex map solely on the basis of a single
play-through. Having said that, I think that this map deserves to be
played a second (and maybe even a third) time.
It looks good and the map design is clever, but is it fun? The answer
is: "Mostly, yes." Why 'mostly', you ask. The fun I derived from this
map came primarily from exploring it and admiring what the authors had
put into making it look and feel the way it does. And yes, once I
picked up the shotgun and got enough ammo, it was a blast fest,
especially as the enemy placement provided a nice challenge. Still,
there were areas that were very dark, making navigation and
self-defense somewhat difficult. Having just a pistol for a sizable
portion of the map also reduced the enjoyment of the game. Overall,
however, I found the map to be very satisfying, particularly in the way
it balanced mission objectives with enemy battles.
Wow Factor: There are many new textures and things that create a
unique feel to the map. ZDooM features are liberally used, but not in a
manner that would detract from the overall experience of being in a
base that has been overrun by demonic hordes. Lamps and lights have
simulated coronas, security cameras abound, and ambient sounds are well
used. The map even introduces a worthy new opponent. I'm referring, of
course, to the enemy known simply as "The Shadow". This is a
imp-reincarnation with red eyes that glow eerily even from across a
large room. Very well created, in my opinion. The introduction was
cleverly done, fitting in very nicely with DooM's story and generating
the perfect mood to begin the game. However, the piece de resistance
has to be the data pad on which the player's stats are displayed at the
completion of the map. Replacing the traditional E1 intermission
screen, the data pad is interactive and takes the original intermission
screen several steps into the future. [Unfortunately, the controls on
the pad are not intuitive, and the text file provides no instructions
for its use. I had to mess around with my keyboard controls a little
before I could exit the data pad and move onto the next map.]
[EDIT: I forgot to mention that Z1M1 introduces a new enemy - a faster-firing variant of the standard Zombie Man.]
So how does Z1M1 stack up against the many E1M1 clones? To me, despite
its occasional drawbacks, it is a great example of what a creative
author can do with the tools at hand. In summary, I would say that
Z1M1, while providing a teaser for what to expect in the rest of the
game, earns the right to stand on its own as a strong map that deserves
to be played again.
MapZ1M2: Nuclear Plant
Atmosphere & Architecture: What can I say? The map has all
the elements that made the original E1M2 so unique - reasonably
well-lit areas balanced by dark and creepy computer rooms, nukage in
abundance but the gorgeous hills of Phobos visible from many areas of
the map, claustrophobic interiors and the wide-open spaces of outdoor
environments. There is less evidence of the structural damage that was
prevalent on Z1M1, and the base seems better preserved. This, in a way,
made me forget that the UAC colony on Phobos had suffered a devastating
assault. Nevertheless, it did not lessen my enjoyment of the map.
The architecture in some of the map is nothing short of spectacular,
and I do not bandy this praise lightly. I'm sure to piss off some
people when I say this, and Team KZiZD should not get a swollen head
from this comment, but this is what E1M2 would have looked like if JR
had created the map today [deja vu,
anyone?]. I truly felt at home in the map, and spent long moments
admiring the various accents and detailing that went into enhancing the
look of the original. The map is unmistakably the Nuclear Plant of E1M2
fame, just more interesting to look at. Little touches (such as the
broken conduit in the starting room that is leaking nukage) add a level
of realism that make the level that much more enjoyable to play.
Map Design: For a large part the map mirrors the original E1M2,
and that's not a bad thing. Building upon a classic is commendable, if
the results work. And Z1M2 does not disappoint. Moreover, the authors
have cleverly integrated many new areas (some of which the player is
required to traverse) that make this map stand on its own merits. Many
areas are where you expect them to be, and the initial progression is
virtually identical to that in E1M2, but for me it was like taking a
stroll with a quirky old friend - the company is collegial and
comfortable, yet I knew that I must expect the unexpected. The new
areas are well-crafted, and integrate nicely into the overall design of
the map.
This map has a staggering 9 secrets. Some secrets are essential for
discovering other secrets, and some make the acquisition of other
secrets .... how should I put this .... less painful (from a radiation
standpoint, if you get my drift). To me, the clue for almost every
secret was reasonably evident. As with Z1M1, using the automap is
essential for uncovering some secrets, while careful observation of the
areas around some of the others is adequate. The only secret area that
I never would have discovered on my own (without endless hours of
humping every wall) was the one where the green key was hidden. I
especially liked the way by which the player needs to access the blue
key. Cleverly done.
Gameplay: This level is slow to start off, with just Zombie Men
to oppose you at first, and then the going gets better. Much better. I
did not begin with a pistol start, as I understand (from reading the
forums) that the super-secret Map Z1M10 can only be accessed if the
player acquires a certain level of cumulative stats. As such, it seems
that the KDiZD team intended the player to continue forward with all
weapons and armor collected from the preceding maps, rather than
starting each map afresh. I have acquiesced to this requirement, but do
intend to go back and play each map with just a pistol start.
Regardless, I started the map using just my pistol until I picked up
the shotgun (very early in the map, I hasten to add). And then it was
time to Lock & Load, Baby!
The gameplay is very DooM-like, and I say that in the best possible
way. [Isn't that why most of us continue to play the game, after all?]
The player is put into sometimes tough, but fair situations. The
occasional trap surprises but does not overwhelm. The creepiness of the
darkened computer area brings back the old phobias (sic! It is Phobos
we're on, after all.) The odds are sometimes against the player, but
the authors give us enough room to maneuver, and even challenge our
skills. Kudos to them for that. Still, all-in-all, this was not a
difficult map, and right in keeping with the difficulty level one would
expect to find in the second map of a modern Episode 1 replacement. I
did feel, however, that some areas could have done with more enemies
(primarily the secret areas behind the green and blue key doors), that
could have teleported in when the player was mid-way to his/her
destination.
The balance of ammo, health, and armor tends to lean towards the
liberal. I played the map somewhat less cautiously than Z1M1, but at no
time did I find myself dangerously low on any of the essential items.
[Admittedly I entered the map fully loaded, and perhaps the balance
will tilt somewhat when I play it with a pistol start.] Depending on
your perspective, a liberal quantity of items can be considered a good
thing. Many people play DooM primarily to be able to go into a room,
guns blazing. And for that, health, ammo, and armor are commodities
that those folks desire in abundance. And for people that want to push
the envelope and see how they can get by with the least resources,
there's always the pistol start.
I found this map to be very fun to play, not the least because it
looked and felt so much like E1M2. Don't get me wrong, I enjoy
departures from maps cast in the DooM mold. But to play an original
with so many creative twists and so beautiful looking to boot, is sheer
delight. To illustrate how much fun I was having, I occasionally would
forget to save the game, because I was so immersed in it. While it was
relatively easy at HMP skill, it's definitely a map that deserves to be
played again, either on UV skill or with a pistol start. So, yes, Z1M2
belongs in your stable of maps to which you intend to periodically
return.
Wow Factor: This map is chock full of new stuff, including 4
..... count 'em ..... 4 new enemies. The first time I saw the Satyr I
went: "Whoah! That is so cool!" My surprise and fascination quickly
gave way to the strong desire for self-preservation. I had to duck
around the corner to switch from a pistol to the shotgun, after which I
proceeded to waste the sucker. My only regret is that I did not put the
fellow through his paces to find out what pain he is capable of
dispensing. The next new opponent I ran up against was the Stone Imp,
which was not as much of a surprise (in terms of behavior), as it
appears to be a modified enemy from the DooM Monster Resource Wad.
Still, it was satisfying to watch the barrels explode around them and
take them down. The Mauler and the Soul Harvester were complete
surprises. Yes, the Mauler looks like a DooM Demon that's had its ass
stuffed with red chillies, but when it first jumped at me I was
pleasantly spooked. The Soul Harvester was another enjoyable shock, and
watching its "soul" leave its mortal fold when the creature was no more
was a wondrous thing. All in all, this was a plethora of goodies, and I
want to go back for more.
In summary, this is a worthy tribute to E1M2, not just in the
enhancements to the original but also the additions. Aside from the map
being somewhat easy to play in HMP skill and starting with full health,
armor, and ammo from the previous map, this is a very enjoyable romp
through a beloved area of the DooM universe. And hunting down those
nine secrets ought to keep the most observant of players quite busy.
MapZ1M3: Toxin Refinery
Atmosphere & Architecture: In what is clearly the tradition
of this map-set, the authors have crafted a map with an eye to detail
and realism. Given the limitations of the DooM engine and even ZDooM,
these guys have built what could (with some imagination) pass off as a
nukage processing facility. The texture use and constructs (from vent
piping to aeration columns, from agitators to holding ponds) all
reinforce the idea that you are in a place where dangerous chemicals
are being treated. In many places I was reminded of the base-style
areas of Quake, and I say this as a compliment. This map definitely
deserves a -nomonsters walkthrough, simply to admire the creativity and
effort the authors have put into it. I must add that the caverns and
mines looked convincing, with a natural appearance, and the
human-constructed appurtances were nicely integrated into the rock.
I haven't touched upon this in my reviews of the earlier maps, but
there is wonderful use of ambient sound throughout the maps. From water
drips to the hum of machinery, the maps abound with noises that one is
likely to hear in installations of that sort. I have worked in my share
of industrial facilities (having even visited several nuclear power
plants) and some of them have been fairly old, even decrepit. Water is always
dripping from pipes and conduits, stuff is often clanking away,
pressure relief valves are frequently hissing, sludge is flowing with
viscous, gloppy noises. A sense of all of this has been wonderfully
captured in this map, to the extent that I am glad the atmosphere is
not masked by music.
Map Design: Staying true to the form exhibited in Z1M2, this map
faithfully follows the basic layout of E1M3, the original. To its
credit, the KDiZD team has altered the logic of the familiar areas, and
added new areas (including a vast underground labyrinth and other
sections that fit in quite nicely with the Toxin Refinery theme). The
main entrance area is a hub of sorts, from which you launch into your
quest for keys, switches, and other artifacts. The areas within each of
the sections are well connected, and there are multiple routes you can
take to achieve your objectives. I want to point out that because of
the map layout, you will spend a lot of time exploring and
back-tracking, and that's not necessarily a bad thing. However, because
of the size of the map, I frequently found myself at a loss to figure
out where to go (or what to do) next. The automap was my close ally,
but with the denseness of the sectors and the compactness of many areas
of the map, it sometimes was difficult going despite the automap.
This map tops Z1M2, in that it has an incredible 11 secrets. As with
Z1M2, it is necessary to find some secrets in order to find others. The
Team has been very
creative in the ways by which the player can access them. In
particular, the method used to reach the area with the Soul Sphere was
innovative and clever. There were many secrets that had me scratching
my head, in particular the one with the berserk pack near the secret
exit. Without giving too much away, I can say that I am thankful I had
found the rocket launcher in another secret area. Still, it was not an
easy way to get in. Finding a way into the secret area with the green
key (and our good buddy Duke Nukem in a barrel) was another puzzler,
but very nicely done. And finally, I found the Terrorsphere, but only
after I didn't need it any more. It is cleverly hidden from view unless
the player is looking around, or is exiting the area in which it was
intended to be used. Ah, well. My fault for not being more observant.
[EDIT: The berserk pack near the secret exit can be reached with some
crate-hopping and a fair degree of patience and skill. My thanks to the
readers at the DooM World forums for pointing that out.]
Gameplay: All I can say is Whew! I'm exhausted after spending
more than 4 hours in the map, mostly to figure out every last doggone
secret. I enjoy large maps (having created several monster maps
myself), but I must say that this map came this close to
pushing me over the edge. [By that I mean I was sorely tempted to
switch to the cheat code of my choice and finish the map in any way
that I could.] It was only my determination to complete the map in the
manner intended, so that I could do a fair and complete review, that
kept me going. To many, this map will be very frustrating, not least
because of the number of objectives. It is a daunting task, despite the
help (in the form of arrows and colored lines representing the various
keyed doors) provided in the automap.
The fights were often exciting and sometimes pitted me against tough
opponents in close quarters. Notable examples are when some of the keys
are picked up, the most tense of them being the key (I won't spoil it
for the reader who has not played the game by revealing the color) that
results in the lights going down before turning red and oscillating,
and releasing some very pissed-off satyrs. The final fight at the
secret exit was a nail-biter too. Don't get me wrong. There's plenty of
cannon-fodder in this map. But the gems are to be found selectively, as
well they should.
There is no shortage of ammo, health, and armor. As with Z1M2 I entered
the map fully loaded, and that probably made my job a little easier.
However, I used only the pistol until I got the shotgun (which was
almost right away), and only the shotgun until I picked up the
chaingun, and only those until I got the chainsaw. I never used the
rocket launcher against enemies, as this weapon is only found in a
secret area. In fact, I only used the RL once, which was in an attempt
to access the last secret. I used the chainsaw a lot (which is what I
tend to do in DooM) and was thus able to conserve ammo, but even
otherwise it appears that the
"kick-the-damn-door-down-and-waste-everything-in-sight" crowd will not
face a dearth of items. There are plenty of backpacks, enough health,
and lots of armor (admittedly some of the good stuff like beserk packs
and blue armor is in secret areas) so that the player that wishes to
cruise through can do so. The complexity of the map notwithstanding, of
course.
This map was a mixed bag in the fun-to-play department. Yes, many of
the fights and the new enemies (more on that later) were exciting, but
the endless searching to complete mission objectives in a vast space
became occasionally tedious. I'm not sure if the scripting could have
been enhanced to make each succeeding step clearer to the player, and
this might have made the progression a little less confusing for me.
[Perhaps when I have the opportunity I will look through the scripts,
but right now I feel like I need two aspirin and then I want to delete
DooM from my computer. Heh!] But all kidding aside, this is an
enjoyable map in many parts, and I would like to go back and play it
again. Just not yet.
Wow Factor: Once again the Team has demonstrated its talent and
effort. I counted four new enemies, from the weaker ones (such as the
chainsaw zombie and chaingunner) to the faster, tougher version of the
standard Demon (Blood Demon) to the tough ones (the Manticore-like Hell
Warrior). Each enemy has been painstakingly crafted to look and work
like the DooM (and in one case, Hexen) enemies on which many of them
have been based, with new behavior that distinguishes them from their
predecessors. Aside from the new enemies, one of the things that made
me go "Wow!" was the intricacy of some of the scripting that I knew
must have gone into the map. The method of reaching the Soul Sphere
alone deserves a round of applause.
To round off this review I will say that this is a map that some will
find marvellously complex and enjoyable to explore, while others will
likely lose patience with. For my part I stuck with it, occasionally
feeling like I was slogging through the map, but enjoying the many
surprise fights and wonderful detail. From personal experience with
building enormous maps I can empathize with the authors of Z1M3, and I
know how much work must have gone into it. I laud them on their effort,
but still have mixed feelings about this one.
MapZ1M9: Military Base
Atmosphere & Architecture: From the brooding skies to the
forlorn hills to the occasional raindrop, this map has an ominous,
sullen feel to it. The overhang of dark clouds creates a distinct feel
to this map when compared with the previous ones. Touches like the
green tint to the air in the area with the nukage channel (at the far
end of the area behind the blue-key door) add an element of realism to
the map. In fact, I was hesitant to enter the area at first, believing
I would lose health from the radiation. Some areas (such as the one
with the rocket launcher) were creepy and claustrophobic, while other
areas (such as the open area near the exit building) were almost
inviting. A very good contrast. I haven't mentioned this in earlier
maps (not because it didn't apply, but because there was so much else
to cover) but this map as well as the others have used lighting to very
good effect.
As with the other maps I've played in this set, the architecture is
top-notch. There were some areas where my jaw actually dropped (most
notably the area with the Rifle), and I spent long moments just
admiring the creativity and imagination of the authors. The outdoor
area in the direction of the exit was not too shabby either. I should
have mentioned this for my review of Z1M3, but the team has done an
excellent job with the outdoor areas. The hills are very natural
looking, with appropriate use of texturing. Using triangular sectors
smooths the slopes and prevents the appearance of ridges that detract
from the look. [This approach is undoubtedly modeled after the
terrain-generator that Grubber (aka Jan Cholasta) had developed a
couple of years ago.] All in all there is plenty of eye candy to be had
in Z1M9.
Map Design: It increasingly appears that the maps in KDiZD are
modeled around the core areas of the original Episode 1, with vast
additional areas. [Z1M1 has been the only departure from this trend so
far (in that the original areas are not quite so distinctly rendered),
with the other maps replicating the core areas in scale and relative
position in the map.] Now that's not a bad thing at all. I personally
love the look of the familiar E1 areas with all the changes the ZDiZD
team has introduced. This map delivers the "upgrades" in spades, while
retaining much of the original logic of E1M9. The great thing is that
the new areas could easily have been a part of the original, with the
progression remaining the same - in other words, a lot of connectivity,
and a lot of straightforward key searches.
This map has just 3 secrets, and after what I went through on Z1M3 to
find every last secret, I am very grateful. One of the secrets mirrors
the one in the original E1M9, and the other two are brand new. One of
them yields a powerful new addition to your arsenal (more on that in
the Wow Factor), but it requires a vigilant eye and thorough
exploration. It's almost right in front of your eyes, but hidden from
view, so using the automap or even the computer map (via a cheat code)
will not help. Very nicely done. The last secret takes a little bit of
jumping at the proper angle, but it's not inordinately difficult to
acquire. Also, a bit of a correction to my discussion on Z1M3 secrets.
I found out that the area with the berserk pack near the secret exit
can be reached with regular crate-hopping. No rocket-jumping is
necessary, and I even managed to make the necessary jumps. [Many thanks
to the reader of the DooM World forums for setting me straight on this.]
Gameplay: In keeping with the other maps in this set, there is a
lot of the style of play that is very DooM-like but enough that one
feels that one is not playing the original. Some of the traps were very
nice (although, for the regular DooMer, alarm bells go off when seeing
something like a rocket launcher sitting in the middle of a large red
pentagram, with no enemies in sight) and left barely enough room for
the player to maneuver. Other areas, such as the one behind the
blue-key door, give the player the option of staying behind the door
and sniping, or running in and doing the whole duck-and weave dance
while blasting away with the pump-action shotgun. [I tried it both
ways, and obviously it's a lot more fun when you're in the thick of the
fighting, not knowing if that imp fireball that's barrelling towards
your back is the last thing you'll ever see.]
There is generally a fair amount of health, armor, and ammo. There were
times, however, when my health was .... how should I put it? .....
unhealthy and there were no medikits or medipacks to be had for love or
money. [I even tried asking a satyr, in my politest tone of voice, if
he would let me reach over and grab the health satchel right behind
him. All I got in return was a swipe across my face with a clawed fist.
Bastardo! See if I'll be courteous any more.] But overall, if one plays
with care, the map is not difficult. As with earlier maps, I used only
a pistol until I skewered my first sergeant, and only the shotgun until
I picked up the chaingun from a chaingun zombie. I never used the
double barrelled shotgun, as this is only found in a secret area. And
even though the rifle was not in a secret area, I did not use it
because it made most of the fights too easy.
This map was a gas to play. There was a nice mix of cannon-fodder
enemies, tougher enemies, and opponents approaching mini-boss status.
And all in situations that I thought were fair and occasionally tough.
If I had to rate the difficulty of this map compared to the previous
maps I would say that it is on the easier side, with the authors giving
the player enough room to retreat or maneuver in the tougher battles. I
might have made the two "epic" battles a tad more challenging as
follows - I would have locked down the area with the Rifle, requiring
the player to dodge and shoot in somewhat close quarters, and opening
the door after, say, one minute. And I would have thrown in some more
enemies with projectile attacks in the open area outside the exit
building. [The way it was set up, I was not required to do much
dodging, I could have evaded the enemies and run into the building, and
I was easily able to circle-strafe around the enemies while taking pot
shots at them. Had I chosen to use the DB shotgun, the rocket launcher,
or the Rifle, the battle would have been over almost before it had
begun.] I shall play this map again with a pistol start, and perhaps on
UV skill, for more of a challenge. In other words, the map has definite
potential, and deserves to be played again.
I am not one to look for bugs, but there was one that I could not help
but notice. In the outdoor area leading to the exit building, Lost
Souls teleport into the hilly section once the player unlocks the side
door. Unfortunately, because the linedefs for the hills have been
flagged impassable to prevent the player from jumping off the crates
onto the hills, they also prevent the Lost Souls from entering the
arena to attack the player. I was easily able to pick them off without
any risk to myself (and it was easier still to let them destroy each
other. Even though monster-infighting has been turned off for this
map-set, enemies still take damage from each other consistent with the
original DooM).
This is not a bug at all, but I wanted to point out that in the area
with the nukage channel (at the far end of the area behind the blue-key
door) I found that some of the enemies with only close-range (melee)
attacks (i.e., satyrs and stone imps) found their way to the other side
of the channel, where I could pick them off at my leisure. This
obviously diminished the challenge of reaching the switch.
Wow Factor: The scenery and the architecture aside, this map has
a plethora of new stuff that made me grin with fiendish glee. Let's
start with the weapons. There are two .... yes, I said two... new guns,
each more powerful than the other. There's the old saddle-horse from
DooM2, the double-barrelled shotgun. The KDiZD team has created new
graphics for the weapon, and has beefed up the blast sound. Of course,
the clink-clink of spent shells adds a nice touch. For being the
creation of an amateur team the sprites were remarkably well done (as
is true of most of the artwork from this group). The other new weapon
is the powerful Rifle, which takes Slot 7 in your arsenal, replacing
the BFG 9000. This one seems to slice through opponents like a hot
knife through butter, and is a welcome addition to an already stellar
cast of goodies.
There is just one new enemy, but the new weapons kept me as happy as a
six-year old at a toy store, and I didn't mind in the least. [I do
believe I am getting spoiled with all the new stuff, and so don't blame
me if I burst into a fit of petulant rage when the goodies stop
flowing.] This enemy, the Dark Imp, appears to be a marginally altered
version of the creature from the ZDooM Monster Resource wad, in that
the fireball seems to have some tracking ability. Not as much as the
one from the Soul Harvester, but it's definitely there. I'll need to
look at the DECORATE definitions to confirm. Regardless, it is a tough
new adversary that I look forward to meeting again in future maps. I
just hope I have my shotgun clutched tightly to me when that happens.
[EDIT: I forgot to mention that E1M9 pits you against the familiar Hell
Knight of DooM2. For most of us this is not such a new thing, and
therefore not so much of a Wow Factor. Still, it was cool to fight a
DooM2 enemy in DooM.]
[SECOND EDIT: I also forgot to mention a couple of Easter Eggs, that do
not officially count as secrets. As you exit the start area towards the
outdoor imp cage, look for an unusual-looking switch. Press it for a
zany surprise. Also, in the crates surround the imp cage look for
something that resembles a lap-top computer. Press it to get a wacky
message.]
So, the two of you are undoubtedly awaiting my sage words of conclusion. I have two words - "Good show!"
You're still here? What are you waiting for? Go out and play the map again.
MapZ1M4: Command Control
Atmosphere & Architecture: I know that this is beginning to
sound repetitive, but this map is consistent with the previous ones in
the mood that it delivers. It is expansive in parts and claustrophobic
in others, dark and shadowy where it needs to be but poperly-lit
elsewhere. It invites exploration, and is often tense and unnerving.
The skies have darkened, suggesting the passage of time as the player
makes his/her way from one map to the next. The feel of the map was
both DooM-like and something different, a pleasant mix of nostalgia and
wonder.
The architecture is very well done, and the original E1M4 areas have
been skillfully enhanced with struts, supports, beams, computer panels,
consoles, and the like. The look is very much in keeping with a
futuristic military command center. There is a staggering use of sloped
walls, and for the most part this is executed with craft and care.
However, in many instances of steeply sloped shapes the textures
(flats, really) were stretched to the point of looking unnatural. The
use of the ZDooM specials Sector_SetCeilingScale &
Sector_SetFloorScale could, in many instances, have reduced this
stretching effect. Regardless, this is a minor point that only
temporarily detracts from the look of the various constructs, which are
generally superb.
Map Design: In a twist on the original E1M4, and a variation on
the progression that we have seen in the earlier maps, the player does
not enter familiar territory for a while. I actually enjoyed exploring
the initial areas of the map, waiting to see when I would go "Aha!" And
when I actually stepped into the part of the map that mirrors the
original, I didn't realize it at first. In fact, for quite a while I
was disoriented, having expected to enter the familar areas from the
"conventional" E1M4 start area. I actually liked being off-balance and
recognizing familiar areas only as they unfolded gradually because of
my disorientation. In this way the map took on a completely different
feel from the original. I rate this as a positive aspect of the map's
design, and the authors deserve credit for this.
Of course, I would be remiss if I did not point out that the map has
vast areas to explore beyond the confines of the original E1M4. And
because at its core the design emulates E1M4, it also features the
great connectivity and the possibility of multiple routes to a
destination that were the hallmark of the original. Again, the authors
have set the core E1M4 areas as the hub from which the player can
explore the various spokes of the map.
This map does not disappoint in the secrets department. There are 7
secrets in all, and while most of them are to be had for the taking by
observant players, at least one of them is not intuitive. I speak, of
course, of the infamous yellow door secret. Aside from actually
entering the "true" secret area, even getting inside the yellow door is
..... how should I put this without giving anything away .... a
head-scratcher. I spent an awful amount of time looking for the dadgum
yellow key, only to discover that ..... Well, I'll let the player
discover that for him/herself. I particularly liked the backpack that
is visible in the secret area in the computer room, enticing the player
like a ripe fruit that seems just out of reach. But then, I do like
those kinds of secrets.
Gameplay: If you're looking for a fight, you'll get it in this
map. Almost immediately upon leaving the entry point you are beseiged
by a legion of hoofed and clawed enemies who are intent on extracting
your guts and handing them to you on a platter. And thereafter you will
be confronted with a steady stream of opponents, ranging from easy to
tough. There are many fights when you will be surrounded, and will need
to hack, shoot, and kick your way out of the mess into which you've
unwittingly walked. But overall, the fights are fair (but see below for
a possible exception) and you get plenty of goodies with which to deal
with your foes. The authors have used enemy teleportation very nicely,
and I often found myself hemmed in between monsters both front and
back. This calls for some nimble footwork. Of all the maps so far, I
found this map to have the perfect difficulty level for the skill at
which I played the game, i.e., Hurt Me Plenty. In other words, it is
like when Goldilocks tastes the final bowl of porridge, and declares it
"Just Right!"
Overall there is a good balance of health, armor, and ammo. In with
earlier maps, my health occasionally dipped into the red zone, but
those were typically the times when I was taken by surprise by the
multitudes of denizens that infest Command & Control. There is
plenty of ammo and armor, but I still recommend playing with some
discretion. If you begin the map with a pistol-start I highly recommend
that you make every shot count, as you pick up a chainsaw and a beserk
pack quite late in the game, making any ammo shortage you face
potentially fatal. [There is a berserk pack in a secret area that may
reduce your dependence on ammo.] You pick up the shotgun right away,
and never need to use your pistol; you pick up the chaingun soon after,
and these will be your mainstays throughout the game. The rocket
launcher is, for the first time in this map-set, not in a secret area,
but the double barrelled shotgun is. I used the rocket launcher
sparingly, and the DB shotgun not at all. And even though I had picked
up the rifle in the secret map, I did not use it.
A couple of things that I might have done differently in the gameplay
department. First, the sole chainsaw zombie is to be found after the
player has almost completed the map, and there does not appear to be
another chainsaw in the map. If the point of the chainsaw zombie (or
the bererk pack nearby) was to provide the player a means of conserving
ammo, it came a little too late for it to do much good. Second, the
fight near the exit could have been very unfair if the player went into
it with low health and ammo. Worst-case scenario is the player is
trapped with fairly tough enemies in close quarters with only a box of
bullets for the chaingun, and the chainsaw. Not very good odds, and a
situation where the player's entrails could easily end up plastered all
over the walls. It would have helped to have an extra box of bullets or
a few extra shells, not to mention a medipak before the player entered
the exit room. I will make sure that I am adequately prepared the next
time I go back. Which I intend to, and I wholeheartedly recommend you
do as well.
Now to bring up an aspect of the map that I did not like. You can mess
things up good if you fall into the nukage after collecting the red
key. [This is the channel with the bridge over it that leads to the
Mines and the red key.] The nukage level drops after you press the
switch (near the red key) to lower the column with the blue key. Not
only is this fatal for the player that accidentally falls in, it makes
it necessary to find the double-barrel shotgun secret before the nukage
level has dropped. In my opinion, I found the lowering of the nukage to
be completely unnecessary - unless the authors intended for the secret
to be accessed only before
the switch was pressed, which again, I found to be unnecessary. Also,
the dimly lit switch next to the red key was unnecessary, as all it
seemed to do (other than lower the nukage level) was lower the column
with the blue key, which was already behind a keyed door. If the player
forgets to press this switch, I guarantee that the ensuing seach to
lower the column will be a nightmare.
Wow Factor: As I said before, the earlier maps have been
spoiling me, to the extent that I want to see new stuff every time I
fire up KDiZD. This map seems somewhat scarce in the Wow Factor
category. That's not to say that you won't go: "Whoah!" when you see
some of what the authors have done with the way the map looks. It's
just that you'll miss the steady stream of goodies to which the
previous maps have made you accustomed. Not having new stuff is not a
negative for this map. Just something I noticed by its absence.
And now a couple of edits. I failed to mention that starting with Map
Z1M1 there has been a new enemy that is a variant of the standard
Zombie Man, except that this one fires its weapon at a somewhat faster
rate. Now you may ask what the big deal is with an enemy that is a
minor variant. The answer lies in two things - first, the variation
makes the game just that much more different from the original. Second,
the team has put in a great deal of effort to make good-looking sprites
for that "minor variant". My other edit pertains to the fact that I
neglected to mention the presence in Map Z1M9 of the Hell Knight, which
(as all good DooMers know) is to be found only in DooM2, not in DooM.
For those of us accustomed to playing wads mostly designed for DooM2,
the Hell Knight is a commonplace enemy. But for someone that has just
crawled out from being buried under a rock since 1994, the Hell Knight
definitely rates a "Wow!"
[Second EDIT: This map features several convincing-looking "fans"
complete with rotation and sounds. This is something that is both a
clever architectural detail, and rates highly on the Wow Factor. Some
of you may point out that fans built the way they are in this map have
already been done before. That still does not make them any less cool.]
In summary I will say that this is a large, good-looking map, that is
relatively straightforward to navigate and offers many nice battles,
some in tight quarters. Entering the familar areas of Z1M4 from a place
different from what I expected resulted in some disorientation, which I
actually found to be quite a pleasant experience, as it allowed me to
"rediscover" E1M4. Definitely a map to be played again.
MapZ1M5: Phobos Lab
Atmosphere & Architecture: This is a mostly dark and gritty
map with brooding indoor areas as well as some nice new outdoor areas.
The map opens outside the Lab, and the skies seem to have brightened a
bit, but the sense of foreboding remains present. Stepping into the
shadowy interior heightens that sense, and increases one's
watchfulness. Some of the memorable atmospheric features of the
original E1M5 have been retained, particularly the spooky room near the
exit. There was nice pacing in the gameplay (more on that later, of
course), which allows time to look over one's shoulder in anticipation
of the next wave of heathen scum as one makes cautious progress. The
great thing about playing a map for the first time is that feeling of
not knowing what's around the corner, and this map offers that feeling
from time to time.
The architecture in this map is consistently good (which is how I feel
about all the other maps too, as a matter of fact), but varies from the
others in the degree of detail. Don't get me wrong, there are plenty of
wonderfully built areas, some of which have a sense of real space. [In
particular, I liked the large tunnels through which the player has to
travel near the start area.] But this map has definitely toned down the
addition of "extras" in the architecture arena. Those people that may
have felt that the detailing in earlier levels was excessive and simply
there for its own sake should be right at home in this map. While
definitely not minimalistic (as were the original Episode 1 maps), in
my opinion the work put into this map enhances the original, and
provides a fresh new interpretation of a classic.
Map Design: Going back to the tradition of the earlier maps
[with the exception of E1M4] this map puts you into the "normal" E1M5
start fairly early in the game, and for a while the progression is very
similar to the original. The authors have created some very interesting
twists to the map, converting some areas that were secret in the
original to areas that the player is required to traverse. The "core"
aspect of the original has been maintained, and of all the maps in the
set so far this one has a progression that most closely resembles E1M5.
This makes for an easy familiarity, while providing enough changes to
prevent the map from being simply a clone. [I know this really doesn't
belong in the Map Design section, but I don't really know where else to
mention it, so I'll briefly say that I really liked the illusion of the
crate "bobbing" in the nukage near the map start.]
The secrets in Z1M5 are for the most part relatively straightforward to
find, especially for the observant and the patient. Some of them (e.g.,
the invisibility orb) seem almost not to rate as secrets. But there is
a cool secret that, like the yellow-key door of Z1M4, will have you
stroking your chin in puzzlement. I also liked the secret with the
grenade launcher, as it is in plain sight (in a manner of speaking) and
just requires a little bit of imagination on the part of the player.
While I enjoyed hunting for the secrets (some of which were obvious
homages to the secrets in the original E1M5), I felt that having the
double-barreled shotgun in a secret area was unnecessary. [Yes, I know
that you're all going to say that the secret is one of those in the
original E1M5, but putting it in a secret area means that the player
does not get to use the weapon in any map till perhaps Z1M6, unless the
player finds the secret area in each map.] I would imagine that it's
about time in the map-set the player is given this cool new gun.
Gameplay: The map has some nice surprises in terms of enemy
placement, and on more than one occasion I found a phalanx of the enemy
before me and my retreat blocked. I particularly liked the placement of
the enemies behind the blue key, and no place for the player to duck
behind as s/he advances to the key. [To provide a bit more of a
challenge I would have used some more powerful enemies instead of those
used, as these latter can be relatively easily blown away.] I also
liked the enemies that show up once the door at the nukage area (the
one with the blue armor and box of bullets) is opened - fighting them
while "treading water" was a different take on what would otherwise
have been a straightforward battle. Overall, while there were some
tight fights and some of the tougher enemies, the difficulty level was
moderate to somewhat below that. In fact, I'd rate this map as among
the easier maps so far. [Of course, the great thing about finding a map
a tad easy is that one can always go back and play it again at a higher
skill level, with a pistol start, or with just the basic weapons. Which
is what I indend to do later.]
In a departure from earlier maps, you start packing your arsenal right from the beginning, in the form of a shotgun and
a chaingun as plain as the nose on your face. Armed with these little
suckers, and fed with a steady dose of ammunition, you can pretty much
dominate the map. Add to that a rocket launcher that is not in a secret
area, and you have some serious firepower. If you find the secret areas
(one of which is actually fairly early in the map) you can also add a
super shotgun and a grenade launcher to your hardware. I played the map
with only the shotgun and chaingun, and did just fine. I was itching to
try out the grenade launcher, but refrained from doing do as it was in
a secret area, and it would have skewed my review. As it is I found the
map to be somewhat easy on Hurt Me Plenty skill level, as I've already
mentioned. [The appearance of the Cacodemon was, in my opinion, a nice
touch. I hope that's a promise of things to come.]
Wow Factor: Did I mention that this map features the grenade
launcher. Yes, it's in a secret area, and yes you find it only towards
the end of the map when you've already decimated most of what is
available to decimate, but it's still cool to try it out. I like the
fact that there is some risk to the user, mainly in the form of the
grenade bouncing back to rip out your cojones (pronounced
co-ho-nes, in Español) and fill the rest of your genitalia with
shrapnel. The limitation, at least in my eyes, is that the grenade can
only be made to bounce at or below the floor level on which the player
fires it. In other words, you can't aim it upwards to send it in
through a window. Now that would have made it an even more devastating
ally. Still, it's a cool new toy, and I'm looking forward to using it
in future levels.
[EDIT: One of the secret areas in this map features a Mega-Sphere. For
players of DooM2 this has mere novelty value, but keep in mind that
this is not originally an Ultimate DooM artifact. Much like the Hell
Knight.]
So what can I say about this map that's pithy and sage? I liked the
obvious nods to the original E1M5, and I enjoyed many of the fights
(though they occasionally tended to be on the easy side). In summary
I'd rate this map as somewhere in the middle of this pack. And that's
saying something, as the pack rises head and shoulders above the
humdrum maps that tend to be released.
MapZ1M6: Central Processing
In a departure from my previous reviews of KDiZD I did things slightly
differently while playing Z1M6. As I usually do when I intend to review
a game, I take plenty of notes as I go along. However, in the earlier
maps of this set I completed each map, then wrote up from memory the
things that struck me most. In Z1M6 I returned to my humble roots of
committing points of interest to paper rather than memory. You will
probably see this come through in the following review, as I provide
more examples to illustrate my points. This method interrupts the flow
of the game (and to some extent my enjoyment of it), but in the
interest of a more detailed review I was willing to forego my own
desires. I hope the two of you appreciate the sacrifice I'm making.
Atmosphere & Architecture: In a return to a large,
battle-scarred military installation, Z1M6 opens with skies that seem
to be lightening with the Dawn. There is a wonderfully-rendered
distressed feel about the place, from the large section of broken wall
in the nukage processing area that allows the nukage to spill outside
the building, to the partially open door nearby that is angled open
because of damage. These are examples of inventiveness and imagination
that pervade this as well as other maps in the set. And let's not
forget the very nicely done "shafts" of light that stream down from the
skylight in the ceiling, cutting through the murkiness of the indoor
atmosphere. There is a creepy feeling to the mines (leading to the
battery), and the maze that leads to the yellow key was eerily
reminiscent of the maze in the original E1M6. Furthermore, the clever
use of light transfers enables the many pits and mine shafts to take on
a natural-looking light shadowing.
The authors have done a magnificent job in making the place look real.
The outdoor mining area, complete with a convincing-looking crane, was
quite a sight to behold and I spent long moments taking in the scenery.
And while this is not the first time it was used in this map set (and I
apologize for not mentioning it in my earlier reviews), the authors
have used stacked sectors to good effect. [For those readers that may
not know, stacked sectors are a feature of ZDooM that allows the
illusion of floor-over-floor, aka 3D spaces.] There are many instances
where the player walks over glass floors, below which are "circuit
wells". This is both an architectural feature and a Wow Factor. There
is even one piece of "machinery" at the indoor mine shafts (near the
silver key door and the super shotgun) where the timing of the lights,
piston, and sounds are perfectly synchronized to add to the level of
realism.
Map Design: The one thing that struck me about this map is how,
even though the core areas of the original Z1M6 have been incorporated,
it looks and feels so totally different. Some of it has to do with a
marked departure from E1M6 in the progression of this map, so that even
when you enter one of the "original" areas you sometimes don't realize
that you've sone so. In this way Z1M6 is closest in design to Z1M1,
which also integrates whole new areas seamlessly with the originals. It
sort of reminds me of the Borg from Star Trek, which take a life-form
or habitat and assimilate it into their collective so that it is
transformed to something new while retaining some vestiges of their
individuality. In this regard I need to go on the record to add that I
did not mind in the least that this map does not look or feel like
E1M6. Whether or not this will be construed by the authors as a
compliment, I leave for the reader to decide.
The map has a nice connectivity to it, but for that reason it can also
be somewhat confusing. This is made more so because of the key hunt
that is required for the various security authorizations. However,
there is a linearity to the progression that makes the key hunt more
palatable and manageable. And once you reach the switches to acquire
the authorizations, the objectives of the map become abundantly clear.
There is also a clever side mission in terms of a search for a battery
to restore power to the mines. [Did I say linearity? Yes I did, but
that is only in terms of the direction that the player takes. The
structure of the map itself is very non-linear, with areas you return
to as you move forward, and areas that you see that are not at first
accessible.] The map is very large, and lends itself to exploration,
which is its own reward (especially with the care taken to make the map
look so good).
In terms of the number of secrets, Z1M6 is in the middle of the road
with seven of them. For the most part they are not difficult to find,
provided you use the clues provided by the authors. For example, in the
area where the nukage flows out through a hole in the building wall,
why would there be a radiation suit nearby if you can make your way
safely across on the ledge? I thought that the secret at the outdoor
mine shaft with the crane was quite inventive. [However, it would have
helped to let the door stay open after the player has exited the secret
area. I had left some goodies inside, and to get them I had to get into
the secret area in the same way, losing some health in the process.]
The storage room secret, however, messed me up as it is a one-shot
deal. I had to restart from a previously saved game so that I could
score that point.
And now a mention of something that may either be an Easter Egg or
something that the authors did not intend at all. It is possible to
pick up the blue key without getting the beta-level security clearance.
[All I will say is .... barrels can sometimes be your friend.] If you
take advantage of this "loop-hole" you will cut out a fair chunk of the
Western portion of the map, but will also miss out on some fine
architecture and fun battles.
Gameplay: From the surprise that awaits you when you open the
first door, to the one that's at the top of the elevator near the
silver key, to the one that lurking at the bottom of the elevator
before the exit, this map has a goodly share of traps and scares. Some
of the fights are very tight, against tough enemies, in places with
little room to maneuver. In particular I liked the situation when the
super shotgun is picked up. It was an excellent use of a tough enemy
teleporting behind the player, giving him/her just the right amount of
space to move, without making the fight frustrating. This is true
throughout the map - tough fights that, for me at least, pitted me
against well-balanced odds. Some of the fights were in very dark areas,
where the Shadow Imps were a perfect foil to my heavy weaponry - after
all, you can't shoot what you can't see.
This map provides a very fine balance of health, armor, and ammo.
Several times I found myself scrounging and back-tracking for health.
There were at least two instances when I entered traps with less than
20% health to face enemies such as Hell Knights, with little room to
escape. In particular I did not like the situation at the top of the
elevator near the silver key; I had to restart the game several times
before I survived it. Ammo is also quite tight. Now I do admit I was
playing footloose and fancy free with my guns, but this map was the
first one where I saw a potential shortage of ammo. Nothing fatal, mind
you, but far tighter than earlier maps. There is plenty of rocket ammo,
but as the weapons that use them are only to be found in secret areas
or are practically at the end of the map, this was of no use to me.
Also, there is a fair scattering of Rifle cartridges, but as the weapon
itself is in marked abeyance, the ammo did me little good.
The player can finally pick up the grenade launcher without it being in
a secret area. Unfortunately, in my opinion, it comes too late in the
game. [Note that you can pick up the GL earlier in the game if you find
the secret area, but if not you'll have to wait until the end.] Also, I
did not like the fact that the only rocket launcher in the map is in a
secret area. For players with pistol starts and no secrets, the going
will get quite difficult, indeed. Thankfully the super shotgun was
available fairly early in the map, and that became my work-horse
through much of the slug-fests that I went through. The chainsaw eased
the ammo situation somewhat too.
And now a minor peeve. When I first entered the building I came to a
fork in the road and I took it. [Hears the sound of a cymbal clashing.]
But seriously, folks ..... when I first entered the building I veered
left towards the open area with the mine shaft. In so doing I found
myself playing with just a shotgun, and ammo for it quickly getting
scarce. I was forced to back-track until I came to the room with the
red key and the chaingun. My point is that a player doing the map for
the first time could easily go through a quarter of the map before
picking up the chaingun, and this could make things very frustrating. I
understand the placement of the chaingun was done as a tribute to the
original E1M6, but in this case perhaps the authors ought to have
reconsidered. [Still, the fight in the red key room was quite
satisfying, especially making them imps do the chaingun cha-cha.]
Wow Factor: Just when I though the KDiZD team was running out of
new things to feed my voracious appetite I run across your friendly,
neighborhood Hell Fury. So, in my customary sociable fashion I invite
the guy out for a beer and some Buffalo wings. [No, as far as modern
science tells us, buffaloes do not grow wings. This is merely the
appellation given to a spicy chicken wing dish that originated in
Buffalo, NY.] Instead of offering a gracious acceptance in return, the
sucker side swipes me before hurling triple fireballs that tracked me
down under the desk that I was hiding. Well, I told myself, "No more
Mr. Nice Guy!" So, after I was done beating the crap out of the hapless
fellow with the stock of my shotgun (after softening him up
considerably with a liberal sprinkling of hot lead) I was pleasantly
surprised to find his head rolling off his shoulders. Now if only I
could have kicked it across the courtyard, a la Blood. Ah, what savages society makes out of us!
Another Wow Factor is the use of "phased" or moving lighting in the red
key room. While this is not a new aspect of ZDooM, it is IMO severely
underutilized in the typical map release. What makes it so cool in Z1M6
is the way the light moving up a vertical column is synchronized with
the light moving across the connecting horizontal vestibule on the
ceiling.
And now, a few edits regarding earlier maps. I failed to point out a
couple of slick Easter Eggs in Z1M9 that are quite amusing. Also, Map
Z1M4 features some very convincing-looking ceiling fans that I had
overlooked during my review of the map. Map Z1M5 features a Mega-Sphere
in a secret area. I have updated my review of those maps to include
these points.
This review has already rambled on for more than it ought to have, and
will someone please put it out of its misery? A well-placed Rifle
cartridge between the eyes should do it. Ah, but I jest. I enjoy
writing these reviews almost as much as I enjoy playing KDiZD. And
enjoy Z1M6 I surely did. Knowing what I do now, I definitely intend to
play the map again, and I encourage you both to do the same. So
finally, in the immortal words of Edward R. Murrow, I bid you: "Good
Night and Good Luck."
MapZ1M7: Computer Station
Atmosphere & Architecture: The atmosphere of this map is
definitely brooding, and while being DooM-like in many areas it also
assumes its own unique personality. However, I felt that the map relied
too heavily on excessively dark areas for its mood. If Z1M6 was dark,
then Z1M7 is an abyss, and while that lends an aura of fear to a map
when used in moderation, it makes for an univiting place when used in
excess. Unfortunately, I feel that's the case in Z1M7, to the point
that I now have a headache. [Whether that's from peering at the
difficult-to-see things on my monitor or the length of the map, I don't
quite know.] Still, the map succeeds in creating a tension that
occasionally borders on mild panic. The periodic seismic activity does
nothing to put the player at ease, and there is a constant undercurrent
of unsettledness (is there such a word?), all of which are good things.
If the atmosphere is somewhat disappointing, the architecture is quite
another story. From the cavern in the beginning (with nicely-done
shadowed lighting from the lava) to the spectacular-looking "reactor
core" area near the green key door, the authors have paid attention to
detail. There are very well done computer columns, circuitry, ductwork,
and other accoutrements of a convincing-looking computer station. The
ceiling lights above the nukage pool in the area behind the silver-key
door alone are worth mentioning for their wonderful look. As with Z1M6,
this map has plenty of evidence of damage, from pits on the floor to
chunks of ceiling that have collapsed. The map is rife with supports
and columns and overhead beams, and much of the machinery and computer
hardware is as realistic-looking as DooM will allow.
Map Design: This map has a distinct appearance of the original
E1M7, and the map design contributes to that in large part. The scale
and texturing of this map play a role in that, of course, but there is
enough of a difference to make this map quite distinct. Again, at the
core of this map are the key (no pun intended) areas of the original.
In their own inimitable way, however, the authors have put in plenty of
twists to set this map apart from the original. I liked the inventive
way by which the player was required to take a detour to pick up the
yellow key and the rocket launcher. But in a departure from E1M7, this
map has no outdoor area whatsoever. Do you realize this is the only map
in KDiZD so far that has not had an outdoor area? I kind of missed
seeing the sky and the mountains of Phobos.
Consistent with the original, this map is very
non-linear, with a great deal of connectivity. There are areas you see
(e.g., the platform with the green key) that you know you'll be
returning to later. But it is because of this very connectivity and
non-linearity that the map takes on an aspect of gameplay (more on that
later) that some may find annoying - repeated backtracking. What's that
you say? The original E1M7 required a great deal of back-tracking, so
why shouldn't Z1M7? The answer, in one word, is map size (OK, so that's
two words. Sue me.) E1M7 is a fraction of the size of Z1M7, so that any
back-tracking takes on quite a significance. And Z1M7 requires repeated
zig-zagging from one end of the map to the next like a fly in a bottle.
I wonder if, perhaps, the authors could not have designed the map to
reduce the number of times the player is made to go back and forth.
Now on to secrets. Almost topping the list in terms of number of
secrets, this map has a whopping 10 of them. I found the secrets to be
difficult to find, and many of them have obscure clues. [For example,
the method of reaching the Rifle in the secret area was not intuitive
at all.] However, there were some very cleverly concealed secrets,
including the berserk pack near the green key. It requires a leap of
faith to reach it, if you get my meaning. [However, re-raising the
laser barrier to the green key area was unnecessary.] The secret with
the experimental M-4000 Laser Cannon, and the subsequent message were
quite amusing. Also cool was the secret area with the green armor that
is visible across from the lava cavern.
Gameplay: In a momentary flashback to Z1M3, I felt that I was
going around in circles. Picking up the silver key and shlepping across
the map to the silver key door. Taking a wrong turn there and reaching
the super shotgun area only to realize that I need to head all the way
back around to press a switch to open a door near the super shotgun.
Picking up the red key and heading in the opposite direction to press
the switch to reach the green key, then heading back to the red key
area to pick up the blue key, then back to the vicinity of the red key
door. Well, you get the picture. Although many of the occasions that
require back-tracking also feature some nice fights, overall my
enjoyment of the map was diminished because of what I considered
senseless retracing of my footsteps. Thankfully the layout of the map
was not confusing, and finding my way around was a lot easier than in
Z1M3.
That's not to say I didn't have a good time. Many of the fights were
challenging and fun, not the least of which were the traps at the soul
sphere and right before the exit (the one with the Cacos. I especially
liked the way the lights dimmed, signaling something ominous.) I also
liked the fight against the shadow imps in the darkened areas at the
beginning. Ammo is very tight at the beginning, but gradually eases up
as the map progresses. Armor is in abundance, but health tends towards
the scarce side, especially if you have a tendency towards reckless
play. At this stage in the game I feel familiar with the enemies, and
believe I have gauged their strengths and weaknesses. This allows me to
play less cautiously, and that may account for why I thought there was
only a slim margin of health. After picking up the orange key, in
particular, I felt there should have been some health in the areas that
opened up. At one point I was running around with 1 health point, and I
was easily taken down by one of the enemies that had spawned. A zombie
man, no less. Oh, the shame of it!
Armaments are also in abundance. You pick up the shotgun right away,
followed relatively soon after by the chaingun. The rocket-launcher,
double-barreled shotgun, and chainsaw round off your hefty arsenal.
Once again, however, the authors have chosen to leave the very elite
weapons in secret areas. The Grenade Launcher and the Rifle are both
present, and there is ammo aplenty for these guns, but they're not
going to be much use to you if you don't find the weapons first. It is
clear that the authors have made a conscious decision to keep these
weapons hidden in each map so far (except Z1M6 - see above), but I
wonder if, by making them available to us only in secret areas, they
have not deprived us of even more fun.
Wow Factor: There's nothing to see here. Move along.
Actually, to be fair, there's quite a bit to see in Z1M7. While there
may not be any new goodies to use or destroy, there's plenty to marvel
at. I recommend you do a -nomonsters walkthough of the map, and use a
pair of light-amplification goggles when you do. You'll be amazed at
how well done many of the areas are. Of course, finding the M-4000
Laser Cannon, while strictly not being a Wow Moment, was cool in its
own campy way.
[EDIT: It occurred to me only after I had completed the game that I had
not found the regular exit, just the secret exit. I suspected that
there was just one exit, and that through clever scripting the authors
sent players with high cumulative stats to the super secret MapZ1M10
whereas the rest of the scum were relegated to the next map in the
series. I have confirmed this, and am happy to add this to my Wow
Factor list for this map. To my knowledge such a thing has not been
done for cumulative stats in any other DooM mod. That, alone, rates a
Wow! Not to mention setting up the arrays to collect and calculate the
stats.]
If I came across as somewhat negative in my review of Z1M7, it was not
my intention. My opinion of the map was colored by two things I didn't
like - the overuse of very dark areas and relentless requirements to
back-track. Unfortunately, they tended to overshadow so much of the map
that I loved, including the fabulous architecture and the intense
fights. As with Z1M3 I will be slow to come back to this map. But when
I do, I'd like to play it from a pistol start and use all the weapons I
find - even those in secret areas. I think I'm going to need them.
MapZ1M10: Penultimate Evil
Atmosphere & Architecture: As you quickly figure out when
you enter this map, you ain't in Kansas anymore, Toto. As a matter of
fact, you ain't on Phobos either. In a clever twist, the authors have
put you on Deimos, the second moon of Mars (and also the setting for
the second episode of DooM, known as the Shores of Hell). In keeping
with the original E2, the sky is blood-red and the mountains are rocky
and desolate. There is also an abundance of lava, which is more a
feature of E3 than E2, but it fits very nicely with the overall theme
of the map. There are numerous touches that are consistent with a slow
takeover of a military installation by demonic forces. All-in-all,
quite nicely done.
As with the other maps in this set, the authors have taken pains to add
appealing details. In particular I loved the marvellous area with the
two Hell's Furies, and the central column with the dome & inverted
dome - the one where the domes rise & lower respectively, and the
green energy beam arcs between them. The tower hiding the Bruiser Demon
and the blue key, the final battle arena, the cavern areas, the domed
blue lights behind the blue key door - the list of architectural
delights goes on. This map is one more in the list of maps in this set
that deserve a -nomonsters walkthrough to admire the scenery.
Architecture is clearly one of the major strengths of the Team.
Map Design: This map is a nice tribute to the other episodes of
Ultimate DooM. From the initial area with the lava that hearkens back
to E4M2, to the crate maze and damaging corridors of blue lights from
E2M2, to the automap "claw" of E3M2, this map is brimming with
references to the other episodes. But it also stands on its own as a
very well-executed map. It is both linear and non-linear - linear in
that the player must take a generally defined path from one objective
to the other (reducing confusion, which could occur in a map this
size); non-linear in that the map is very well connected, and areas
that cannot initially be opened are eventually opened from the other
side, thus bringing the player back full-circle. There are also a few
alternative paths (especially behind the blue doors and the red doors)
that make for non-linearity without being confusing.
There are a healthy number of secrets in this map, and some are very
cleverly done. In particular I liked the secret area with the blue
armor on a ledge - very Quake-like. Two of the powerful weapons can be
had fairly early in the map if you find the secret areas; thankfully
they're both available during the normal course of play, although
somewhat later. A third weapon, the Rifle, is in a secret area that can
only be accessed from another secret area. I'm sure you're tired of
hearing me say this, but it's a pity that the Team decided to hide
every single Rifle in the game. Especially when they pit us against
some bruising opponents.
Gameplay: If you thought you were clever in being able to find
the super-secret tenth level, you may actually wish you hadn't. And I
mean that in the best possible way. There are some very intense fights, against some very
tough odds. But if you can't stand the heat, this ain't no picnic.
[Oops, there I go mixing metaphors again.] There are two fights in
particular I would like to highlight. The fight for the yellow key was
difficult, and I had to reload my saved games many times after I'd
perished at the hands of lowly hit-scan enemies (mainly those goldarn
chaingunners). Once I figured out that I needed to concentrate my
fire-power on them at the beginning of the fight, I evened my odds
considerably, and managed to limp away with just a minor whipping and
my tail almost between my legs. Quite humbling, I must say, but
ultimately very satisfying. The good thing is that this fight requires
not just skill, but some luck as well. In my opinion this is a good
thing that makes the game more exciting. After all, who wants to play
something where the outcome is a foregone conclusion, eh? Kudos to the
Team.
The other fight I want to talk about is the final boss battle. I
approached that fight every which way I could, and failed every time. I
used every weapon at my disposal, including the Rifle (which is in a
secret area, and, according to the rules of my reviews a weapon I ought
not to have used), and each time I found myself being served as toast
to four very hungry and voracious Bruisers. I even tried hiding in the
area to the side of the arena and sniping, but it was no fun. Moreover,
one of those ground attacks climbed the fucking wall and found me where
I thought I was safe. Finally, I hit upon the old circle-strafe
technique and slugged it out with them until the sun was almost setting
on the mountains of Deimos and I had finally vanquished my foes. I have
mixed feelings about this fight. On the one hand it is very
challenging, and fighting four Bruisers in the open is a quick way to
sign your own death warrant. [Given the paucity of health and armor in
the arena, and the viciousness & brutality of their attacks, this
method is definitely not recommended.] On the other hand,
circle-strafing with my grenade launcher and keeping them inside the
island became very tedious and virtually risk-free. I would have
preferred to have more health and armor and a couple of places to duck
behind. That would have made a fight in the open more balanced and more
fun.
Thankfully the authors give us plenty of goodies with which to play.
Starting off with a shotgun right away and a chaingun soon after,
you'll be more than adequately armed to deal with the opposition that
you'll be facing initially. Unfortunately, there is a dearth of armor
for a good portion of the map (and no, the armor in the secret nukage
area does not count). Also, those are the only weapons with which
you'll be armed when you come face to face with a couple of Hell's
Furies (thankfully not simultaneously). Better hone up on your strafing
and dodging skills, as you'll get very little health for the next
battle. Later in the map there is a decent amount of health and armor
to be had, and ammo is plentiful. You'll also get a rocket launcher and
a grenade launcher, and believe me, you'll be needing them both. [A
side note here, but I wanted to mention that I really liked the
location of the blur artifact on the "bobbing" column of rock. Getting
on the rock is easy, getting off it is the challenge.]
Wow Factor: I'd have to say the biggest Wow! in this map are the
Bruiser Demons. With cool graphics, new sounds, three kinds of attacks,
and a terrific death sequence, they certainly added a great element to
the game. Having learned my lesson from my first encounter with the
Hell's Fury (see Z1M6, above) I approached my first Bruiser Demon with
caution. It became immediately apparent that the creature harbored a
great deal of resentment towards humanity, bordering on mucho hostile
intent. Foregoing my assumed role as Earth's ambassador to the alien
world, I proceeded to terminate the subject with extreme prejudice. It
took a while, but I had fun doing it. Hey, who says you can't enjoy
your job?
[Now in an edit of my review of Z1M7, I have added to the Wow Factor
section. This is for the scripting that resulted in the game being able
to determine if a player has acquired sufficient stats to qualify for
the super-secret MapZ1M10.]
In closing I'll say that this is a wonderful level that combines tense
battles with terrific map design to create a map that you'll definitely
want to play again. And seeing some familiar areas from the other
episodes of Ultimate DooM is a huge bonus.
MapZ1M8: Phobos Anomaly
Atmosphere & Architecture: Of all the maps in KDiZD, I'd
have to say that Z1M8 probably rates among the top in terms of
atmosphere. Of course, there's the wonderful night sky with the moon,
presumably Deimos. But the scenery doesn't end there. The game takes
you on a detour to Deimos itself, with the blood-red skies and stony
mountains, and then brings you back to Phobos. Only this time the night
sky is reddening with the Dawn. There are the ever-present signs of
demonic influence, from the nicely rotating "organic" columns rising
out from a cracked floor to the cool effect of organic goo spilling out
of a wall broken as a result of seismic activity. There are fireballs
erupting from the lava and ivy creeping over walls, damaged walls and
ceilings, the works. But the nicest effect that the authors introduced
is the darkening (and in one case, reddening) of everything just prior
to a big fight. Very much in keeping with the whole anomaly gig.
[EDIT: It has been pointed out to me that Deimos is an irregular shaped
asteroid that just happens to orbit Mars as a "moon". Therefore, the
object in the night sky is most probably Mars (sans the orange-red tint
that it gets from hematite).]
The architecture is competent, and takes a turn towards the gothic. As
about half the map is set in a hellish environment, this departure fits
right in. There is an abundance of lava, caverns, and red stone, plus
an ominous-looking gateway at the end. The lighting sets the mood
perfectly, and skylights that reveal the stars round off the feeling
very nicely.
Map Design: When I got to this map I was wondering what the Team
was going to do with it, seeing as how every preceding map was expanded
beyond the originals. The original E1M8 is simply a few extra rooms
with easy fights thrown in as a prelude to the final boss battle. Z1M8
is quite different. There are expansive new areas for you to explore,
and some very tight quarters in which you will be forced to fight.
There are the throwbacks to the original, of course, most notably the
start area of E1M8 with the nukage pool and exploding barrels. This
time, however, the authors have introduced that area with a twist.
[Tip: For best effect, do not blow up the barrels when you first enter
the area. Save them for later.] And no remake of Phobos Anomaly can be
complete without a pentagon-shaped arena.
Being an E1M8 clone, this map is generally quite linear (although some
back-tracking occurs) and there is never any risk of the player being
lost. The back-tracking is rewarded (if that's the right word) with
additional fights, so the retracing of one's steps is not boring. Once
you get to the first (of several, I'd like to point out) arena you can
only travel forward, and you can forget about any goodies you may have
left behind in the hopes of returning for later.
There are a paltry 3 secrets in this map, none of which contains the
sorely-needed Rifle. For the most part the secrets are easy to find for
the observant player, but the secret with the soul sphere has only the
slightest indentation to declare it out of the ordinary.
Gameplay: One of the most significant aspects of this map has to
be its gameplay. The original E1M8 introduced us to arena combat, and
Z1M8 carries on that tradition. But I'll get to that in a minute.
You're given a shotgun and some shells at the beginning, but if you're
starting with a pistol you'll need to be fleet of foot to get past the
waiting enemies to the ammo store behind. You'll pick up a chainsaw
soon after, and a chaingun after a bit. Unless you find the hidden
rocket launcher, you'll be stuck with these three weapons for
practically half the map, which makes for some very tedious fights.
Fighting a Baron of Hell (or even a Hell's Fury) with a shotgun and
chaingun? Been there, done that. Gimme the good stuff, already. Things
get interesting once you pick up the double-barrelled shotgun [with a
very nice battle right after that], and you'll definitely need that
grenade launcher where you're going, buddy. Thankfully you're given the
rocket launcher later, but it would have made for less tedium earlier
in the map.
There are some nice traps, and some genuine frights (such as when the
lights go dark, you hear this hideous bellow, and the first Nightmare
appears). But what takes the cake has to be the last three arena
battles. The first of these three was exceedingly difficult at first,
as I was being assailed by Demon Cubes from all around, Barons from the
fore, and shadow imps from above. I tried that fight with every
possible weapons combination (minus the Rifle) and failed. [Oh, for a
fully stocked plasma rifle at that moment.] In the end I only succeeded
when I got the Barons and Demon Cubes in the middle, and circle-strafed
them to death. [I don't know how the Demon Cubes simply wandered into
the middle, but without it I would have had as much chance as an
ice-cream cone in Ecuador.] The battle with the Bruiser Demons was just
as frustrating, even with the blur artifact that I had saved. In the
end I whipped out the Rifle and let them have it. Even then it took me
several tries. Without the Rifle I probably would have resorted to
using a cheat code to get past them.
The final battle with the Deimos Guardian was quite entertaining,
except that for a long time I could never quite defeat it. I tried
circle-strafing around the lava lake (the rock edges "collapsing" into
the lava was a nice touch), but fighting off imps and Lost Souls while
the Guardian was drilling me in the back with his special brand of hot
sauce, made for very short battles indeed. Had there been more health,
I would have kept trying this mode of assault. I even used the console
to give myself 100 health points a couple of times, to see if it could
be done. Finally, I settled on the lame way of defeating it - I ran up
to the gate, and combined sniping with crouching to avoid the main
attacks. Also, after I had tried the fight a dozen times and ended up a
gooey mess on the wall, I resorted to using the Rifle. I believe the
fight could have been made far more fun had there been more health (and
even possibly periodically spawning health). Defeating an awesome
opponent by cowering and sniping did not give me much satisfaction.
There is a decent balance of health, armor, and ammo for the better
part of the map. However, the final boss battle with the Deimos
Guardian had a complete absence of health. [And no, the measly twin
medipaks that were available after fighting off the Bruiser Demons
barely count.] If, for some reason (say a bruising battle with powerful
enemies just preceding), the player wanders into the final arena low on
health then we can all say Hallelujah! It's Christmas time! Because for
sure his/her goose is cooked. I fail to see why the authors would not
have stocked the area with health and ammo, and in my opinion this is
an oversight that can make the difference between a fun conclusion and
a frustrating reload of saved games. Additionally, not letting the
player have a Rifle simply makes the fight unbalanced in the enemy's
favor.
Wow Factor: There are so many Wows, I don't know where to begin.
Let's start with the Nightmares - they were the perfect enemy for the
darkened corridors of the Phobos Anomaly. Materializing in front of
your eyes to scratch and claw before dissolving into thin air made for
some very tense and spooky moments. The Demon Cubes were a terrific
addition to this map-set, with their wonderful animation and attacks.
Facing them as they poured out of the first area and picking them off
as they turned the corner was a far cry from dealing with them as they
swarmed around me later in the map. Very well done. And for the piece de resistance
the Team has served up a healthy portion of dessert in the form of a
new boss. And what a boss it is - multiple attacks, periodically
disappearing into the lava, spawning Lost Souls. Very nicely crafted
behavior. However, the graphics were .... how to put this without
offending .... somewhat cartoony. I know that an inordinate amount of
work must have gone into it, and I'm in no way denigrating the efforts
of the Team; but, despite the excellent artwork, it seemed very
2-dimensional. And that's not counting the fact that the extra set of
arms were fixed to point upwards, serving no apparent function. Still,
I laud the Team for trying, and the first time I saw the creature I
admit I went Wow!
And I would be remiss if I did not point out the excellent way the credits have been presented. Kudos on a job very well done.
[EDIT: Nigel 'Enjay' Rowand pointed out on the ZDooM forums that Z1M8
has a cool 'defensive' feature. There is a switch next to the door
leading to the yellow key, and this switch activates a force-field
nearby. If you turn this force-field on in time you can destroy,
damage, or at least slow down the demon hordes that try to swarm
through there. A very neat feature, I must say.]
What stands out in my mind about this map is the intense battles. I
still haven't figured out the best way to even the odds against me, but
I intend to go back and find out. Meanwhile, if I were to make some
changes to this map it would be to provide the Rifle about mid-way into
it and to have periodically spawning health when fighting the final
boss.
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It seems that the particle fountains ...
It seems to me that I am not alone in...
Yeah...Well I did like the gameplay a...
I really need to commend you, good jo...