Review: “Denial” (WAD For “Doom II”/”Final Doom”/ “ZDoom”)

Well, due to the hot weather, it’s taking me a bit longer to read the next book I’m planning to review (“Final Destination: Dead Reckoning” by Natasha Rhodes) than I expected. So, for the final review of the month, I thought that I’d take a quick look at another “Doom II” WAD. After all, it’s been a few weeks since my last WAD review.

So, after clicking the “Random File” button on the /idgames Archive a few times, I ended up with a single-level “Doom II”/”Final Doom” WAD from 2006 called “Denial“.

As usual, I used the “ZDoom” source port whilst playing this WAD, although it’ll probably work with most modern source ports. Likewise, since it’s a “vanilla” WAD (eg: it only uses the standard textures, monsters, weapons etc..), it’ll also work with many mods (like “Brutal Doom” etc..) too.

So, let’s take a quick look at “Denial”:

“Denial” is a medium length single-level WAD which, for some bizarre reason, takes up the level 28 slot. What this means is that, when you start the game, you’ll have to type “IDCLEV28” to skip to this level (if you don’t want to play levels 1-27). I’ve never quite understood why some WAD designers do this. If it’s a single-level WAD, then it should be level one!

One of the first things that I will say about this WAD is that it’s a lot of fun. It’s a mildly-moderately challenging level that will probably take you an hour or so to complete. It’s a perfect level if you’re slightly out of practice, if the weather is a little bit too hot or if you don’t have too much time. Likewise, if you’re a more inexperienced player, then this level will probably be quite an enjoyable challenge.

But, if you’re a more experienced player, then you’ll get to feel like an expert when you play this mildly challenging level.

A lot of the level’s challenge is achieved through careful weapon/ammo/health placement, claustrophobic design and well-planned monster encounters. Although you’ll mostly encounter low-level monsters throughout the level, these segments still remain mildly challenging due to the number of these monsters (eg: small hordes of them), the cramped locations you fight them in and/or their hitscan attacks.

Seriously, this segment might look really easy, but there’s very little cover to hide behind…

Still, the level throws a few mid-high level monsters and/or small arena fights at you occasionally in order to keep you on your toes. Even so, don’t expect the large numbers of monsters that you’d normally see in a more challenging modern WAD. But, saying this, the level still includes the obligatory Arch-Vile too πŸ™‚

Seriously, no “Doom II” WAD is truly complete without one of these πŸ™‚

In terms of the level design, this WAD is reasonably good. Not only is the level an old-school non-linear level, but there’s also a good mixture of claustrophobic corridors and small-medium size arena areas too.

The bulk of the level is spent trying to find one key – which can sometimes lead to you getting lost or stuck, although this thankfully doesn’t last too long (thanks to the size of the level). But, once you’ve found the key, then the level becomes a lot more straightforward – with the other two locked doors being fairly close to the first one.

Still, it’s always awesome to see FPS game maps that look like this πŸ™‚

The level also includes a couple of basic switch puzzles and a few fairly obvious secret areas too, which help to keep things interesting (since they’ll sometimes allow you to glimpse later parts of the level). Plus, whilst this WAD can probably be played using a more “traditionalist” approach, if you want to get the plasma rifle, then you’ll need to use a source port that allows you to jump.

Luckily, this wall of switches doesn’t seem to be a combination puzzle πŸ™‚

I’m pretty sure that you can’t get this without jumping, although there might be a hidden teleporter or something.

All in all, this is a reasonably fun and well-designed level that will provide an hour or so of mildly-moderately challenging fun. Yes, you might get lost or stuck for a few minutes, but it’s always good to see an old-school non-linear level that requires you to explore πŸ™‚

If I had to give it a rating out of five, it would get a four.

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