Review: “Frost Bitten” (WAD For “Doom II”/ “Final Doom”/ “MBF Engine” [?]/ “ZDoom”)

Well, since I’m still reading the next novel that I plan to review (a Lovecraftian “Scooby Doo” parody called “Meddling Kids” By Edgar Cantero), I thought that I’d take a look at a “Doom II”/”Final Doom” WAD. After all, it has been a little under a month since my last WAD review and, well, tradition is tradition.

So, after clicking the “Random File” button on the /idgames Archive a few times, I ended up with a level from 1999 called “Frost Bitten“.

Although this WAD was apparently designed for a source port I’d never even heard of before called “MBF Engine”, it was mostly functional with the “ZDoom” source port that I usually use. However, one feature mentioned in the readme file (friendly monsters) didn’t work with ZDoom.

Anyway, let’s take a look at “Frost Bitten”:

“Frost Bitten” is a single-level WAD that also includes some new textures and features. It’s a short to medium-length level with some cool lighting, cool area design and a reasonably good variety of gameplay styles too.

Seriously, the lighting here is really awesome 🙂

As for the level design, the level is non-linear enough to be interesting but it flows really well enough that you won’t really get lost. The level design is also used to add challenge to the level in a few interesting ways, some of which are cool and some of which are a little bit cheap.

On the plus side, the level features this wonderfully tense segment where you have to explore a dark and claustrophobic air vent maze (which doesn’t show up on the in-game map) that is patrolled by spectres. Since you can usually hear the monsters, but can’t see them, and since you’ll probably also have relatively limited health and weapons, this segment of the level is surprisingly suspenseful and even borders on scary at times 🙂

Yes, this part of the level is actually scary 🙂

On the downside, there are a couple of cheap moments. Whether it is a (relatively) close-quarters Cyberdemon fight or a segment where you have to jump into a fast-flowing stream of blue radioactive waste and then stop moving at exactly the right moment to avoid certain death (and, yes, it’ll require a bit of trial and error), the level does occasionally include some cheap difficulty.

In terms of the general difficulty of the level, it’s probably moderately challenging at the very most. Experienced players won’t have too much trouble with this level and, even the Cyberdemon fight that I mentioned isn’t exactly unfair. You’re given enough ammo and just enough cover, but expect a relatively long fight with lots of trial and error.

If you’re an experienced player, then this fight isn’t exactly difficult. But, it is kind of time-consuming….

The new textures are reasonably good and they mostly consist of small signs, vending machine logos etc.. in addition to some rather cool snowy outdoor areas too. The best one of these is probably at the beginning of the level, where there is actually animated “snow” that hangs in the air. Although the animation is relatively basic, it still looks really cool and I wish that it had been used in the other wintery parts of the level.

Seriously, why wasn’t this in the later parts of the level too?

As mentioned earlier, I couldn’t get the “friendly monsters” feature to work with the source port I used – but some of the other features still worked. These mostly include things like underwater areas, small air vents and raised passageways which the Doomguy will automatically crouch into or jump onto when you walk up to them etc… Although this stuff might not sound that impressive these days, it was probably quite a technical achievement in 1999.

All in all, this is a fairly cool level 🙂 Yes, it does have a few annoying or frustrating moments, but if you want a reasonably interesting short-medium length level that includes the kind of features you don’t see that often in 1990s Doom WADs, then this one might be worth taking a look at.

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

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