Review: “Terror!” (WAD For “Doom II”/ “Final Doom”/ “GZDoom”)

Well, since I’m still reading the next novel I plan to review (“The Rosewater Insurrection” by Tade Thompson) and because I wanted to make sure that at least one “Doom II” WAD review appeared here this month, I decided to click on the “Random File” button on the /idgames Archive until something interesting appeared. And, after a while, I found a rather amusing WAD from either 1995 or 2005 (the information is a little ambiguous/contradictory, but I’m guessing it’s from 1995) called “Terror!“.

As usual, I used the GZDoom source port whilst playing this WAD. However, it’ll probably work with almost every source port (and possibly even the original DOS/Win 95 versions of “Doom II” and “Final Doom” too).

So, let’s take a look at “Terror!”:

“Terror!” is a fairly small and fairly “vanilla” (eg: it uses standard textures, monsters etc…) level that also contains some custom MIDI music too. The basic premise of the level is that you are visiting an ancient Greek temple and have to fight some monsters there.

Interestingly, this is the kind of single-player level that would probably work well (or even better) in co-op and/or deathmatch – given that it takes place in a single arena-like room with a simple temple-like structure in the middle.

The text file accompanying the WAD points out that the design of the level took inspiration from level 7 of “Doom II” and, whilst it is easy to see the influence and it is cool that the mapper has done something a bit different with the idea, don’t expect the same level of complexity or level design here.

In terms of the level design, this level is a hilariously fun “so bad that it is good” level. In addition to starting the level with two Cyberdemons in sight, the level exit switch can literally be found within less than a minute of starting the level. This is a level that, theoretically, you can probably complete in less than ten seconds and without firing a single shot. But, where is the fun in that?

Yes, THIS is literally right around the corner.

If you refuse to press the exit switch until you’ve defeated all of the monsters, then this is actually a rather enjoyable little arena level that – if it was made in 1995 – was something of a precursor to the “slaughter map” WADs that would become popular during the ’00s onwards. Although it doesn’t contain a huge number of monsters, it makes up for this by including nothing but mid-high level monsters. In addition to about four Cyberdemons, there are also two Arch-Viles, a Pain Elemental, a Mancubus and a couple of chaingun zombies and Arachnotrons too.

All of this is completely optional, but rather enjoyable nonetheless.

This is balanced out by the level’s wide-open layout (with lots of cover and space for dodging/strafing) and the fact that there is a decent amount of health and ammo scattered around the level. Whilst experienced players will probably find this level to be mildly-moderately challenging at most, I imagine that it’d probably pose more of a challenge to novice players. Still, it is a fun way to waste 10-20 minutes if you stick around and actually fight the monsters.

As I mentioned earlier, this WAD also contains some custom MIDI music and this is also part of the level’s charm. In classic 1990s fashion, a simple MIDI cover of Nirvana’s “Smells Like Teen Spirit” plays in the background. In addition to being hilariously incongruous with the fast-paced action of the level (in a gloriously amateurish “isn’t this cool?” way) , this also made me very nostalgic for the days when finding MIDI covers of songs on the internet was the coolest thing ever. Seriously, if you grew up in the 1990s/early-mid 2000s, then this level is worth playing for the hilarious internet nostalgia alone πŸ™‚

All in all, this level is “so bad that it’s good”. If you want a bit of 1990s nostalgia or a wonderfully silly level that you can mess about in without too much pressure (since, if it gets too challenging, you can just press the “exit” button), then this level will provide 10-20 minutes of amusement. Still, I imagine that it is probably even more enjoyable in co-op or deathmatch, if only because of the sheer silliness of the four Cyberdemons that you’ll also be sharing the level with.

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

Review: “Diabolus Ex 1.1” (WAD For “Doom II”/ “Final Doom”/ “GZDoom”)

Well, since I’m still reading the next novel I plan to review (“Lady Chatterley’s Lover” by D. H. Lawrence), I thought that I’d take the chance to review another “Doom II”/”Final Doom” WAD. And, after a bit of searching online for cyberpunk-themed WADs, I happened to find a really cool one called “Diabolus Ex 1.1“.

As usual, I used version 3.4.1 of the “GZDoom” source port whilst playing this WAD. Interestingly, this WAD actually comes with it’s own launcher/batch file – which tells GZDoom to use a custom config file that comes with the WAD (and, yes, I know this because I opened the file in Notepad to take a look at it after Windows flashed a security warning when I first tried to open it). So, it pretty much requires GZDoom to run.

So, let’s take a look at “Diabolus Ex 1.1”:

Woo hoo! Cyberpunk πŸ™‚

“Diabolus Ex 1.1” is a single-level WAD that contains new textures, new music and a new skybox and is inspired by the more modern “Deus Ex” games. Although I’ve only played the older games in this series, you don’t really have to have played the games to enjoy this WAD – it’s a cyberpunk level set within a giant skyscraper which you need to reach the top of.

Like with the game series that inspired it, there are multiple ways to complete the level and an emphasis on exploration too. Interestingly, the WAD also includes some limited stealth elements – where you can sometimes dodge monster fights if you’re willing to either be sneaky or to look carefully.

For example, if you walk through a set of sensor beams, these monsters will be released.

But, if you find a hidden switch nearby, then you can bypass the sensor beams and avoid the monster fight.

So, yes, the gameplay itself is also “Deus Ex” inspired too. Not only is this really cool, but it also lends the level a certain amount of replay value too (for example, I only discovered the way to bypass some monster battles after I’d fought the monsters etc…).

Even so, this is still very much a traditional “Doom II” level, where the emphasis is on fast-paced combat. Thanks to careful rationing of health items and the many claustrophobic corridors and rooms that you’ll encounter (plus a few arena-style areas for variety πŸ™‚ ), this WAD’s combat is enjoyably suspenseful.

Whilst it’s probably theoretically possible to do a pacifist run of this level, it is very much a traditional FPS level too πŸ™‚

But, although the level contains an arch-vile and two boss battles, experienced players will probably find this level is to be slightly on the easier side of things (thanks to lots of low-level monsters and only a few mid-level ones), whilst still being just about challenging enough to still be fun πŸ™‚

Although there’s only one of them here, it’s always fun to see an Arch-vile πŸ™‚

However, the level’s combat is only half of the fun. As I mentioned earlier, this level places quite a bit of emphasis on exploration and this is really fun. Not only will there be interesting areas that you’ll probably miss on your first playthrough of the level – but there are numerous secret areas and passages (including an entirely optional part of the level, that I only found on my second playthrough) that can be found if you’re willing to look for them.

Not only that, the level itself just looks really amazing too. The new textures and skybox really help to add a lot to it πŸ™‚ Although the aesthetic is slightly more “modern cyberpunk” than “traditonal cyberpunk”, there’s still plenty of neon lights, cool cityscapes and other awesome locations. Plus, in true cyberpunk fashion, a segment of the level also takes place in cyberspace too πŸ™‚ Seriously, this is a really cool-looking level πŸ™‚

For example, it has this awesome “Blade Runner”-style skybox πŸ™‚

And what cyberpunk level would be complete without a quick trip to cyberspace πŸ™‚

As for the music, it is the kind of dramatic electronic music that you’d expect from something inspired by “Deus Ex”. Since I haven’t played any of the modern games in this series, I can’t be certain whether or not the music comes from one of these games, but it certainly sounds like the kind of music you’d expect from anything “Deus Ex”-related πŸ™‚

All in all, this is a really great level πŸ™‚ Not only does it look really cool, but it also contains a focus on exploration, an awesome cyberpunk atmosphere and some gameplay inspiration from the “Deus Ex” games πŸ™‚ Yes, experienced players won’t find it to be too much of a challenge, but it’s still a really fun level that – thanks to the design – also has some replay value too.

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

Review: “Doom: The Golden Souls 2 Portable” (WAD For “Doom II”/”Final Doom”/ “GZDoom”)

Well, since I’m still reading the next novel (“Idoru” by William Gibson) and playing the next full-length game (“Dex”) that I plan to review, I thought that I’d take a very quick look at an absolutely awesome joke WAD (well, technically a “.pk3” file) for “Doom II”/”Final Doom” that was released on April Fools’ Day in 2016, but which I somehow only discovered recently. I am, of course talking about “Doom: The Golden Souls 2 Portable“.

This WAD is, as you may have guessed, from the creator of the excellent “Doom: The Golden Souls 2” – and, it is well worth playing that WAD before playing this one.

Like with some of my recent WAD reviews, I used the GZDoom 3.4.1 source port whilst playing this WAD since the original “Golden Souls 2” requires a relatively modern version of GZDoom and the forum post for this WAD suggests something similar. However, there is no accompanying text file for this WAD (since it is downloadable from Mediafire rather than the traditional /IDgames Archive download you’d expect).

Anyway, let’s take a look at “Doom: The Golden Souls 2 Portable”. Needless to say, this review will contain some joke SPOILERS.

Oh my god, the nostalgia πŸ™‚

This is a single-level joke WAD that shows what “Doom: The Golden Souls 2” (a “Doom II” WAD inspired by the classic SNES game “Super Mario World), would look like if it was ported to the original Game Boy. In keeping with this theme, the level’s music and menu are based on the classic “Super Mario Land 2” Game Boy game. And, if you ever played this game back in the day, then it is a nostalgia overload.

Once again, oh my god the nostalgia πŸ™‚

During my childhood, I sometimes used to wonder what a FPS game would look like on the original Game Boy and when I found the closest thing to this that was available in the local second-hand shop (a submarine/battleship-themed game that used a side-scrolling first person perspective), I thought that it was really cool. Almost as cool as when I first saw that the Game Boy version of “Chessmaster” had a spoken intro.

What I’m trying to say is that, if you grew up in the 1990s, then this WAD is like a cool Game Boy cartridge that you heard rumours (actual traditional rumours, none of this modern internet nonsense) about, but could never find anywhere.

Seriously, if only this actually existed in 1996….

Anyway, the WAD itself is a Game Boy style version of the first level of “Golden Souls 2”. However, in addition to new graphics, sound effects and music, there are also a couple of interesting gameplay changes too. The most notable of these is that both the pistol and shotgun now fire projectiles (which make them better long-range weapons, albeit balanced out slightly by the spread of the shotgun’s projectiles) and thanks to the slight scarcity of ammo in this version of the level, the Doomguy’s fists are also slightly more powerful too.

Plus, like in “Doom II”, the shotgun only seems to fire both barrels at once. This is also a really cool nod to the limitations of the original Game Boy too.

Another cool thing about this WAD is the fact that the background music is similar to “Super Mario Land 2” (seriously, so much nostalgia!) and the monster sprites have also been redesigned in order to look like actual Game Boy sprites too. Seriously, this is so cool.

Seriously, it’s so cool to see low-res versions of all the familiar monsters πŸ™‚

In terms of the actual gameplay, the level is a mildly challenging one that involves a decent amount of rather forgiving first-person platforming. If you’ve played “Golden Souls 2”, then it will be very familiar. However, in a really hilarious touch, the game actually “runs out of battery” just before you finish the level. If you ever played an original Game Boy back in the day, this will both make you roll your eyes and laugh at the same time.

I’m not going to spoil the rest of the ending, but this alone should bring back lots of nostalgia.

All in all, this WAD is a really fun, creative and funny piece of modern 1990s nostalgia. If you grew up in the 90s, then you’ll have a lot of fun with it. But, as well as being an awesome joke, it’s also a fascinating glimpse into what could have been if someone had somehow managed to make a FPS game for the Game Boy in the 1990s. Yes, it’s short and silly, but it is also one of the best joke WADs I’ve ever seen πŸ™‚

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

Review: “Man On The Moon” (WAD For “Doom II”/ “Final Doom”/ GZDoom)

Well, since I’m still reading the next novel I plan to review (“Origin” by Dan Brown) and because it’s been almost a month since I reviewed anything “Doom II”-related, I thought that I’d take a look at a runner-up in the 2018 Cacowards (chosen by none other than Major Arlene) called “Man On The Moon” by Yugiboy85.

I played this WAD using the GZDoom 3.4.1 source port. According to the accompanying text file, it was tested with PRBoom+ and is also probably compatible with ZDoom too.

So, let’s take a look at “Man On The Moon”:

“Man On The Moon” is a large single-level WAD for “Doom II”/”Final Doom” that contains new music, new textures, new sprites, new sounds and a new monster too.

One of the first things that I will say about this WAD is that it reminded me a little of WADs by Skillsaw (like the excellent “Lunatic” or the even more excellent “Ancient Aliens) and not just because of the textures and sci-fi setting. Like a good Skillsaw level, this WAD is an interesting mixture of more traditional level design and more challenging “slaughtermap”-style design too.

Seriously, don’t let the relatively easy early parts of the level lull you into a false sense of security…

It’s one of these levels πŸ™‚

In other words, this WAD contains a really good mixture between more traditional level design and combat design, and a very slightly milder version of the kind of fast-paced, monster horde battles that you’d expect from something like “XXXI CyberSky” or “Infernal Fortress“.

This mixture between the two things not only helps to keep the challenging gameplay unpredictable, but is also helped by the fact that the “slaughtermap” segments are a really good mixture between large arena fights and claustrophobic crowded corridor battles.

I know it’s a bit of a clichΓ©, but you’ll quite literally be knee-deep in the dead in some parts of this level.

Like all of the best modern WADs, this is one where you’ll not only need to know the “rules” of “Doom II” but also how to use them to your advantage. Like other maps of this type, this is a level where you probably won’t have the health or ammo to fight literally all of the monsters – so, things like tactics, knowing when to fight and when to run/hide/dodge etc… are essential. This turns the gameplay into something like a fast-paced combat-based puzzle where, for example, you have to work out how to get past a horde of monsters when you’ve only got three health points left.

Yes, it requires perseverance and this level really isn’t for beginners (seriously, play “Final Doom” before even thinking about playing this level), but it makes many of the level’s challenging combat encounters really satisfying when you use your experience, tactics and knowledge to beat them. Not only that, the new monster sprites help to add some extra novelty to the level, there are a decent amount of Arch-viles and even new boss monsters near the end of the level too πŸ™‚

These two new bosses are quite literally called “Terminators” and they are as tough as the name suggests…

Not to mention that this level also contains a decent number of Arch-viles too πŸ™‚

In terms of the actual level design, it’s a mixture of good and bad. The giant, sprawling moon base level is split into several segments (each involving a switch and a keycard) that can be completed in any order and a final arena battle. Although most of the level is really well-designed and is the kind of non-linear thing that could easily have come from the 1990s, it is perhaps very slightly too large for it’s own good.

Not only did I almost miss a crucial weapon pick-up (which was hidden in one of many small corridors) but, after pressing the four switches, I spent at least an hour wandering around the level’s many halls and courtyards wondering “what the hell do I do next?” and thinking “I’m sure I saw an unlockable door somewhere ages ago“. Eventually, out of pure frustration, I ended up using the no clipping cheat to get to the final arena. Whilst it’s really cool that this level has an old-school non-linear layout, these types of old levels worked because they were small enough for the player not to get lost or stuck for too long.

Strange as it sounds, this level would have been even better if it was a bit smaller.

Interestingly, this WAD also takes a rather traditionalist attitude towards jumping too – with the ability to jump being disabled by default. Although, thanks to lots of stairs and lifts, you won’t really even notice this most of the time.

The level’s visual design is really brilliant too, with some wonderful skyboxes and some excellent use of both Skillsaw’s sci-fi textures and a few things from “Duke Nukem 3D” too πŸ™‚ Seriously, I love the 90s sci-fi look of this WAD πŸ™‚ Likewise, the new music and sound effects also help to add a bit of a sci-fi ambience to the level too.

All in all, this is an enjoyably challenging “Doom II” level that is also a cool homage to Skillsaw too πŸ™‚ Yes, it’s a little bit too large for it’s own good (and expect to get stuck at least once or twice), but it’s still a really fun level that experienced players will enjoy πŸ™‚

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

Review: “Doom: The Golden Souls 2” (WAD For “Doom II”/ “Final Doom”/ “GZDoom”)

Well, since I’m still reading the next novel I plan to review (“England Expects” By Sara Sheridan), I thought that I’d finally review a “Doom II”/”Final Doom” WAD (well, technically, a “.pk3”) that I’ve wanted to play for at least a year or two.

I am, of course, talking about the Cacoward-Winning WAD “Doom: The Golden Souls 2“, sequel to the excellent “Doom: The Golden Souls“.

As regular readers of this site will know, I got a vaguely modern refurbished computer a week or two earlier. This computer can actually run version 3.4.1 of the GZDoom source port (v 3.6.0 had problems recognising my USB keyboard and mouse), which is the minimum needed to play “Golden Souls 2”.

Yes, it’s a sad state of affairs when a mod for a game from 1994 actually has system requirements and demands a modern computer (and why I didn’t review this WAD a year or two ago, because I couldn’t play it on the vintage mid-2000s computer I was using). But, I can finally play it now πŸ™‚

So, let’s take a look at “Doom: The Golden Souls 2” πŸ™‚ However, I probably should warn you that part one of the industrial levels contains a flickering/strobing lighting effect (either that or it was some kind of glitch) that may or may not cause problems for some players.

Finally! I’ve wanted to play this for ages πŸ™‚

Following on from the events of “Doom: The Golden Souls”, the Doomguy’s pet rabbit has been kidnapped by demons and it is up to him to get the rabbit back before it is used in an evil ritual. Thus begins a full-length megawad (with at least 20-30 levels) that contains new textures, weapons, monsters, sounds/music, gameplay mechanics etc…

One of the first things that I will say about this WAD is that it deserves it’s Cacoward πŸ™‚ It is one of the most creative, detailed and generally innovative WADs that I’ve seen in quite a while.

Yes, this isn’t your average “Doom II” WAD….

Like with it’s predecessor, this WAD is heavily inspired by the “Mario” games, whilst still being both very recognisably a “Doom” WAD and it’s own thing at the same time. It’s a gleefully cartoonish, ’90s nostalgia-filled thrill ride of a WAD that will make the many hours it will guzzle up feel like time well wasted πŸ™‚

Seriously, this is one of those “just one more level” kind of WADs that will keep you coming back for more. So, Expect to end up playing this one for at least an hour or four every day until you finish it. It’s that good.

So, yes, don’t expect to get anything productive done in the days after installing this WAD.

I should probably start by talking about the level design. In addition to featuring an absolutely stunning “Super Mario World”-style worldmap that allows you to revisit previous levels and stock up on items/health between missions (using coins you find in-game), the level design here is brilliant. There’s a really good mixture of more linear platform game style levels, traditional-style levels, boss levels and a few more puzzle/exploration-based “ghost house” levels.

Seriously, the world map is absolutely giant and will fill you with nostalgia for “Super Mario World” too πŸ™‚

Plus, there’s a good mixture between platforming…

And more traditional level design too πŸ™‚

Not only that, there are so many cool level design tricks. Whether it is a dormant mini-boss that you don’t fight until later in the level, a level that can be turned upside-down, an easter egg or two, some clever switch puzzles, segments involving flying, a few destructible walls etc… this is one of those WADs where the levels can surprise you in all sorts of ways. Not only that, the levels are all a reasonably consistent length and the game as a whole has a fairly good difficulty curve too.

In addition to this, the visual design of the levels can be really brilliant. Yes, there are a few generic-looking “industrial”, “hell”, “gothic mansion” etc.. style levels, but many of the levels are absolute works of art πŸ™‚ Whether it is ancient Egyptian-style areas, snowy fields, a Lovecraftian world of mists, an ancient Japan-style level, caves filled with glowing stuff, a “Sonic”-inspired level, tropical island style levels, a cyberpunk level or even a really beautiful 1960s-style Beatles-inspired level, the visual design here is absolutely brilliant.

Groovy!

Seriously, I love Ancient Egpyt-themed levels in games πŸ™‚

Literally the only criticism I have to make of the level design is that one “ghost house” level in the version I played (v1.3) contained an organ-like switch that didn’t seem to work and the only way I was able to progress was via cheat codes.

The gameplay itself is really good too. Although this WAD includes a lot of first-person platforming, this isn’t as annoying as it sounds – mostly because of the excellent jumping mechanics (eg: you can jump higher and move around in the air) that actually make these segments fun. Likewise, the combat (which, in true platform game style, focuses almost entirely on projectile-dodging) and monster placement is tough enough to be enjoyably challenging, whilst also being forgiving enough that you’ll probably be able to get through each level in an hour or two.

Still, if you’re new to the classic “Doom” games, get some practice with “Final Doom” before playing this WAD.

As for the monsters, they’re also excellent. Not only is there a brilliant variety of monsters that are introduced throughout the game, but there’s also a good mix of traditional “Doom II” monsters (plus one from “Heretic” too πŸ™‚ ), monsters from the first “Golden Souls” WAD, several new boss monsters and quite a few all-new monsters.

Plus, several of the monsters also do innovative things too. Whether it is monsters that can resurrect other monsters of their type, a clever twist on the “Pain Elemental” monster, squids that cover the screen with ink, monsters that can only be harmed with certain weapons etc… the monster design and variety in this WAD is brilliant.

Splat! Luckily the visor of the Doomguy’s helmet is self-cleaning!

In terms of the weapons, they’re fairly creative too. In addition to some traditional FPS staples (which include modern reloading mechanics), there are some eccentric ’90s-style weird weapons too πŸ™‚ Whether it is a rapid-fire star launcher, a trumpet-shaped blunderbuss or a cupid-themed laser sniper rifle, the weapons are a brilliant mix of whimsical 1990s-style silliness and FPS tradition. Likewise, at one early point in the game, you might find a seemingly “weak” infinite ammo/recharging laser pistol… only to discover that it’s a really useful long-range weapon later in the game.

It’s a sniper rifle! How romantic!

And, yes, this gun makes silly trumpet noises when you fire it πŸ™‚

However, one annoying thing about the weapons is that they sometimes feel a little underpowered. This has been done deliberately, since one of the many additional features of this game is that weapon upgrades can be unlocked if you find enough “big coins” hidden throughout the game.

The upgrades also turn your weapons gold, but don’t expect to get more than one or two of them unless you spend ages searching.

Given that these can often be really difficult to find and that many also seem to require hidden items from other levels (eg: skull keys) to reach, don’t expect to get many upgrades unless you put about twice as much time into this long game than you might otherwise do.

As for music and sound design, this WAD absolutely excels. In addition to lots of wonderfully cartoonish and/or adorable monster sounds, there is also lots of awesome 1990s platform game music and even a Beatles-based MIDI tune in one level too. Not only that, at least one of the game’s cool easter eggs is sound-based too (eg: press “use” near the red AC/DC-style guitar in the “Strawberry Fields” level).

“Thunderstruck” AND “Doom II”? This is AMAZING πŸ™‚

All in all, this WAD is excellent πŸ™‚ Not only is it basically a full-length game, but it also sums up everything excellent about 1990s-style games πŸ™‚ Whether it is the whimsical atmosphere, the nostalgia, the humour, the creativity or how both the platforming and FPS elements feel really well-designed, this is an amazing follow-up to “Doom: The Golden Souls”. Yes, there are a couple of small flaws, but for a fan-made WAD created by one person, it is better than some actual “proper” computer games πŸ™‚

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

Review: “Marbellous” [WAD For “Doom II”/”Final Doom”/”GZDoom”]

Well, since I’m still reading the next novel I plan to review (“The Apprentice” by Tess Gerritsen), I thought that I’d take a quick look at another “Doom II”/”Final Doom” WAD.

And, after clicking the “Random File” button on the /Idgames Archive a few times, I found myself looking at a WAD from 2012 called “Marbellous“.

However, I should point out that this WAD uses the level 25 slot (for some bizarre reason). So, when playing it, you’ll have to type “IDCLEV25” during gameplay to jump to this level.

I also ended up using an older version (1-8-06) of the “GZDoom” source port whilst playing this WAD, since the list of ports in the readme file didn’t mention ZDoom and I wasn’t sure if it contained any port-specific features. However, upon actually seeing the level, it will probably work with pretty much any limit-removing source port (including my favourite, ZDoom).

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

“Marbellous” is a medium-length single level WAD that, as mentioned earlier, uses the level 25 slot. Although the readme file states that the WAD also includes a new texture, I didn’t really notice it and the overall look of the WAD is fairly “classic” (with an emphasis on marble textures, hence the name).

In terms of the level design, “Marbellous” is really good. This is an old-school style non-linear level that contains a really good mixture of corridors, arena-like areas, simple switch/combat puzzles, cool-looking areas and clever design (eg: parts of the level loop back on themselves).

Seriously, this area looks really cool πŸ™‚

Likewise, this arena near the end of the level looks pretty cool too πŸ™‚

Seriously, the level design is complex enough to force you to think and explore, but simple enough that – on the rare occasions where you don’t know where to go next – it won’t usually take you too long to work it out πŸ™‚

In terms of the gameplay, it is enjoyably challenging πŸ™‚ Whilst this probably isn’t a level for novice players who haven’t learnt all of the usual tactics and strategies, experienced players will probably find this level moderately challenging.

This challenge is achieved in the early parts of the level via careful rationing of ammo and weapons, with the best moment being when you have to fight an Arch-vile using just the pistol and the basic shotgun. Needless to say, this is a fairly good combat-based puzzle where you’ll have to use tactics and strategy πŸ™‚

Ah, with many of the easier levels I’ve been playing recently, I’d almost forgotten how awesome THESE are πŸ™‚

Later on in the level, the challenge is achieved through the use of monster placement. This is a level that contains a lot of low-level monsters, a reasonable number of mid-level monsters and a few well-placed high-level monsters.

In other words, a fun traditional-style level πŸ™‚

The best example of this is probably the level’s Cyberdemon arena, which you’ll first encounter when you don’t really have enough weaponry for it. Like the best “Doom II” levels, this area is something of a combat-based puzzle, where clever strategy, lateral thinking and experimentation are required πŸ™‚ The arena is also laid out in a way where it won’t take you too long to work out what you’re supposed to do to progress.

And, yes, getting to this point is a bit more complex – and fun – than you might initially think πŸ™‚

All in all, this level is a really fun way to spend an hour or so. The level design is really good, not to mention that the combat remains enjoyably challenging throughout the level too πŸ™‚

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

Partial Review: “Whitemare” (WAD For “Doom II”/ “Final Doom”/ GZDoom)

Before I begin, I should probably point out that I’ve only played about four -fifths of this WAD (for reasons I’ll explain later). So, whilst this is more than just a “first impressions” article, it isn’t quite a full review either.

Anyway, a few days before I wrote this article, I was determined that there would be more than one “Doom II” WAD review posted here this month. Since I was in the mood for something wintery, I decided to search online for Christmas-themed WADs. But, after a while, I ended up discovering an interesting winter-themed WAD called “Whitemare” instead.

Unusually, I ended up using a slightly older version of the “GZDoom” source port (rather than “ZDoom”) whilst playing this WAD, mostly because GZDoom was one of the recommended source ports in the text file that accompanies the WAD.

So, let’s take a look at “Whitemare”:

“Whitemare” is a 19-level WAD from 2011 which contains new textures, new music and (according to the readme) a new sound effect too. As you may have guessed from the name, this WAD mostly contains icy, snow-covered levels of various types.

Yay! Cold weather πŸ™‚

One of the first things that I will say about this WAD is that it is one of those WADs that is fairly enjoyable overall but which, when actually playing it, can vary between brilliantly fun and incredibly frustrating. In other words, this WAD is something of a mixed bag.

This variety is both one of the WADs greatest strengths and one of the WADs greatest weaknesses.

On the plus side, the variety between location types (eg: vast open areas, claustrophobic tunnels, sci-themed areas, gothic areas long levels, shorter levels etc..) helps to keep things fresh and interesting. Likewise, the variety in gameplay styles (eg: everything from frenetic “slaughtermap”-style arena battles to slow-paced puzzle solving) also helps to keep this WAD interestingly unpredictable.

Seriously, there’s a lot of variety in the level design etc..

There’s also a small “Blood“-style hedge maze too πŸ™‚

However, this also means that some elements of the WAD are better than others. Basically, the good parts of this WAD feel especially good because they are contrasted with annoying, frustrating and/or dull stuff.

Like this annoying area! It contains both a mild example of first-person platforming and one of the more annoying puzzles…

The combat design in this WAD is a brilliant example of this. This WAD not only contains some brilliantly epic set pieces which include everything from thrillingly dramatic large-scale outdoor battles to claustrophobic cyberdemon encounters, but it also contains some enjoyable “classic-style” challenging combat segments featuring reasonable quantities of low-mid level monsters.

The highlights include things like an area where you lay siege to a ruined castle, a rather fast-paced combat encounter on a large boat, a frenetic scene set in an ice-pit, and an epic scene where you discover a Christmas tree that is surrounded by lots of weapons and health items (needless to say, there’s a reason why all that stuff is there…).

Seriously, I’d be freaked out if lots of monsters DIDN’T appear here…

This segment set in a ruined castle is pretty awesome too πŸ™‚

However, one annoying theme (especially in the earlier levels) is setting combat encounters within dark, claustrophobic tunnels. Although this adds some suspense to the gameplay, it can get annoying after a while. Not only that, the use of spectres in these segments is especially annoying. Likewise, this WAD sometimes tends to be slightly generous in it’s use of chaingun zombies too.

Still, given the cramped nature of many of these segments, the chainsaw is actually useful for once!

Plus, as awesome as some of the game’s large-scale battles are – if you’re using an older computer – then they can sometimes cause issues.

Basically, I stopped playing during an early part of level sixteen – and almost stopped playing during a later part of level fifteen- because the game crashed whenever I tried to save, presumably due to the number of monsters or something like that (or possibly the ridiculous number of save files I have in GZDoom).

Yes, it seems like this is too awesome for my computer!

In terms of the level design, it’s fairly good. All of the levels are the kind of complex, non-linear levels that you would expect to find in “Doom II”. They also occasionally include some rather cool things like a destructible wall, a pyramid of glowing skulls, a level where you “chase” a key etc.. too.

Yay! I want one!

However, some areas can sometimes be a little bit too large – whilst this can sometimes make the levels feel epic and dramatic, it can also occasionally make them seem a little bit “empty”, even when there are lots of monsters.

Ok, this is the first level. But, still, it’s way too easy to dodge these monsters.

This WAD takes a rather traditionalist attitude towards the subject of jumping, with the ability to jump being disabled by default. However, the WAD is designed with this limitation in mind – so, the lack of jumping rarely feels like a problem. Still, there are some non-jumping platforming segments – which can be a little bit annoying.

One unusual thing about this WAD is that it includes puzzles. Most of the time, these are reasonably fun.

Some good examples include a large outdoor area where you have to find lots of hidden switches, a part where you have to find two keys in a giant tree-filled area and a rather inventive maze-based pressure pad puzzle that requires you to use the in-game map. Likewise, the very beginning of level sixteen contains a rather clever puzzle that is fiendishly evil but won’t take you that long to solve.

Yes, the in-game map is very useful here!

However, one annoying puzzle -involving 16 switches- near the end of level fourteen was so confusing and frustrating that I eventually had to resort to using the “level skip” cheat! Plus, there’s an annoying area in level twelve where I ended up completely and utterly stuck for at least half an hour until I eventually worked out the “obvious in retrospect” solution to it.

Hmmm… It turns out that the solution to this puzzle is “IDCLEV15”.

The new textures on offer in this WAD are pretty cool and, although they mostly consist of various snow/ice textures, there’s also a really cool sci-fi style skybox that appears occasionally too.

Yay! It reminds me of the old “Apogee” logo πŸ™‚

In terms of the new music, it’s also a bit of a mixed bag. Whilst it includes cool stuff like an epic heavy metal-style MIDI and a surprisingly dramatic version of a classical Christmas tune (either “The Nutcracker” or “The Dance of The Sugar Plum Fairy”), some of the in-game music is either a bit too understated, random or generic.

All in all, what I’ve played of this WAD has been somewhat varied. Yes, it is a good WAD overall. But, although there are some amazingly epic moments, some wonderfully wintery locations, some really solid levels, some dramatic music and some enjoyable puzzles – there are also some dull, annoying and/or frustrating moments. Plus, if you’re playing this on an older computer, you may possibly have some problems in later levels.

If I had to give what I’ve played a rating out of five, it might just about get a four.