50 Reviews

After 7 years of activity ("Outpost of DooM II" was born on Saturday 21 September 2002) and 3 years and half after reaching the goal of 50 reviews, I am very happy to celebrate with you another important goal: 100 reviews!

I invited two guest reviewers for this occasion and asked them to write a review of a .WAD they like among those I haven't ever reviewed.

They are: Karthik Abhiram, a famous Indian Doomer and author of several .WADs (like the "Out of Phase" series, "Congestion Control", "Congetion Control 2", "The Hazard Variation", "Dark fate" and its sequel), and UltimateLorenzo a.k.a. Toranaga, an Italian Doomer, who made .WADs like "Death is Just the Beginning", "Enterprise NX01", "The Prometheus Experiment", "Final Heretic - Chapter One: The Docks". Enjoy the read!

 

Guests's review:

 

punto elenco Guest reviewer: Karthik Abhiram

Congratulations on hitting the "100 Reviews" mark, Ismaele! I wish you all the best and hope to contribute to your next milestone ("200 Reviews")! As a guest reviewer, I thought hard about the selection of WAD to do a review for. It shouldn't have been reviewed already either by you or me, and I wanted it to be a recommendation to others also, as a “must-play” WAD. I finally selected Christian Hansen's "Flay the Obscene", because it is a very well designed set of levels, and has been an inspiration and influence to Varun and myself in our own maps. Chris would go on to build on what he did here, and take it to new heights in his "Helpyourselfish" and other maps, but I have fond memories of playing this set of levels. So here's my review –

"Flay the Obscene - Compilation" by Chris Hansen:

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Gameplay: "Flay the Obscene – Compilation" is a package containg 5 levels (4 single-player levels, replacing maps 12 through 15, and one deathmatch level in a separate WAD) for Doom II. This package is a compilation of the maps created and released earlier by the author – with tweaks made to make the maps consistent visually and gameplay-wise. The first level is set in a factory-type base, and is very small. There are no monsters in this, and it serves as an “entry” into the rest of the levels. The bulk of the "Flay the Obscene" gameplay experience is in maps 13, 14, 15. Playability-wise these maps are really well done, with lots of difficult battles and layouts that make you explore the environment. The architecture convinces one that they are in a three-dimensional environment as you'll go up in taller structures, will have to jump to reach otherwise inaccessible areas and go underground into dark tunnels. It's surprising that Chris built these levels with DoomCAD – as it's a more primitive editor and you wouldn't think such striking architecture can be done with it! Overall the levels flow pretty smoothly, though I got stuck up for some time at a couple of spots where I couldn't figure out where to go next. But largely the maps are straightforward. Several tricks are used to make the experience entertaining – monsters appearing out of nowhere, monsters that are frozen until activated by a switch. There's even one part in the last level where you activate a switch and are given a weapon. There is constant action and the levels never get boring. The layout of the deathmatch level is open and interconnected, and there are no switches or elevators which will disrupt the fast pace. It should be a fun experience (though I haven't myself played the deathmatch map with others). Assessment: 9!

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Graphics: All of the levels in "Flay the Obscene" use only the standard Doom textures. The first level has a more tech-oriented look, whereas the others are set in a natural earth-type environment, largely containing brick, stone and metal structures, with a little bit of marble and hellish elements. Visually, the best looking level is the third one (which is obvious, since it was made later). However, all levels have a very aesthetic look and will really convince you that you are in an actual environment (as opposed to running around in a bunch of interconnected rooms). They all have a nice level of detail and good variation in lighting. The early levels benefit from the alterations that Chris has made, to make them more modern-looking. Assessment: 9!

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Difficulty: These levels are quite difficult to play (not "Hell Revealed" difficult, but they are very challenging), and you'll really have to work hard to beat them. In terms of health and ammo the levels are generally balanced, but there is one annoying thing for which I have deducted one point. There are “respawning” chaingunners placed in high cages at different locations in the map (implemented by placing an archvile hidden away in inaccessible sectors). I feel these raise the difficulty of the levels unnaturally and take away from the enjoyment of the levels. You will get absolutely murdered as you go out into a courtyard with these chaingunners! Assessment: 8!

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New graphics: The Doom Episode 1 sky has been used in this set, and it goes well with the levels. There is a simple title picture that makes an appearance in the WAD. Other than that, no new graphics are present here, but whatever is there is well-used. Assessment: 8!

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New music: Strictly speaking the author hasn't used any new music in these levels, however the placement of the levels changes the tunes that you hear when you are playing "Flay the Obscene". So, it's standard Doom II tracks only, but you won't hear the standard MAP01 music to start with (but it makes a re-appearance in the last level, that's there in the MAP15 slot). Assessment: 8!

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Overall: Overall, Flay the Obscene is a great set of levels, from a nostalgic era (early 2000s) that has nice gameplay and great visuals. Rather than playing the originally-released levels individually, you would be better off playing this compilation (the “director's cut” version if you can call it that). It's a must-play set and I personally have been inspired by it in more ways than one. I highly recommend it! Assessment: 8.5!

 

 

punto elenco Guest reviewer: Ultimate Lorenzo a.k.a. Toranaga

"Oniria 2" by Aluqah:

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Gameplay: The map represents a nightmare from which you must awake. Ambients are without sense, but with a strong dreamy feeling; although the irrational element is very strong, the map is quite linear and there is no worry to get lost, contrary to true nightmares. You have to collect all keys and press a certain number of switches in order to proceed in the level: perhaps a different type of quest could have fitted the theme better. New enemies are interesting and well rendered and add a disquieting touch to the ambient. Assessment: 8!

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Graphics: This is the strongest point of the level, as both textures and sprites have a particular feeling. Sprites are mainly recoloured version of typical doom monsters, but the different colours are nice-looking and with a very strong “freak” effect. Textures are completely insane: if you observe them, you’ll see they represent nothing, but they are used to create interesting and nice-looking environments. There is no tech-base or hell theme here: this is a dream, but here and there some familiar elements emerge from the layout. It is my impression that in this map there is a strong influence of from Ray Shitbag Schmitz’s “Happy Time Circus” series. Assessment: 9!

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Difficulty: Overall the level is well balanced, but sometimes you may undergo an ammo shortage in some situations, for example when you have to kill all monsters in a certain arena in order to proceed. It is my personal opinion that this kind of situations adds nothing to the map and is used only as stopgap, fill-in. The .WAD contains 4 new weapons: a shotgun, a machinegun and two magic wands (Heretic-like) which replace the rocket launcher and the plasma gun. I think that the shotgun and the machinegun don’t fit very well the theme of the map, even if they are interesting weapons. The final boss, that can appear and disappear, is a good conclusion for this dreamy level, but the finale is the typical ending of a Doom level. Assessment: 8!

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New music: The new music perfectly fits the theme of the level. Assessment: 8!

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Overall: This map, as the previous "Oniria" instalment, is able to take you into a dreamy dimension, where you have no more reference points (except for your weapons). In some point you really have the impression to start a trip in the unconscious, and I had this feeling only playing few other wads: the first “Oniria”, the already mentioned “Happy Time Circus” and “Phocas Island 2”. Unluckily in the wad this impression is often contradicted by some elements which clash with it, like the “normal” weapons or the regular “switch & key hunt”.  Assessment: 8

 

 


 

100 Reviews:

After a 2-week poll, the DoomWorld community voted "RTC-3057 Blue Hub 1" by Team Future the best .WAD I have ever reviewed.

 

My levels:

After a 2-week poll, the DoomWorld community voted "Italian DooM - Episode 1: The Lost Colony" the best .WAD I have ever made.

 


Here you can find a table with all the 100 reviewed .WADs and their assessments: 100 Doom reviews.DOC or 100 Doom reviews.doc.PDF.

 

Did you know...?

The .WADs that got 10 in Overall Assessment are just seven:

  1. ZDoom Community Map Project Take 1;

  2. Phobos: Anomaly Reborn;

  3. RTC-3057 Blue Hub 1;

  4. Zen Dynamics;

  5. Thunderpeak;

  6. Death Incarnate;

  7. Final Heretic - Chapter One: The Docks;

but only two are "perfect": Chris Lutz's Phobos: Anomaly Reborn and Team Future's RTC-3057 Blue Hub 1 - they got 10 in every department (i.e. Playability, Graphics, Difficulty and additional resources)!

There's a .WAD, that got 10 in the three main departments (Playability, Graphics and Difficulty), but didn't get 10 in Overall Assessment, because of a low assessment in New music and sounds... it is Tomi Rajala's Hell Factory.

Thirty-four .WADs got 9 in Overall Assessment, but the most frequent assessments in each department are:

The worst .WAD I have ever reviewed is: Hobomaster22's Genesis of Descent, that got the lowest Overall Assessment (6): please, keep in mind that 6 is not a bad assessment.

The .WADs with the worst gameplay I have ever reviewed are two: Th0r's Exist and Hobomaster22's Genesis of Descent, which got the lowest assessment in the Playability department: 4.

The ugliest .WAD I have ever reviewed is Lupinx-resurrected's Noob Project Part 4- Space Station Vrack, that got the lowest assessment in Graphics: 5.

The .WADs with the worst difficulty I have ever reviewed are: Dan Stefan "AlphaGOD" Oprean's Beyond Death and Hobomaster22's Genesis of Descent, which got the lowest assessment in the Difficulty department: 5.

 

Here you can find full statistics, that include a table of all reviews with their assessment and some graphs: 100 Doom reviews.XLS or 100 Doom reviews.xls.PDF.