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.
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 –
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!
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!
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!
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!
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!
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!
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!
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!
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!
New music:The
new music perfectly fits the theme of the level.
Assessment: 8!
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
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:
7 in Playability (twenty-seven
reviews);
8 in Graphics (twenty-eight reviews);
9 in Difficulty (thirty reviews).
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 .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.