Wednesday, December 7, 2022

Revisiting the Cacowards (1996)

It's time to revisit the third year of the Cacowards! For an explanation of this series, please see the first entry.

Memento Mori & Memento Mori 2

1996 starts out with a bang! Each being a full set of levels for Doom II, Memento Mori and its sequel together constitute 64 different levels. That's a lot (it took me awhile to work my way through them, one level at a time), and I'm not going to comment on each one. Suffice to say that they're good; this is a project that combined the products of some of the most talented Doom level modders at the time (including The Innocent Crew, which worked on some of my favorite wads from '94 and '95), and is one of the most memorable fanmade wads from my first playthrough of the Cacowards many years ago.

What these wads might lack in consistency of style from level to level (despite the sequel's notable attempt at stringing together an overarching narrative in the readme file) - and let me tell you, the atmosphere and sense of place in some of these levels is truly spectacular - it more than makes up for in consistency of quality. Be warned that some of the later levels in these wadsets are huge, and do tend to run long, some taking me hours to complete. If you're sick of playing the same official Doom levels over and over again and want something fresh, definitely put Memento Mori (and Memento Mori 2) on your playlist.

Dystopia 3: Re-Birth of Anarchy

Apparently, this is a sequel to Dystopia 2 (which I assume is a sequel to Dystopia), though I don't recall if I ever played this wad's forebear(s). It features 11 maps for Doom II, complete with some cool new textures. It's a bit of an anticlimax after coming off of the high of Memento Mori, but really, these are some solid levels, with real creativity on display. Several of the levels begin in crashed vehicles (cars, rockets), and one takes place on an island, beginning and ending on a boat. I also enjoyed the mineshaft level. The third map experiments with a completely novel dynamic, turning part of the level into a race. My main complaint is combat-related - the author(s) seems to favor the use of the plasma gun - which is powerful, but in most cases is like using an anvil to hammer a nail. And for health you're thrown a lot of instant +100% soul spheres. It's too indiscriminate for my tastes; I actually enjoy the resource management part of playing this game. But it's a relatively minor quibble for an otherwise enjoyable wad.

All Hell Is Breaking Loose

This is a short, 5 map wad that touts itself as a "near total conversion". Apparently, I played an incomplete version, with graphics intact, but none of the game mechanics altered. Honestly, I didn't like it enough to try it again. Level-wise, the wad is serviceable. I liked the abandoned mine motif, and the final level which takes place in the city. But the graphical manipulations were distracting. Adjusting to new weapon graphics throws off your aim (also, what's the point of a double-bladed chainsaw?). Some of the monsters looked neat - red Demons engulfed in yellow flame, Barons floating around on green fire, two-headed Chaingunners riding Arachnotrons. It's hard to criticize the creativity and work that goes into a project like this - I'm sure making those graphics wasn't easy. But without a professional studio, there are always seams visible, which gives it a characteristically rough appearance. Along with the feeling that what you're playing is still Doom, it's just wearing an [at times ill-fitting] mask. As an exercise in modding, I don't doubt that this wad deserved a lot of attention in 1996, but beyond that? I dunno...

Army of Darkness

This is a total conversion for the first Doom, replacing episode 3. The theme is Army of Darkness. Not one of my favorite horror/comedies (I liked the first Evil Dead the best), but you can tell the authors are diehard fans, and put a lot of work into this wad, recreating much of the spirit (and locations) from the movie. This is kind of the bridge between Aliens TC (still being a horror property where running around killing demons is in character) and later pop culture TCs that are pure novelty (e.g., The Simpsons, Sailor Moon). That said, to describe this TC as a novelty would be to do it an injustice. It's quite well put together, and captures a fair bit of the atmosphere of the movie. The levels are well-designed; I only had a few clipping issues, including a pillar that rendered the boss Bad Ash helpless (both times he showed up), and a passage I just couldn't seem to figure out how to open in Arthur's Castle. I understand that a lot of the sprites are taken from other games similar to Doom that were released around the same time (namely, Heretic and Hexen), but not being familiar with those games, the different look of the enemies (which blend in really well with the medieval theme) goes a long way in giving this TC a cohesive atmosphere. I had a lot of fun playing it.

Icarus: Alien Vanguard

I was very excited to see that this megawad (a full Doom II complement) was developed by TeamTNT - a group of wadders that were so good, id Software made one of their projects the basis for an official release: Final Doom. As such, you can expect quality from these levels, which balance space ship (that's space ship, not space port) environments with Holodeck-like "simulation" levels for variety. The ship levels are inspired - with some interesting settings (e.g., Engineering, Sick Bay, Hydroponics) that at times remind you of Star Trek and Duke Nukem - and make great use of a limited range of textures (one could argue that the authors got lazy, but I think it effectively conveys a minimalist aesthetic). But some of the most memorable levels are the simulation (and planet-side) areas, including a labyrinthine asylum, a storm-battered chapel, and a truly brilliant recreation of a diner that's got to be one of the most creative Doom levels I've ever played. This wad features all-new music, and though there isn't much in the way of a written narrative, it does a remarkable job of creating story just through architecture and gameplay. Levels are meticulously designed and expertly lit, with the addition of features (such as computer panels and science experiments) that have little to no functional use but add so much life to the environments you'll explore. Every time I passed a window on the starship, I had to stop and marvel at the stars sailing past!

Polygon Base

I booted up this wad with no expectations (thanks to a conspicuous lack of any kind of readme file included in the folder). A quick check verified that it was a single level, so (after all these megawads I'd been playing), I thought, "great, I have half an hour to play through a nice, simple wad." Boy, was I wrong. This level is massive, even labyrinthine. Now, I can appreciate an epic Doom level, but I definitely wasn't prepared for it. I got to the point where I just wanted it to end already. Don't get me wrong, it's a perfectly good level, in the classic "moonbase" aesthetic. But I generally prefer a more linear layout (this section leads to that section, which leads to that section over there), instead of endlessly criss-crossing passages you could easily get lost in. Add to that a preponderance of switches, and you've no choice but to give up all hope of a thorough sweep of the level (even with the automap!).

99 Ways To Die

Unfortunately more of an empty boast than a clever concept to build a level around, 99 Ways To Die consists of three short castle-themed levels (that altogether took me less time to complete than Polygon Base did). They demonstrate basic competency with the level editor (which I maintain is an accomplishment of its own), but seem to lack any real spark of brilliance. Attention given to lighting (I mention this only because the readme file points it out) seems to focus mainly on gradating sectors and not how the lighting can be used to develop atmosphere. There's an interesting idea wherein keys are used not to progress through the level but to access bonus rooms (that offer both additional challenge and additional reward), but nothing in this wad is developed fully enough to warrant real praise. I've seen it all done better elsewhere.

The Trooper's Playground

Offering nine levels for Doom II, this wad is good, but not great. It's solidly constructed, but doesn't really stand out; I suspect that it dazzled more in its heyday, and simply hasn't aged as well as some other early wads we've covered. There are good traps in this levelset, it's mostly well-balanced, and the secrets are well placed - not glaringly obvious, but also not stupidly difficult to find if you're looking for them. The final level is anticlimactic, but I've come to expect that from Doom II, where the final boss is basically an infinitely spawning deathmatch chamber (which is chaotic, yeah, but doesn't make for much of a level). In other words, this wad goes down smooth. It's a good way to pass the time, but you probably won't remember it. Which I guess is better than being frequently frustrated by its flaws, right?

A Hidden Mountain Factory

Remember what I said about levels that frequently frustrate you with their flaws? This one's a great example. Doomworld raved about this "obscure" wad in 1996 (no doubt bringing it tons of attention), but I'm playing it now and I think it's massively overrated. The concept is clever, but its potential is squandered by gameplay that's critically flawed. For one, I like how the level starts in the mountains, but there are passages where you're squared off against "hitscan" enemies (who hit you instantaneously with bullets, instead of launching projectiles) in pitch black! I get wanting to be realistic and create atmosphere, but sections of complete darkness should be used sparingly, and to mount tension, not as widespread combat zones.

Even worse, what apparently passes for "difficulty" in this level is crowding narrow corridors with an unreasonable volume of monsters. You're taking lots of hits, and there's not a lot of health, or room to move around. So you're constantly getting respawned every five steps, rendering Doomworld's claim that you can finish this relatively small (but not short) level in 8 minutes a savage lie. That's not challenge, it's just punishment. It's not even fun. I want to be pushed to fight smarter, not harder. I've seen cooler levels; I've certainly played ones that were more fun. I think this wad has had its run.

JUDGMENT: Keeping in mind that for any wad to win a Cacoward, it must have distinguished itself in some way, I'm making the assumption that you don't have time to play them all, and that you value my opinion (otherwise, you wouldn't be reading my reviews), so here are my recommendations for which wads are most worthy of your time.

Must Play: Memento Mori, Memento Mori 2, Icarus: Alien Vanguard
Time Killers: Dystopia 3, Army of Darkness, The Trooper's Playground
Skip: All Hell Is Breaking Loose, Polygon Base, 99 Ways To Die, A Hidden Mountain Factory

See you in 1997!