In 1996, Doomers everywhere eagerly anticipated the release of id Software's next project, Quake. Among other things, Quake featured 3D light sources, making realistic and attractive lighting far easier to execute than Doom's sector-based method, which often required painstaking work in order to simulate equivalent lighting. In the wake of Quake's previews, Warren Marshall released a short minisode for Doom II, intending to show just how far Doom's engine could be pushed. The .TXT has just a hint of desperation, almost pleading for Doom mappers to not jump ship for the new technological superior. While 1997 would show an exodus of many of Doom's most prominent mappers from '94-'96, anyone can see that the Doom mapping community continues to go strong. I'm not sure what effect 99 Ways to Die had on lighting standards, but I think Marshall made his point effectively.
99WAYS.WAD has only three maps to its name (though evidence suggests the levels are three pieces of a larger, single map). They're short, simple affairs, with the odd tough section. They're also very reminiscent of Quake, taking place within a large, light-brown castle that's been cut into three sections. According to Marshall, the barebones plot involves four arch-viles who have taken over the castle, and your objective is to kill them and reclaim it. The maps aren't difficult, though the latter two can be interesting when starting from pistol. The true star of the show is Marshall's attention to lighting, which he admits accounts for half of the development time.
You may not initially pick up on the differences. Rather than Quake's interminable darkness, the levels are each reasonably well lit. Every light source has been thoroughly mapped out, however, and you can see the shadows cast by every window frame; you can see lights illuminate the brightest on one section of the wall and then fade out to the sides. MAP03 even features the silhouettes cast by the short walls you walk behind. It's a gorgeous but subtle change from standard lighting fare.
I wish Marshall had released more maps. 99 Ways to Die shows a good grasp on gameplay, serviceable architecture and detailing, and absolutely stunning lighting. I can only wonder what he would have done with maps where lighting created more more contrast, like Quake. Then again, after a quick search on Google, it looks like he switched to Quake anyways! No matter. The Doom community is all the better for his offering.
99 WAYS TO DIE
by Warren Marshall
by Warren Marshall
This post is part of a series on
Doomworld's Top 10 WADs of 1996
Doomworld's Top 10 WADs of 1996
Just finished playing 99 Ways to Die. A nice 3-level mini episode.
ReplyDeleteHOWEVER I found out that the teleporter at end of MAP03 doesn't work. I thought it was because I was using Eternity but then I went to idgames and read comments and found out that the teleporter doesn't work only on UV! And because I played on UV, it didn't work. So I had to restart the level on HMP with pistol only (I used warp parameter). I managed to complete the level normally after that. You should update the review to reflect that, it may help others as well.
-FistMarine