Paul Schmitz created Artifact, one of Doomworld’s picks for the top 10 WADs of 1995. He also contributed some maps to Eternal Doom, very much in keeping with his mapping style. Welcome to Hell, his lesser-known followup to his premiere trilogy, is something in a bit of a different direction, finished near the end of '95 but released in early '96. It’s not exactly one large map cut up into three linked adventures. Each of the levels is fairly small and / or short compared to the offerings of Artifact. Schmitz has refined his map making sensibilities, however, creating a number of challenges with a unique aesthetic sense.
Welcome to Hell has quite a full story. After preparing to do battle with the devil himself following your consecration of the UAC base in the Andes Mountains, you wake up in a bizarre hospital / base next to a marine who has committed suicide, but not before leaving a voice recording narrating his struggles in the compound you now occupy. Hell is no picnic and the trials of the captives are never ending, running the same infernal gauntlet over and over again. You grab his sidearm and prepare to sally forth to give the devil his due. Schmitz’s HNT files, besides giving handy information relevant to each level (including how to escape from the cell you begin in), narrate your further experiences in MAP06 and 07, though 07’s dictation interestingly assumes a losing scenario.
As for the levels themselves, Schmitz has improved upon the crystal sector effect he put to good use in Artifact’s MAP03 and has included even more puzzle-style gameplay. Each level plays much different from the next, though. The Hospital is a more traditional Hellish base excepting the forcefields and a few uses of the transparent floor. The Asylum is where things really take off. Its sparser monster count doesn’t do much to alleviate the difficulty of a pistol start, and it’s a portmanteau of visual delights, in part due to the crystal sector and also due to a masterful manipulation of light and shadow. I’d say this mapset is worth playing just to experience MAP06 alone, though it’s a bit more confusing puzzle-wise, and the crazy visuals don’t help matters much.
Journey’s End is a fitting coda. It’s not nearly as obnoxious a fight as Artifact’s climax. That is, unless you fail Schmitz’s time limit. Once you get access to the central platform, however, it’s fairly easy to just camp out until the pillar opens and you bash the boss brain in. All in all, it’s a great experience. WELHELL isn’t as impressively vast an experience as Artifact, but it’s a great trilogy that further pushes Schmitz’s mapping talents and showcases some novel aesthetics. I highly recommend it, at least to anyone looking for something a little beyond traditional Doom II fare. If you dislike puzzles, though, avoid this.
WELCOME TO HELL
by Paul Schmitz
by Paul Schmitz
WELCOME TO HELL
POPULATION: YOU
POPULATION: YOU
Just wanted to share my opinion. MAP05 is really cool and the only one I enjoyed from start to finish. MAP06 - I couldn't figure it out, the darkness was annoying, I got quite far but never got to the exit. You didn't mention MAP07 is broken, seriously broken. If romero spawns extra arachnotrons and you kill them - the map cannot be finished. As usual, thanks for your review, vdgg
ReplyDeleteWow, thanks VDGG! Spoilers for MAP07 because I didn't even realize this - The map uses the Dead Simple feature in conjunction with the boss shooter. You need to activate the tag in order to confront the shooter. If you kill any arachnotrons beyond what's initially present in the map (i.e., the spawner makes more), it will make the switch that activates the exit elevator (which also grants access to a number of arms and powerups) inaccessible. While you may technically be able to dispatch Romero's head from a distance, I wouldn't count on it given the limited frame of time during which you can act.
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