ZDoom has a long and colorful history of being the most feature-rich Doom sourceport. Assault on Tei Tenga, released by Sam Ketner in 1999, stands alongside others at the forefront of this legacy, being one of the first mapsets to take its target port's features and run with them. It's six (very small) levels for Doom II in a hub arrangement that tells the same old story of another UAC colony that's gone to seed. You've been in cold sleep when your shuttlecraft is diverted to the Tei Tenga settlement after a lack of communications. After arriving at the orbital station, your goal is to reestablish contact with the colony and assess what condition the condition is in.
Tei Tenga is primarily a story-driven PWAD. I say that because there is very little action over its six levels. Only three of the maps (one of which is secret) feature any significant amount of combat, and the last is essentially a boss map. I can't really say a lot without spoiling its "story", but you do get a named arch-nemesis to pursue as your ultimate goal and there is some rudimentary hub interaction between MAP03 and MAP04 with switches performing functions on the sister level. On the other hand, any story elements delivered with strings of text take way too long to complete. What's disheartening is that the plot is pretty weak and almost nonsensical at times. Dialogue delivered at the "Nuclear Plant" leads the player to believe that there is a group of uncorrupted marines sympathetic to his cause but they have a fair amount of Hellspawn mixed in with their ranks which makes you wonder just what the Hell your first attacker was talking about.
Another feature often touted is Tei Tenga's objective-based gameplay. Each level has some rudimentary goals, the most interesting of which are found in the first two maps. This suffers from the fact that what you have to do to accomplish your goals is rarely obvious, mitigated by the fact that the small maps means you'll rarely have to go far to figure out what you've changed if it's not clear when it comes to things like unlocking various doors. There are some security cameras to give you some pointers but I didn't find them that helpful. I basically walked around and hit unmarked buttons until I got a positive response.
Another feature often touted is Tei Tenga's objective-based gameplay. Each level has some rudimentary goals, the most interesting of which are found in the first two maps. This suffers from the fact that what you have to do to accomplish your goals is rarely obvious, mitigated by the fact that the small maps means you'll rarely have to go far to figure out what you've changed if it's not clear when it comes to things like unlocking various doors. There are some security cameras to give you some pointers but I didn't find them that helpful. I basically walked around and hit unmarked buttons until I got a positive response.
The gunplay isn't that interesting. It's a lot of work with the shotgun and chaingun until you grab the rocket launcher near the end of MAP04, which you're better off using on the final boss. There are a few nice scripted bits, like getting shelled by rockets at several points in MAP03 and MAP04, but they only serve to distract from the sloggish combat. The big exception is MAP05, an alternate route to the finale that shows the source of the base's troubles. Stealth revenants are bad enough, but completely invisible skeletons takes the cake as one of the most frustrating encounters I've had in Doom-related engines. The final boss is a departure from the norm, but as he's a slow-moving railgunner, you're reduced to corner-popping and rushing him with the provided invincibility sphere.
ZDoom modding has come a long way since 1999. Tei Tenga shows the potential in the building blocks provided by ZDoom at the time, with hubs and scripting and the ability to portray story elements in a less restricted manner, but I'd be hard-pressed to recommend TEITENGA to anyone that isn't interested in it from a mainly historical perspective, unless you want to see just how wide a gap there is between proto-ZDoom mods like this and much more recent efforts, like Winter's Fury. Still, it's an interesting if not compelling entry in the "canon" of Doom, kind of to ZDoom what Doom maps in '94 were to the original engine.
ASSAULT ON TEI TENGA
by Sam Ketner
by Sam Ketner
ALL THE CHILDREN ARE INSANE
WAITING FOR TEI TENGA'S RAIN
WAITING FOR TEI TENGA'S RAIN
This post is part of a series on
Doomworld's Top 10 WADs of 1999
Doomworld's Top 10 WADs of 1999
Batman Doom | The Darkening |
KZDoom1 | Crusades |
Chord G | Jägermörder |
Twilight Warrior | Demonfear |
Tei Tenga | Herian 2 |
What story-based WADs would you recommend? I greatly enjoyed Tei Tenga, probably because I value narrative over a nicely designed arena and gunplay.
ReplyDeleteI've heard great things about Winters Fury but haven't yet reinstalled Doom in months.
I think narrative is a great thing to have but if I'm getting narrative in Doom I'm not going to salivate at just the hint of something interesting; I'm going to look for something substantial even though the medium isn't at all geared for it. I'm not talking about something with the depth of Dostoevsky, just something that meshes well with the game and serves the work as a whole.
DeleteStory is not my primary care in a PWAD. If I want any kind of narrative, I'm happy to get an implied narrative through level progression, themes, and object placement. Something like CCHEST4's MAP21 is more than enough but I'll settle for nothing at all as I mostly just want to play the work the author released on their own terms. It's more about the virtual playground than anything; I'd be happy with something along the lines of Manhole every now and then.
But, uh, Winter's Fury is worth playing and probably has more narrative than Tei Tenga, but it's delivered before / after levels so it doesn't intrude on the action too much. I would fast forward through the major boss fights. My personal favorite is Strife (as delivered in ZDoom) but it's not a Doom WAD and its narrative is pretty shallow. Still, I like it way better than Tei Tenga.
Deletetry this one: http://www.doomworld.com/idgames/index.php?id=11101
DeleteI'll have to add Trust to my list :P
ReplyDeleteI really enjoyed Winters Fury, goddamn tough boss battles aside. I play on the weakest difficulty setting for most mods, and I'm STILL reaching for the IDDQD code in the vast majority of the mods I've played.
I suppose thats probably a byproduct of any mod community - since the levels are designed for the fans, they lean towards sadistic difficulty.
I tried Cold as Hell as literally got stonewalled on the second level - with a puny two weapons to take out a gigantic horde of enemies? No thanks. I could do it with enough perseverance, but I value my sanity.
That said, I have found quite a few mods that had what I was looking for - Epic 1 and 2 kept my interest all the way through, even with the occasional difficulty spike. Batman Doom never felt unfair, and Chosen gave me a good run (the weapons are particularly well designed) while it lasted.
I guess what i meant by "I value narrative over gunplay" is more "I don't have the required skill for the vast majority of these mods, and narrative driven titles tend to be a bit easier and manageable."
There are difficulty settings, of course, though not all authors attempt to utilize them.
DeleteSome recommendations:
http://onemandoom.blogspot.com/2011/07/invasion-level-1-contamination.html
http://onemandoom.blogspot.com/2011/07/invasion-level-2-upper-decks-invade2wad.html
--two single levels in that order, they have movies too you can watch before and after)
http://onemandoom.blogspot.com/2012/02/mandrill-ass-project-mandrillwad.html
--a jokey map set but with some cool quirks...and a mandrill's ass
The rest of these are all vanilla / boom (very little outside the box stuff) but still attempt to tell stories.
http://onemandoom.blogspot.com/2011/04/perdgatewad-perditions-gate.html
--if you haven't already played it, it's got text on every title card telling you the story
http://onemandoom.blogspot.com/2011/04/hell2paywad.html
--same as the above but with a stronger story progression
http://onemandoom.blogspot.com/2012/09/cygnus-iv-cygnusivwad.html
--easy but kind of homely
http://onemandoom.blogspot.com/2011/11/talosian-incident-talosianwad.html
--kind of atmospheric / storyish
http://onemandoom.blogspot.com/2012/03/voodoo-guns-vgwad.html
--two very cool atmospheric maps
http://onemandoom.blogspot.com/2012/10/community-chest-4-cchest4wad.html
-- play MAP20 and 21 back to back. They might be a bit rough but you can dial down the difficulty for a pretty cool ride.
Funny how the review was posted in EXACT same day I played this wad and finished. What a strange coincidence!
ReplyDeleteThis was was sooo hyped back in the day. And now it's almost completely forgotten. A victim of fashion, you might say. Not the best Zdoom WAD, agreed. I didn't play many but of those I did I liked Valhalla best.
ReplyDeletehttp://www.doomworld.com/idgames/index.php?id=16255
A few corrections for the article.
First paragraph:
It's six (very small) level -> It's six (very small) levelS
Third paragraph:
There are a fair amount of security cameras
There IS a fair NUMBER of security cameras
The plural would be appropriate if it were "A fair number of security cameras are out of order". "There is a" requires the singular, however. Cameras are countable, so "amount" doesn't fit.
The fourth paragraph has a dangling modifier:
The final boss is a departure from the norm, but as a slow-moving railgunner you're reduced ->
The final boss is a departure from the norm, but as HE IS a slow-moving railgunner you're reduced
HTH and sorry for the caps, couldn't think of another way to highlight the differences that wouldn't be too cumbersome.
I'll avoid grammarizing your typos in return :P Thanks for the corrections; I've executed them in my own particular style.
DeleteAs for ZDoom stuff, yeah, I look forward to it but few people are willing to spend the time and effort to make using the ZDoom engine exceptionally worthwhile.