There are plenty of projects for Doom that get started and are never finished. Sometimes, the authors release demos, which become the disappointingly final releases. Berthold and Thomas's Doom: The Mars Missions saw an unfinished tech demo release in 2000, replacing eight maps (more or less) for vanilla Doom II, and it IS pretty shaky, if showing a lot of promise. The finished project would have been for ZDoom, but they never completed it. The only copy easily available is from Sparky of KISS software, simplifying horrifying install packages for ancient releases. The package includes the .DEH and .WAD, so you're good to go once you whip the little contents there are out.
The Mars Missions is yet another in a proud tradition of Doom PWADs that occur because the UAC is too stupid to leave well enough alone. They created some locks in teleportation logic that prevent dematerialized matter from re-materializing, but, well, demons make fools of us all. After the base on Mars goes dark, they get a distress signal from Eileen O'Hara, the daughter of the scientific coordinator, who relates that yes, we have demons, and they are killing everyone. You're sent to Mars to rescue any survivors and recover data, but when you land, your pilot panics on sighting some imps and hits the emergency launch button. Since you're standing on the pad at the time, you get cooked pretty well, only to be facing your welcoming party immediately afterward.
For a DeHackEd mod, there are some pretty interesting features and implementation, several of which are still incomplete, and there are plenty of other monsters encoded in the file that weren't yet implemented. For starters, there are auto-turrets, which spew arachnotron plasma at you when you're in their sights. You can disable them with controls or brute force, but the latter involves using a considerable amount of ammo. Then, there are sentry drones, which shoot bullets and explode lethally on death. Then, there's Eileen, who isn't actually a monster and must survive until the end of each level she's in so she can reprogram the teleporter and let you exit. You can tell where the authors' minds were, though, as she's an anime princess with one bared breast due to her torn clothing.
The "Hell bimbo" is one of the alpha enemies, because the only frames she has are death and attacking, so she is otherwise a four-pack of shotgun shells just roaming around until she attacks. She is a flying melee attacker that moves at a decent pace, so at least she has a sort of niche. The "princess of Hell" is an upgrade with more health that shoots baron plasma and hits harder. The homing missiles, though, are rapidly flying rockets that juke like mad. They're reminiscent of Duke3D's sentries except they're way harder to hit (if fragile) and way more lethal. Then, you've got the "thing in a barrel", which resembles exploding barrels except they're more durable and explode when you get close to them, which is a lot of fun in the dark.
MAP08 has the most annoying selection of monsters. They're possessed marines that attack with three different weapon types. Their persistence and attack strength turn MAP08 into a total crawl and battle of attrition. Lastly, if you move on to the regular Doom levels, you'll see the "shape shifter", which looks like Eileen until it attacks you, turning into a demon. Thankfully, B and T have made some weapon changes so as not to leave you too overwhelmed. The pistol fires a bit faster, but the minigun fires the fastest on top of doubling the max ammo capacity, turning it into a force to be reckoned with. The power of rockets has been doubled, too, though you lose half of your rocket cache and 1/3 of your plasma rifle capacity. Ammo seems to be more plentiful, too, or at least the normal pickups contain more, presumably because the smaller varieties had their frames cannibalized.
Berthold and Thomas have done a lot of work to increase the realism of the levels they've made. It's a shame they never got around to finishing the whole thing (in spite of their anime fixation) but they've left an impressive if flawed beast in their wake. They even added a new keycard, colored green, though its true functionality results from a bunch of workarounds. The yellow keycard is replaced with a data disk, used with computer stuff, so yellow doors are usually red herrings. There is some sector wizardry afoot, with faux-3D constructions and other things. MAP05 is a pretty good tech demo of what the conversion is capable of, I think. There's also a random powerup that can dispense berserk, blur, invul, or nothing at all.
As far as gameplay goes, The Mars Missions is a mixed bag. The fidelity and commitment to realism means that there is a ton of cramped fighting and narrow corridors. Occasionally, you get some modern Doom II dustups, but they're the exception to the rule. Pretend like you're playing a BUILD engine game, maybe? B and T show they're capable of making some engaging firefights, but they seem more interested in other things, like certain death traps that force reloads, believable environments, and anime girls. Still, it's a neat tech demo for DeHackEd comparable to works like Batman Doom, if laughably incomplete. Overall, I enjoyed myself, and if any of this sounds interesting, you might, too!
DOOM:
THE MARS MISSIONS
by Berthold Beckschäfer
and Thomas Lokum
THE MARS MISSIONS
by Berthold Beckschäfer
and Thomas Lokum
MAP04 | The Arena |
---|---|
Just a placeholder map with eight gargoyles from Heretic. If you've ever wanted to test out your Doom Tyson skillz against Corvus's lowliest opponents, here's your chance! |
The Missile Base | MAP05 |
---|---|
The coolest level in the set so far. It's got a decent outside and a lot of moving parts, like a minefield you have to walk through whose safe path is revealed by the computer map, which is guarded by some red key bars, so you have to launch a rocket to grab the red key, which you need the launch codes for from the office, which you have to get to by deftly vaulting through a gauntlet of monsters and security turrets. The combat isn't that bad and it's got kind of an INVADE2 vibe as far as the fidelity of the base goes. That death trap at the lockers is a cheap shot. |
"...if you think you should give us something for it
(thanks, money, beautiful women, animes, a BFG round or whatever)
feel free to send us a letter or an email!"
(thanks, money, beautiful women, animes, a BFG round or whatever)
feel free to send us a letter or an email!"
I'll be honest, there seems to be little if any reason to play this wad. I'd be interested to know how many people followed the download link, although I'd imagine some of those who do just want to read the /idgames comments, which are often more entertaining than the maps themselves.
ReplyDeleteThe idea of having to babysit someone through each map is very interesting and that alone would make this worth a try, but I cannot imagine Doom's pathfinding would make this fun or easy. They can't even get it right in modern games (Aliens: Colonial Marines being a case in point, with comrades simply giving up and standing there rather than activating doors etc), so God only knows what the Mars Missions is like.
The new enemies sound interesting, especially the turrets. Shame the wad wasn't finished, we can only guess at the possibilities.
-MajorRawne
The pathfinding isn't horrible by any means; Eileen is drawn to you like pretty much any monster in Doom, so if you have any experience in luring monsters around, you can corral her in the same way.
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ReplyDeleteEsta chido el wad y funciona perfecto con el doomsday engine. Y ESTA SEXY LA MORRA
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