Thursday, January 15, 2015

Incineration (PE3_INCI.WAD)


Paul's episode of choice is "Thy Flesh Consumed", as evidenced in his Death Tormention series. Every now and then, though, he throws out a bone for fans of the other shades of Doom. Incineration is an Inferno-styled release from late 2014 that offers more of that old-style action, with attempted fidelity aiming at the venerable Doom v1.2 executable. Of course, it's not so much 1.2 compatible as it is mimicry at what features were available to authors back then, as opposed to 1.666 or Ultimate Doom. There is no story, just another excuse to go rooting around through Hellscapes.


Of course, classic style comes with classic action. I wouldn't play this if I were looking for a challenge since a lot of the enemies feel like helpless meat. There are a few really good traps but I think that E3M7 has about the best action this PWAD offers. If you get hit in other scenarios, it's probably because something snuck around and surprised you in a bog standard case of misdirection. Most notably, Paul makes some detours into non-linear experiments in E3M2 / E3M6, which are interesting diversions, if pretty lengthy for Doom's monster palette ("City of Lethe").


The architecture and design is actually fairly refreshing. While there are a few blatant Doom retreads, none more so than "Ruins of Despair", the whole feels less like a rearrangement of the IWAD's concepts, though I'm sure some of its aspects can be referenced here or there. The secret map is one of the more unusual detours, combining odd color combinations and themes usually absent from Inferno-styled levels into a freewheeling construct straight out of the best of '94-'95, if not better. The only thing that really disappointed me was how easy the maps were, but I'm speaking as a person who is pretty good at hunting down secrets, and BFGs in most of these levels defang almost every overwhelming scenario presented.


While it may not wow with original resources or even music, Incineration is a nice diversion for the original Doom, of which there are so few. If you're looking to take a stroll through Hell one more time, you could do worse than this pcorf episode. Hopefully he continues to defy his 2011 retirement statement, even after his Dark Forces-inspired project.




INCINERATION
by Paul Corfiatis

At Hell's GateE3M1
A pretty simple opener. Paul varies it up by braiding you through some of the areas using lifts and platform tricks but your ultimate path is a pretty linear trek involving shotgun-fed action. There are some nice surprises like the ambush at the switch house and the yellow key trap. Hitscanners are pretty dangerous but if you find any of the secrets you should be more than prepared for action.

E3M2Torture Town
Kind of a sandbox in the vein of "Erebus" but more enclosed and with more monsters. It's also flush with secrets and ammo, so if you find yourself struggling on this map, you're in need of some practice. It's got a Doom-ish approach to surprises as most of the enemies start elsewhere and then slowly wander toward your position and combat inside the buildings isn't very demanding. The one major exception I think is the monster closet to the southeast, which has some nastier fiends concentrated in a single area. Love that wall-walking secret bit.

Crypt of AgonyE3M3
"Crypt" is in the style of "Pandemonium" but it feels like a much more vibrant take with all the crazy height variation going on, like the stairs down to the yellow door and the area beyond. Teleporters and braids leave the map with a very connected feel as you grab the keys required in order to reach the final run. The crushers in the northeast annex feel like incredibly sneaky bastards since Paul has shutoff lines that will lull you into a false sense of security, only for you to be pressed to death. The ambushes feel more potent, too, like the couple of crowds guarding the northeast switch or the omnipresent lost souls.

E3M4Ruins of Despair
Paul takes on "Slough of Despair" with a bit of a different flavor. "Ruins" is a pretty tight level with a nice opening where the closest shotgun is in the hands of a zombie and the enemies are pouring in from everywhere trying to get you. The topography is kind of familiar but the most obvious homages besides the music track are in the layout itself and the toes. Difficulty is challenging since monsters are prone to attacking from several different angles but the action is, all told, pretty short. Cool map.

Shadows of HatredE3M5
This level starts out pretty interesting with that imp / demon bridge segment near the beginning, but the BFG secret abolishes any pretensions of difficulty. You'll have to navigate the northern area's knot to grab the yellow key after which you get access to a "Circle of Death"-ish hub which starts out loaded with zombies and imps and will occasionally get a few cacodemons and lost souls which can do a good job of sneaking up on you if you're not careful. Lots of great scenery. I don't care for the slow crusher hallway.

E3M6City of Lethe
This is a huge city level. It's surrounded by a fiery moat, much like "Erebus", but the similarities end there. You'll have to navigate through more than 250 enemies, many of which will be up and moving once the level starts, baying for your blood. Thankfully, Paul gives all of the buildings their own unique character, partly a facet of how large they all are. You'll need to visit everywhere in order to grab the keys for the exit, with traps ranging from swarms of cacodemons and lost souls to... Well, you ought to be familiar with those packs of fliers by now. Fun to explore; I like the secret exit chain.

Abstract AntagonizeE3M9
In an obvious defiance of expectations, Paul gives us this very odd level that is equal part all episodes but borrowing from nothing, creating an abstract hodgepodge with features like a FIREBLU step pyramid in the dark and a crate warehouse balcony adjoining a brimstone pool area. The action blows by pretty fast, finishing with a classic "Gotcha!" scenario, minus the Doom II spoiler enemies. By the time you hit the exit switch, you'll be wondering what the fuck you just played. Weird and fun.

E3M7Nightmare Ultima
pcorf brings challenge back to the mapset with this comparatively brutal exercise. Most of the level is pretty connected with lots of glimpses at the adjoining zones and Paul is not afraid at filling your present location with monsters. Figuring out the BFG secret will only help you out so much; you'll still have to deal with enemy hordes, preferably at chokepoints so you don't get overwhelmed with your shotgun / chaingun, like in the blue key battle. I'm not exactly wowed by the opening labyrinth that separates east from west, but the enemy layout is about the nastiest so far, and deceptively simple. The mess of lost souls and cacos in the chasm may be an unwelcome end for less agile players.

TerrifiedE3M8
A short challenge gauntlet that brings to mind all of Doom's bosses. The Cyberdemon fight is undoubtedly the trickiest, though coaxing him into offing the cacodemons should free up some of your ammo. It's still an awkward fight, grinding him down with the shotgun. The main thing is dealing with the dual Spiderdemons, so it's nice that they hate each other almost as much as they hate you.

BURN, BABY, BURN
E3 INFERNO
BURN, BABY, BURN
BURN THAT MAMA DOWN

19 comments:

  1. Why did you decide not to consider Urotsuki trilogy? =(

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    1. the urotsuki trilogy is reviewed and the individual maps are ready to post. i just posted incineration first.

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    2. oh if you are wondering why it is crossed out it is because the review is ready, thats all

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    3. Oh, ok. I just thought you crossed it, it means you will not review that maps. =)

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  2. BTW, thanks for you reviews! You a lot of work on them, and it's everytime objectively and interestingly/pleasantly read.

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    1. thanks dude! i hope you have some kind of mega map in your future. these little speedmap tidbits are not quite as satisfying.

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    2. Ya better believe I got tricks up my sleeve. (c) ;)

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  3. Again, you've got the typical Doom I episode problem, it's quite easy. (Though Draft Excluder managed to get by that hurdle!) Anyways though still quite fun and a must for nostalgia hunters.

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    1. I think that there are enough people that want to just play relaxing doom episodes to justify this kind of release

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  4. Full E3 replacements (that are not part of classic style megawads) with E3 style aren't exactly in total abundance, before 2014 I can only think of (Chris Lutz') Inferno and small mentions for Back To Hell & The Evil Unleashed which you reviewed some time ago, they're the oldest ones. What sticks out most really is that from 1999 to 2013, I can't think of any full E3 tribute single episodes; for all the UDoom other episodes, I could think of at least two maybe up to three episode releases each in the same timeframe. Needless to say I was pretty pleased as thus to see two rather good quality replacements (the other is Bedlam, as already reviewed) for this episode pop in 2014, it fills the gap some, and I hope there's more in later years!

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  5. Neato. With Simply Phobos and the Death Tormention series, we just need to see Paul tackle episode 2 next. Hopefully with new music like Simply Phobos, because that's always boss.

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    1. Yeah, new music is an understated but always welcome bonus, maybe the biggest bonus to Zone 300

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  6. Very casual difficulty, but good anyways. Always nice to see classic Doom/UDoom episodes, this compares to Bedlam and contrasts from the more modernized (but even more awesome) Double Impact & Drat Excluder.

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    1. Double Impact and Draft Excluder are indeed toward the "modernized" side of things, but its nice to have some maps you can sleepwalk through for fun on occasion

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  7. Not much to add, just do an E2 Paul please! (Deimos Entry would be a good starting map to expand from too.) DT3 is definitely still the most epic of his episode replacements though (but Kristian Aro worked on it, too).

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    1. yeah, Paul is pretty good at the Doom equivalent of soul food

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    2. I thought about an Episode 2 replacement. But I think PCORF takes a good break from mapping, too much time for my lovely wife and music creating / composing.

      In E3M6 there is an unreachable medikit in the GRAY4 building that I forgot to delete. It does not affect game play.

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