The Doom community has produced tons of fantastic texture sets throughout its history. The Darkening's E2 took inspiration from Quake II, but its aesthetics languished in obscurity due to a restrictive clause that prohibited use of its textures... until recently. The only mapset I knew that played with the pack was Yashar Garibzadeh's The Darkening Aftershock, which of course had to be run on top of DARKEN2. This, however, is Ol' No Name, a four-map episode released in 2015 by Doomworld Forum superstar Octavarium. The author exploits its resources at a level as befits The Nameless Project's reputation for vanilla trickery, but in a Boom-compatible context, which adds a little something more.
As far as story goes... there is none! At least, nothing outside of the implied action of the levels themselves, much like Suspended in Dusk. I presume that you're the last marine left alive in this particular base, arriving literally right after the slaughter and into your own private nightmare. After an incredibly difficult and demanding opener, the author settles into a slightly less punishing groove that takes you on a fantastic adventure through the bowels of the military complex before escaping the confines of the base. Even then, you've still got a ways to go before you can count your blessings.
So, yeah. I had two big surprises going into this mapset. The first was the crushing, unrelenting assault of MAP01. There is no safe space, at least not for awhile, and my natural inclination on getting saddled with the regular shotgun is to look for something with a bit more punch. However, moving in any direction is going to dump more monsters on top of you, especially if you manage to squeeze into the adjacent room and palm the combat shotgun. It's a rude awakening and one Hell of a way to kick things off. If you can weather the storm, though, you'll be more than ready to tackle the rest of the levels.
The second was the texture pack from The Darkening's second episode, but not just that. There's also a commitment to detailing that shows complete and total love and care in the placement of every single linedef. There are so many little, unique touches that are easy to miss but great to pick up on. Of course, Octavarium's dedication comes at a price. As claustrophobic as these levels are, I often found myself getting snagged on innocuous bits, like backing into recessed computer monitors or other things, and being summarily dispatched given the fairly demanding level of difficulty. It's really easy to think you're going to juke a revenant rocket, or even Hell knight plasma, and then take it right on the chin after your fat ass gets hung up on something.
Which is unfortunate, because these levels look so freakin' good. I just wish that player maneuverability felt more slightly more reliable. Not that it really matters in "Supertzar", since you are infinitely more likely to get caught on monsters than the level geometry. Octavarium's MAP01 is the polar opposite of "Entryway", throwing you directly into the action with its foot on your throat and requiring a lot of wrestling for you to gain any ground. In contrast, the following level is much, much longer, combining the horrifying room-flooding traps with an adventure-map sensibility but with a lot more breathing room between the sucker punches.
"Blood" offers a more focused experience that spreads the traps out ever so slightly and offers less jumbled spaces to move around in... except for that ruined media center to the northeast, of course. Darkness pervades the level, and continues to be an obstacle in the final map, which also eschews the base trappings that dominated the previous three excursions, a direction hinted at in the northern portion of MAP03. It's the simplest level, fielding even less enemies than the opener, but their placement is among the most exacting of the set, culminating in a madcap dash through a cavern as you attempt to outpace a flood of skeletons, putting you between a rock and a hard place once you've reached the bottom.
Once again, the Ol' Nameless Project has reared its stylized head... and I'm happy with the results. If the sadism of UV puts you off, the author is far more accommodating in the lower difficulty levels. It'll still be tough, but some of the worst thorns have been clipped. And it's worth it, both for the wild action and the outstanding level design. If you get hung up on some bullshit, well, have a laugh; I know I did.
OL' NO NAME
by "Octavarium"
by "Octavarium"
This post is part of a series on
Doomworld's 2015 Cacowards
Doomworld's 2015 Cacowards
The Top Ten | Best Multiplayer | Runners Up |
Sunlust | Don't Be a Bitch Remastered | Doomed Space Wars |
Erkattäññe | ChaosCore CTF | Crumpets |
Skulldash | Best Gameplay Mod | Prime Directive |
Swift Death | DoomRL Arsenal | Pinnacle of Darkness |
Breach | Mordeth Award | Ol' No Name |
Valiant | ChaosCore CTF | 32in24-14 |
50 Shades of Graytall | Mockaward | |
Sheer Poison | InstaDoom | |
dead.wire | Mapper of the Year | |
Return to Hadron | dannebubinga |
Did you enjoy this pack, in spite of the detail you can get snagged on sometimes?
ReplyDelete"Once again, the Ol' Nameless Project has reared its stylized head... and I'm happy with the results. ... And it's worth it, both for the wild action and the outstanding level design."
DeleteOnly just now saw this, thanks for taking the time to play and I'm glad it didn't completely suck haha. Definitely could have been better in a lot of places though. Reading through this also made me realize just how terrible I am at naming things... but oh well. Thanks a bunch, Samus! - Octavarium
ReplyDeleteheck, I'd love to see you tackle any resource pack considering what you got out of this one!
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