Designing a full-fledged Doom clone with all new resources... Well, that's hard. Making a Wolf3D-style game, though, is a different story. It still wouldn't be easy but the simpler level design sets the bar much lower and not having to make full rotations for monster sprites (since they only have to be focused on you) ought to be a boon for working sprite artists. 2016's Shadow of the Wool Ball is a passion project from MSPaintR0cks featuring retro Wolfenstein action rendered in a clean, cartoony art style. A ZDoom release, it's three episodes of six levels for a grand total of eighteen that's meant to run with the Doom II IWAD but can run just fine in the original trilogy excepting a surprise guest appearance by the end text from Doom's Inferno.
The setting is anthropomorphic, to say the least. You're a hedgehog who can go fast in a legally distinct sense and your idyllic planet is invaded by a fleet of fascist felines who start kidnapping your hedgie-wedgie pals... including your girlfriend! You get caught up in the sweep, too, but pull a B. J. Blaskowitz and kill your guard in the bunker where you're being held. Your roly-poly reverie takes you out of the installation and then through space on the same ship that the cats used to attack you, taking the fight to their home planet: the ecliptic, eponymous Wool Ball. It's a simple, compelling narrative provided you don't think too hard about stuff like why every place you visit is conveniently rigged with explosives set to detonate at the press of a big button marked "SHUTDOWN".
Because Shadow of the Wool Ball is fundamentally a somewhat embellished Wolfenstein 3D in its execution (regardless of what its guts are) it will not make any converts of people who have long grown weary of combat on a flat plane. However, MSPaint has done a lot to introduce gameplay hooks to keep the action flowing and the pace at which they're introduced coupled with the three six-level episodes hits a sweet spot that ought to keep less enthusiastic players engaged to the explosive, Michael Bay-spirited finale. If you're not grabbed by the first few levels you can probably set this one down.
One of the biggest differences between SotWB and the original Wolf3D is locomotion. Hedgie moves just like Doomguy, and you'll need the speed because every level but the last has a two-step ending sequence. The door marked "EXIT" doesn't open until you press the "SHUTDOWN" button, which initiates a ten-second self-destruct countdown. Then you either run or be blown to smithereens. While this "flat" game has no resulting platforming aspects, many of the gimmicks rely on the player's precise movement in timing-based scenarios. They have almost all of the elements of platforming, just occurring on the X axis rather than the Y. These typically involve moments like the very viscous vacuum of Hedge space or ventilation fans blowing you toward spike traps and other dangers. You'll also encounter elements including snapping crusher doors that must be carefully navigated.
You'll find many of the objects in the levels to be destructible, usually plant pots and tables but also including fragile doors and nearly every secret wall. Some of the objects yield tasty treats that replenish your health but I wouldn't suggest eating the burgers. After all, those kit kats were capturing hedgehogs for a reason. Secrets contain a variety of goodies but the most notable inclusions are prisoners and, sometimes, the golden shotgun. Freeing the former rewards you with ammo for the latter which is about three times as strong as the normal shotty and a very nice bonus for continuous players especially since you can carry your toolkit between episodes. Load up on shells and give those bullet sponge bosses what-for!
Speaking of weapons, you get the Wolfenstein four plus the aforementioned golden shotgun, alternate to the regular one. Your basic cat fodder will die pretty quickly to the pistol with a dramatic leap in health between them and toughs like the berserker cats, officers, and spiderwalkers. The chaingun is your faster alternative to the pistol, useful for stunlocking but pretty inaccurate when firing continuously. The shotgun will almost certainly be your workhorse for handling tough monsters given that big guys - particularly the officer - can take roughly six shots to bring down. The fist is only really useful for breaking furniture and walls (and viewscreens!) since it's incredibly dangerous to be close to any of these monsters.
The cats themselves have a color scheme that's deliberately evocative of the Nazi totalitarian state; it's not exactly reflected in most of the kitties since they're mostly dressed in maroon but their flags and the garb of the officers / wizards is pretty obvious. Of the two hitscanner grunts the scrawny dude goes down in a single shot while the dual-wielding sunglasses-wearing soldiers are a bit tougher and sound kind of like Duke Nukem. Berserkers fill a niche similar to Doom's demon but feel way more dangerous even if the shotgun tends to knock them back a good bit. The saucer-riders charge you like lost souls but can sort of curve their paths. Officers are slow-moving hulks that fire powerful cannonballs.
Two of the kitties can float; the weaker type shoots (or throws up?) green fireballs (hairballs?) while the powerful wizard fires three in a row and can resurrect the littered bodies of his fellownious felines. He's still pretty flimsy, unlike the spider kitty who moves quite quickly and stops to fire a near-constant stream of plasma. He's an unwelcome surprise... and descended from the bosses of the first episode, who are a lot faster and tougher. Each boss comes with a cool intro sequence but has varying degrees of annoyance involved. The big bad of E2 is the best, I think, because you can figure out a movement scheme that works with his attack pattern whereas the dual arachnocats feel too random and the final boss is just too punishing to do anything but waltz with a pillar between you.
Thankfully, you can turn the environmental hazards to your advantage whether they're the classic exploding barrels, luring them into the steel jaws of click-clack doors, or racing across a room in order to flip a switch to lower the forcefield, causing the slower-moving cats to be sucked into the cold vacuum of space. About the only thing you can't get them to do is attack each other though I think that they're still vulnerable to their own hitscans. As for the more exotic traps like the watcher of E2M4 who unleashes a torrent of guards or the "reverse-gravity" trap of E3M3, well, those are more for your benefit anyway.
All gameplay aside... Shadow of the Wool Ball has a really cool look. I love the cartoony vibe and there's a lot of character in the enemies and their animations. It's about as decorative as it can get away with while adhering to the Wolfenstein format but fairly consistent thematically, notwithstanding stuff like wood paneling inside a space ship. The pulsing, living landscape of the Wool Ball wasn't showcased as much as E3M1 would have suggested. I'm surprised; perhaps MSPaint drew out that particular yarn out to its logical end. It was one of the most evocative environments for me; I had not expected an atmosphere of horror given Wool's otherwise goofy tone.
I haven't played Wolf3D in a long time and I had never experienced a mod adhering to its general style of play but I'm glad to have gotten a chance to see this one. While I hope that any future adventures from the briar patch include more vertical depth, keeping them and their episodes short and sweet do wonders for the flat front. Even if you're not that into it you might want to stick it out for some delicious Easter eggs flavored with Doom, Wolfenstein 3D, and Prince of Persia. Thanks, MSPaint! See you next adventure!
SHADOW OF
THE WOOL BALL
by "MSPaintR0cks"
THE WOOL BALL
by "MSPaintR0cks"
EPISODE ONE
BUNKER BRAWL
BUNKER BRAWL
EPISODE TWO
CATS IN SPACE
CATS IN SPACE
EPISODE THREE
BALLS OF WOOL
BALLS OF WOOL
This post is part of a series on
Doomworld's 2016 Cacowards
Doomworld's 2016 Cacowards
The Top Ten | Best Multiplayer | Runners Up |
Tech Gone Bad | AeonDM | Warphouse |
Ancient Aliens | 32in24-16 | THT: Threnody |
Nihility: Infinite Teeth | Best Gameplay Mod | Bloodstain |
Mutiny | Doom 4 Doom | Strange Aeons |
Absolutely Killed | Mordeth Award | Echelon |
Elf Gets Pissed | Doom the Way id Did: | Shadow of the Wool Ball |
Comatose | The Lost Episodes | |
Miasma | Mockaward | |
Alpha Accident: Terra Nova | Ludicrium | |
Japanese Community Project | Mapper of the Year | |
Blades of Agony E1 | Lainos |
Was a very charming romp that kept me glued to the screen from start to finish. Really looking forward to whatever the author decides to do next.
ReplyDeleteyup
DeleteI think I played this straight through in a single afternoon, it was so much fun. I laughed out loud at the final encounter. And the music for E1M6 was amazing.
ReplyDeletea lot of things sold me on Wool Ball, but the moment that clinched it for me was smashing the first intercom screen, something I had no idea would happen. that and the unintelligible DoomCat
DeleteThis, and the Adventures of Square.
ReplyDeletei have slightly bigger hopes for the TAoS of Jimmy
DeleteVery very cool! Caffeine being your primary source of strength was a cute touch. That detail reminded me of DTVDOOM. Only unlike DTVDOOM this was decidedly less on the cleaning out ms-paint French offices and more on the conquering an ms-paint army of feline fascists side of things.
ReplyDeletehuh! sounds like an interesting bit of doom obscura
DeleteE3M4 is named "Iron Meowden" not "Meowdown"
ReplyDeleteWhile technically on the DooM engine, I like this game better than most official Wolf3D clones. Maybe would have sold alright in 1993 (if it had been theoretically developed with the actual Wolf3D engine). Definitely this author prefers the more primitive engines but it works for his games (technically TCs) regardless.
ReplyDeletePlease review Rise Of The Wool Ball.
ReplyDelete