The year 2000 saw then-Gurkha Boy but future-Rex Claussen move away from the tried and true vanilla Doom II textures to experiment with assets belonging to other games in a minisode format. The first theme on the list was Hexen II, explored in the cheekily-titled A Hex On You. The next on the chopping block: Phoenix Rising, a five-map minisode for Doom II using resources from Hexen II's sister game, Quake II. Like HEX_ON_U, it's mean for a limit-removing source port that has several features including jumping. Anything in the ZDoom family ought to work. One important note: PHOENIX begins on MAP02 so make sure you set your clock ahead one level.
This one has a narrative, too! It's sort of a Doom side-story, beginning with the Deimos invasion and moving to Hell on Earth. I guess while the evacuation was going on the planet's military left soldiers in stasis facilities across the globe. After the passage of a year, the intent was to activate the sleepers in order to mount an effective resistance. Uh, okay. I'm sure that they would Red Dawn the shit out of the infinite hordes of Hell. Supposing this isn't some sort of alternate Doom history, the rebuilding and clearing process does not appear to have reached the Rockport Command Center, located in a nondescript area in the western half of Canada ("somewhere in the Canadian Rockies"). As such, you're woken up once the timer finishes. Why your three fellows fail to respond isn't elaborated on but the short of it is that you're on your own.
Phoenix Rising is presented as a sort of contiguous adventure spanning your emergence from stasis to your escape via shuttle. Portions of levels you've previously been through - and sections that you haven't yet explored - are woven into your progression to give it a hub-like feeling. In spite of this, it's still balanced for pistol starts, but MAP02 ("The Smell of Death") will be more challenging since the shotgun is locked behind some blue key bars. You'll have to make do with a chaingun pried from the hands of one of several zombie commandos until then. MAP03 is more forgiving since the first thing you do is grab a combat shotgun off the wall. MAP04 is a special case; I can't imagine any of its fights being fun when handled in a "traditional" manner.
The level design looks okay. It's mostly right angles with a few 45 degree edges to round things out, carrying an air of the functional over the fantastic. Rex's dedication to the Quake II textures gives it a distinct hook as far as Doom levels go and it's got a few other fun details like the power armor hangar seen in MAP06 ("Flight of the Phoenix"). They're nice examples of world-building. If only you could climb inside and decimate a horde of demons in a powerful exoskeleton! The outdoor sections also kind of pin down the alpine mountain base feel but in this it reminds me more of the landscapes in some of Kurt Kesler's maps than anything else.
The one thing bothering me about Claussen's level design here is the countless inexplicable copy and pasted desks, a symptom I first noticed in Military Research Complex. All of the space in the world in a futuristic army installation and the best we can get is the same metal desk with a wooden bumper on top. It reeks of a desperation that is conscious of the empty spaces resulting from Rex's spacious scale but which has absolutely no idea what to do about them. Maybe the goal was to slam something in there at roughly waist height in order to avoid it being a significant obstacle to the Doomguy unbound by the jump key. All this does is turn each space into an effectively empty room, though. Stuff like tall computer stacks may appear to be lazy Doom level design but they're pretty good at facilitating organic encounter pacing along with things like columns. The ubiquitous desk and chair combo makes me wonder if they just overstocked from Discount Office Warehouse and didn't know what to do with the extras.
All that aside, it's a decent little adventure. I really dig the Quake II resources and while the geometry may not make for the most exciting visuals it certainly works. If you enjoy the idea of clearing a demon infested techbase out from the inside, then this one's for you. All I hope is that the next one features less material cribbed from Claussen's earlier levels. I'll admit, though, that he's spot on about what stuff is worth stealing.
PHOENIX RISING
by Rex Claussen
MAP05 | Theater Ops. |
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This is a series of puzzle encounters first found in Rex's previous releases, beginning with the friendly Cyberdemon battle of Quo Vadis's MAP03. Second, a repurposed finale from A Hex On You's MAP03, providing you momentary cover against a Spiderdemon as you move to flip two switches so that you can telefrag the beast. The last is Rex's final 1999 release, Arena, fundamentally unchanged except the alcoves are a bit easier to see. It's all entirely doable from pistol start and I highly encourage you to handle it as such. Pretty fun gameplay! Well, not if you keep getting cooked by rocket splash damage in the first one... |
DOOM III: DOOMGUYS UNITED
Probably my favorite little detail from this mapset are the other dudes in stasis in the first map. Each one brings their own attire. I'd like to know the backstory of skinny rad-suit man.
ReplyDeleteMaybe Rex could be persuaded to make a sequel where the rest of the operatives are activated in their own episodes. After all, he's remaking Temple of the Ancients.
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