When Doom's source ports started incorporating "advanced" features like scripting, I believe that there was a sort of fevered excitement as though these things would "elevate" it from a 1993-era FPS to something more in line with at least the late 90s, like Quake, its Stroggy sequel, and Half-Life. Over time the enthusiasm for expanding Doom's gameplay beyond the niche it rather robustly occupies waned and we are now up to our knees in vanilla and Boom-oriented maps and mapsets that continue to mine new depths beneath its rugged exterior. There's still a solid brace of people making highly inventive things with source ports, of course, but the days of authors like Kurt Kesler churning out little ZDoom mini-adventures appears to be gone, its peak madness left back in the early '00s.
Doomworld highlighted Tomi Rajala's Hell Factory E1 as one of these interesting experiments. 2001 had another such Tommie, Team TNT's Fatal, and a similarly ill-fated Episode One. At least, there hasn't been an E2. Quick's comments in the .TXT put the subtitle in the context of an ellipse trailing off to a question mark. But, well, this is Doom Resurrection, a five-level minisode for Doom II occupying MAP01-05. Historical observers may note that Tommie had released another ZDoom episode earlier in the year, 2001's Trust. It and Resurrection are two fairly different creatures in the nuts and bolts of their execution if not the gist of the story itself.
That being the UAC was gutted in the aftermath of Hell on Earth (referred to here as "the hellwars") with you taking a job as a security supervisor in new tech startup Core, which does a lot of work for the military. Sound familiar? An incident with their experiments forces the corporation to confirm rumors of bio-chemical research, using demon DNA to engineer a retrovirus. Their captured specimens got loose, of course, and while the site itself has become infested, your proceduralized lockdown of the station has so far ensured the containment of the beasties from the outside world. That just leaves you to clean things up... again.
I mentioned Trust because the meat of the two narratives is fairly similar. Both involve corporations performing shady experiments with the player fixing the inevitable containment issues; in fact, both feature a tour of the research laboratories with goofy monster-killing chambers. Under the hood, however, Trust appears to be inspired largely by Half-Life where DOOMRES clearly borrows from Quake II, particularly its ambient noises showcased in the opening level but also in the clearly defined "hub" transition points as you work your mission ("hub" because Resurrection's levels are not of the highly intertwined and cross-connected variety a la Hell Factory but use a Quake II sort of logic in how they transition).
Resurrection feels like a much more meaty mapset than Trust and its greater reliance on atmosphere - not that DOOMRES doesn't have its moments. The monsters are fairly thick and the action more or less constant; if Quick had used Sonic Mayhem for the soundtrack, I wouldn't have batted an eye. The scripted bits are pretty cool, including a laser used to cut through a door, several instances of supporting ships flying overhead and bombing the fuck out of something, and the typical "bad stuff happening to bad demons" Fatal already played around with his other 2001 release. The one thing I don't really understand is the exploding gore seen in MAP03 and forming a nigh-insurmountable obstacle in MAP04. It really feels more like a bug given the air duct scenario, but maybe it's gobs of the demonic retroviral bioweapon discussed in the story.
DOOMRES is a pretty cool ZDoom mapset that's still heavily entrenched in Doom II. I love the aircraft flybys, even if they're comically slow, and it feels the most substantial of all the early ZDoom episodes I've played thus far. It's too bad Quick quit Doom; I'd be interested in seeing what other dalliances he might coax out of the engine with this experience under his belt.
NOTE: Before you load up Resurrection you'll have to open it up in a lump management tool (like SLADE3), find S_END, and then delete it. Otherwise, ZDoom will bomb out while trying to load it. From what I understand, this wasn't a showstopper in versions of ZDoom contemporary to DOOMRES, but the years since have necessitated this simple if unusual fix.
DOOM RESURRECTION
EPISODE ONE
EPISODE ONE
by Tommie "Fatal" Quick
THE GORY AND THE RESURRECTION
This post is part of a series on
Doomworld's Top 10 WADs of 2001
Doomworld's Top 10 WADs of 2001
Sin City | SlayeR |
Null Space | Doom Resurrection |
The Darkest Hour | Equinox |
Vrack2b | Phobia |
KZDoom7 | TVR! |
Come back KMX E XIII, we miss you!
ReplyDeletewell, here's the thing
DeleteI've been working a ton of overtime and it probably won't stop in the near future. the upshot is as a utility worker in a federally regulated industry, there's actually an upper limit to the amount of hours i can work! the downside is, between that and having a baby daughter, when i'm off work i really don't feel like doing a whole lot when i get home, even moreso because there's still a lot to do to finish off the article for Inquisitor 3. INQSTR3 is the hump basically and i'd like to hammer it out so that I can at least play single maps in what little free time i get. this isn't a dig on INQSTR3 though, it's fantastic and highly recommended.
Well regardless it's good to hear that you are doing ok. Just checking to make sure you were still alive :)
ReplyDeleteYes, glad you're alive as well. Your blog is very useful, and a good read!
ReplyDeleteSounds like life is pretty busy at the moment though, and some stuff is more important than doom :-)
Thank you for the review. I designed most of msp01. I'm now working on some maps for Blood.... Can't satisfy that retro bug haha. I just ran completely out of time and wasn't able to do more than I did... Cool level set though overall!
ReplyDelete