The first time I heard of Nuke Mine (subtitled "Come Get Some", linking to Nuke before Duke) was, as Never_Again reminds me via an old /idgames comment, through Sverre Kvernmo hawking it in his 1995 release .TXTs. An episode one replacement released in August of 1994, it's a word-of-mouth classic whose only real flaws are just as evident in the Serenity and Eternity episodes, making it an easy recommendation for anyone who digs the more polished works of Doom's early era. It wasn't Jason Hargreaves's first release (PANIC!.WAD, which was heavily revised and released as E1M2 of this publication) but you can still see steps of improvement as you play through as there are a couple of leaps in his proficiency as an author.
NUKEMINE is all about an eponymous substance, which is some sort of green-colored ambrosia having a wide variety of uses including both paint thinner and meat spread. Whether Nuke is a naturally occurring substance isn't elaborated on in the story but it's valuable enough for interstellar mining. That brings us to Nexus 14, a planetoid gloaming with the stuff. Apparently things from beyond the door of time want it, too, which is why they tore open a hole in the firmament of reality to pour in through. The outpost responsible for the most recent update is now eerily silent, prompting a scouting trip to be performed by you. Your mission: survey the situation for no greater than two hours and then report back to prepare a counterattack. Except you're possessed by the feeling that you can take them all on yourself, thus heading in alone.
Before you get too far, Nuke Mine follows the grand tradition of Serenity and Eternity in that the levels are built for continuous play but possible from pistol start. Case in point: twenty-seven rockets on E1M6 yet no rocket launcher in sight, or two boxes of shells on E1M8 and no shotgun to be heard of. There are other instances, of course, but the nice thing is that these levels are still capable of being cleared from scratch as a survival-style challenge mode and excepting a few situations aren't out of the question for typical pistol panic gameplay. I highly recommend continuous runs for any initial playthroughs.
The combat is a healthy mix of several elements with a lean toward the claustrophobic. You'll have plenty of incidental fights, traps filtering in packs of lost souls, rooms with limited safe ground for the player, and places where clearing monsters forces you into crossfires. Both the Cyberdemon and Spiderdemon make appearances; one is a secret boss and the other headlines the final fight. After the first few levels lost souls, cacodemons, and Barons are just as popular as anything else. I'm actually pretty happy with the set piece fights. They won't please any less cat-like players but they do fun and challenging without trying to cram the true hordes of Doom down your throat. Except maybe the big battle in E1M3; that feels more modern when compared to today's standards.
Jason's level design has an eye for the symmetrical but he switches it up here and there so while you may get the general gist of things as you progress you're never sure about what's lurking on the mirrored side. It's mostly orthogonal and dully lit but E1M7 is a quantum leap in lightcasting that might as well have been made by a different author. The architecture itself isn't too far removed from the rest of NUKEMINE but lighting makes such a huge difference in presentation and Hargreaves absolutely nails it from a static perspective. Dynamic, not so much, but such could have come about in Nuke Mine 2: Nuclear Googaloo.
One of the more interesting historical notes - this release contains zombie sound replacements originating from the infamous Laura Beyer episode. These sounds also made their way into Top 10 of 1997 inductee, Eternal Doom. Given how highly Sverre Kvernmo thought of Nuke Mine, it seems clear to me that LBDOOM's grunting Canadians made their way into one of my all-time favorite WADs via Jason Hargreaves. Their clips have a dorky sort of charm that place them firmly in 1994, when it was still easy to want really badly to make levels for Doom but not be so serious about what you wanted to put in them. They stick out like a sore thumb but add some much-needed levity to cut ETERNAL's endless parade of stuffy castlecraft.
Nuke Mine is a dusty gem. It may not have the same overall level of combat or environments as the best of its peers, but when it peaks, it peaks! It's nice to see a few custom textures, too; an E1 replacement that doesn't just rehash Knee Deep in the Dead is a nice change. I barely remember the nodebuilding errors Jason mentions in his .TXT; maybe you'll be able to look past them, too.
NUKE MINE
COME GET SOME
by Jason Hargreaves
COME GET SOME
by Jason Hargreaves
E1M4 | |
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Potentially brutal stuff; the glut of goodies in the nuke pit at the beginning is quite the jab at the player. You'll want to head west, first, where you'll find the red key that grants access to a few ammo caches. Your time in the east wing is limited since there are only a few rad suits and you'll waste the first one watching the Baron and cacodemon flirt. The southern area is a more typical Doom experience, just replete with barrels. The teleporter trap right past the red key door is an interesting proto-Impossible effect. |
YEAH, PIECE OF CAKE
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