Shamus Young made a bunch of maps from 1995 to 1996, starting off with Slugfest and then moving on to the seminal Doom City before ending the year on Torment. The last is a six-level minisode released in 1995 that continues in Young's tradition of trying to make levels just as playable in single-player as they are in deathmatch. I can't speak as to their multiplayer quality but there's a pretty clear difference between these maps and those featured in Slugfest, seeming more polished and less distinguishable as oriented toward player vs. player.
Torment also has a rock-solid theme. Five of the six levels are composed of concrete walls and flooring and most of them contrast gray against swatches of blue water. Some of the liquid bodies are larger than others, of course, reaching a peak in "Well of Tears" (MAP03). The only real outlier is "Cry Blood" (MAP05) since its primary use of the BROWN1 texture strongly reminds me of Phobos. The new sky is okay when juxtaposed with the concrete. It's bright, so it doesn't clash on top of the gray and the faded brown mountains offer a gorgeous, naturalistic view that buffers the beige stone against the aerial haze.
The layouts are quite different compared to Slugfest. The latter felt dominated by levels composed of a clear central area and extraneous annexes. "Angry Minions" (MAP01) opens Torment, featuring a tight yet complex structure made up of assorted platform tiers. They must be navigated by a series of elevators as the edges are hemmed off by impassable railings... at least, they are without the aid of a secret. "Halls of Suffering" (MAP02) expands the action with Young's largest offering at the time, an abstract concrete wonderland using activated staircases and teleporters in lieu of manifold manlifts.
The others strike a much better median between single-player and deathmatch in that they're small and easy to move around in. The egalitarian layouts somewhat facilitate non-linear exploration since tightly controlling player motion flies in the face of multiplayer. They feel sort of like individual elements of "normal" levels taken apart or twisted around and rearranged to keep you from having to muscle through the nuts and bolts of level progression. Instead you can focus on poking around and trying not to get shot to pieces which may be tough since the marriage between level architecture and monster placement is more complete than Slugfest's often incidental arrangements.
It does have a few similarities with Shamus's previous works though they seem to me to be more superficial in nature. Young again provided his own music and I daresay that it's improved in quality over his early productions, maybe not on par with contemporary tunesmith Mark Klem but enjoyable just the same. He's also linked the levels together by the single player starts and exits to create a contiguous playthrough which really unifies the experience when paired with the dominant concrete theming. It's clearly a product of Shamus's creative intelligence, also showing the development of his craft.
Torment is a neat little mapset and easy for me to recommend it for some fast, disposable Doom II gameplay. I like that it's a bit more composed than Slugfest's sometimes freewheeling texturing and layouts and the combat feels a bit more organized but not so much given Young's pains to appease deathmatch sensibilities. If you're looking for a quick jaunt through demon-infested outposts, you could do a lot worse.
TORMENT
by Shamus Young
by Shamus Young
OBELISK
Gameplay here is decent, but...why so little color and texture variety? Relive and even Slugfest look to do better there.
ReplyDeleteIt's thematically consistent and looks quite clean. I assume that these were the author's main goals over the freewheeling hodgepodge of Slugfest.
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