In 2002 Paul Corfiatis had contracted a case of jokeWAD fever. Sure, the first glimpses were there with Elliot Goblet in 2001. SPACIA crystallized another side of pcorf, though, one looking to get some laughs from the community through absurdity whether it be porn in otherwise unremarkable space levels, garish MSPaint textures, or cumbersome sound replacements. MAD STUFF FOR DOOM 2 continues the trend in a different direction. The set attempts to leverage the simple AI of the monsters in order to fabricate situations where the player does not even need to fire a single shot and avoids both the smut and, for the most part, hideous colors. The .WAV files, however, are here to stay.
Paul describes the enemies as dumb and indeed they are. The cast's singlemindedness directs them to pursue the player without any care for their personal safety and attack regardless of whether fellow demonkind stand between them and the target. The resulting chaos thanks to infighting is one of the main reasons why Doom's gameplay feels unique to this day. Corfiatis takes the concept to an extreme where encounters are tailor-made to the disadvantage of the monsters. MAP02 for instance features an unwitting Spiderdemon getting torn to shreds by a line of chaingunners while Doomguy sits back under the relative protection of a partial invisibility artifact, cackling.
MAD is all about a series of setups, though, so the payoff is almost immediate and actual satisfaction is fleeting. My favorite moment by far was "Screamin' Cacos!" since most of the monsters that can actually hurt you die fairly quickly. This leaves you with one Cyberdemon in a relatively small area and a bunch of ineffectual pain elementals plus resulting lost souls on the outside. The exit is available from the beginning but I felt compelled to manipulate ol' Cybie into swatting every pest on the perimeter until only we were standing and I was obliged to go.
Lest you confuse this for something serious, Paul has included an ugly TITLEPIC and the same style of sound replacements found in SPACIA. I don't mind longer clips but the consideration involved in the incorporation of the snippets is dwarfed by comparison to the far superior Yak World, originally released in 1994. The Spackle Co. Ltd crew was much smarter about how they were funny, reserving the humorous sound bites for singular encounters and tailor-making them for the occasion. Admittedly, pcorf's Silly DOOM Space Adventure was much worse about beating you over the head through its use of audio clips. Not that Paul's fascination with a particular Asian caricature is any less apparent.
MAD STUFF doesn't reveal anything not already known to me but its singular devotion toward showing off scenarios that blatantly and immediately exploit the game's simple artificial intelligence is commendable. It may even open the eyes of players who don't usually consider exploiting infighting during combat. If nothing else, the use of a sprite derived from the author's personal vehicle got a chuckle out of me.
MAD STUFF FOR DOOM 2
by Paul Corfiatis
IT FINALLY HAPPENED
I'M SLIGHTLY MAD
Today I am long past my jokewad craze and now I am paying the price many years later with you reviewing them. This wad was more experimental than anything. I don't even play these wads much anymore.
ReplyDeleteMy car in Doom: Yep I still have that car today although the wheels are different!
It's an interesting concept since the levels more or less play themselves without a lot of player input.
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