NokturnuS has never been explicitly enshrined in the Doomworld mythos (at least, up until Doomworld's 25th Anniversary!) but he has two claims to fame. Perhaps his most notable accomplishment is his "Black Wind of Mayhem", which tied for first place in Doomworld's 10 Sectors competition and was only relegated to second by way of a tie-breaker. The other bit is assisting Chris Lutz with 2002's Caverns of Darkness alongside Emil Brundage, aka "NaturalTvventy". Pedro is a post-Golden Age author whose name frequently crops up in underrated lists much like Angelo Jefferson and his Number One Kill: The Next Generation. Most of this retroactive hype comes from Realm of Shades, a seven-map episode for Doom II that was released in 1998.
ROS does not have an associated story; it is presented as a series of abstract playgrounds that look vaguely like sprawling installations and are in the possession of a heavily entrenched infernal opposition. There are no level names and the stations don't have any sort of utilitarian features beyond the occasional interjection of waste / water collection infrastructure. If I had to ground them somewhere in the Doom universe then it would be as part of some sort of fortified bastion of Hell on Earth, maybe a city but more akin to a massive military complex. Its demonic denizens warped the compound, shaping it into a lethal labyrinth of traps and ambushes so as to better secure their foothold in this reality.
There isn't a lot of continuity in texture themes within the levels themselves which gives ROS an oldschool flavor. When combined with the size I'm reminded of the works of Rick Lipsey (Final Geometry / Polygon Base) or on a lesser scale Bill McClendon's Triple-Play. Some of them obviously come from Quake, others Plutonia, and a few like the crates are completely alien to me. None of these "themes" ever really solidifies or takes over, though, so the way in which they've been crowbarred into the PWAD feels reminiscent of TNT: Evilution in that they stick out like a sore thumb when they appear. Such is part and parcel of the elusive 90s "charm", though.
For me, Realm of Shades is about a tug-of-war between two different combat sensibilities. The initial brunt of the monster placement is weighted toward tactical movement. You'll find tons of hitscanner sniper pillboxes and other features. They aren't set up to instantly kill you but you'll feel pain if you disregard the threat and don't think about how to move through your often spacious confines. You will have to face down some really nasty ambushes, though, and while folks may turn their nose up at the rocket- and BFG-fueled slaughter of MAP07 they'll have to get through MAP04 first and it's the nastiest of the set.
And how! Its finale is as bad if not worse than the apex of the high skill-ceiling mapsets of recent years, except I think that I can get a read on something like a Ribbiks encounter and feel as though I'm moving in the right direction. The ending of Bloodstain's "Slaughterworks" may be a more apt comparison, the main difference being that as horrifying as MAP04 feels its difficulty is frontloaded since its worst aspect _must_ be killed as soon as humanly possible. This leaves the cleanup in prime position to serve as a fountain of frustration due to errant lost souls or failing to dodge the Barons. If you think it sucks getting killed after slaying the arch-viles, try finishing only to realize that you have a scant 2% health left... with the red key sitting in the middle of a nukage pit.
The lock-in ambushes are something special but these levels really shine when NokturnuS turns tactical movement on its head and transforms the entirety of the playing area into an ambush zone. Nowhere is this as strong as MAP02, where the installation has a surrounding outdoor area. Right about the time you think you have it on lockdown the author dumps a metric ton of cacodemons into your hard-won airspace. They can travel pretty much anywhere to surprise you thanks to the layout of the interior building. It's not as oppressive as, say, the climax of Sverre Kvernmo's Eye of the Storm but these moments are enough to get you scrambling which is an interesting change of pace since Puicón otherwise seems keen on giving you as much time as you desire to ponder your next move.
The combat is at times unusually prescient but Realm of Shades's flow - or more appropriately an apparent lack of any concern paid toward it - is perhaps the biggest thing that divides it from today's tougher levels. NokturnuS throws the player a bone here and there with teleporters that return you to nexus points or naturally routing you to the next major step but you are generally left to your own devices as far as where you can explore. This gives the experience an air of the labyrinthine less because of any absolute obfuscation and more the process of building a mental model so that you can intuit your next move. There's something really satisfying to me about deciphering the inner-workings of a Doom map; your mileage may vary.
Realm of Shades is a pretty cool late-90s mapset. I'd recommend playing it on a lower difficulty if you're looking for something more typical of run and gun action since the monster count practically doubles between Hey, Not Too Rough and Ultra-Violence. If you're spoiling for a challenge, though, or just like chewing your way through a ton of meat, then NokturnuS has got you covered.
REALM OF SHADES
by Pedro Francisco "NokturnuS" Puicón
MAP03 | |
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This is one of those abstract installation levels, sort of like Polygon Base but with the scale and space of 1KILLTNG. You can start investigating in several directions, organically exploring the layout. Just be wary of some pretty meaty opposition, revenants in particular. One of the major highlights is a sewage trench that's both long and deep and has cacodemons down below waiting in ambush while a cavalcade of skeletons and arachnotron overseers stands on the other side. It's a completely unnecessary but memorable experience. My favorite bit is the cage match ambush that NokturnuS flushes you into with those revenant monster closets. You're actually much safer off than you might think provided that you don't cook yourself while trying to pound rockets through the bars. |
REALM OF CHARADES
Thanks for reviewing this! Sounds like a really interesting play.
ReplyDeleteYou are most welcome.
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