The source port boom was co-incident with the release of texture packs from other games. These resources were obviously floating around on the Internet in one form or another prior to 1999, judging by the appearance of Quake textures in Kurt Kesler's work. The community also had a history of using the similarly-formatted assets from Heretic and Hexen. Many of these packages started to formally arrive on /idgames, though, one being Q2TEX. Bryant Robinson aka Gunrock went on to fame and fortune with 2002's Dark 7 and its associated Mission Pack. QUAKE2DOOM appears to be his official debut, originally published in 2000 / 2001. It's a nine-level episode for DOOM2.WAD that claims to work in Boom-compatible ports but is clearly designed for ZDoom. The author recommends the now defunct ZDoomGL "for full impact" so, then, GZDoom if you don't want to do some source port archeology.
I don't have a good handle on its release date because the .TXT is full of conflicting information. It doesn't help that Robinson and his good buddy The Solution made a new Q2DOOM in 2008 (based on this one's MAP02) and overwrote the old set on /idgames. My personal .ZIP has files clearly timestamped in February of 2000 but the information specifies an exact date of 05/25/01 which is around the original time it was uploaded to the archives. More importantly, the author claims compatibility with any source port. Maybe Bryant forgot that one of the early levels requires you to swim through a pipe to one of the keys. Not Boom deep water, mind you. There's also the little matter of the first key in the set only being accessible by jumping on top of a console. Leaping and swimming are solely needed for progression in a couple of instances but you'll miss out on a bunch of goodies without them. I can't remember an instance where not having mouselook would make finishing impossible but you absolutely need it to shoot a number of secret switches.
There are a few other issues that you'll have to sort out before running Q2DOOM in a modern, ZDoom-based port. Robinson is absolutely accurate about needing "quake2tex" though the equivalent file is the aforementioned Q2TEX, converted and compiled by a young Derek Mac Donald. As far as I can tell the .WAD works right out of the box. The other thing is an error in the SNDINFO lump that probably flew in older, less rigorous ZDoom builds. It crashes in today's, though. If you have the original QUAKE2DOOM package and want to run it then you'll need to
- open it up in a lump editor (I recommend SLADE3)
- find SNDINFO near the top (right after MAP06 and MAP07, nestled among some sound clips)
- find line 8 and delete the space between "ambient" and "2" (should end up reading "$AMBIENT 2 ambient2" and then the rest of the line)
This fixed the issue for me.
With all the technical details out of the way I'll mention that Q2DOOM actually has a story. It isn't set up in the .TXT, though, and isn't communicated through the action of the levels in the least. All of the context is dumped on you in the end text. To retrofit its details, you're a soldier in a struggle against a force known as the "red army" at the climax of the "red wars". The color may or may not signal an infernal origin. Any supernatural status is downplayed but Bryant clearly refers to the final boss as a Mastermind. Your mission appears to be a desperate attempt to kill the opposing leader who is holed up in the only remaining red army complex. It's probably one of those scenarios where slaying the braniac ruler effectively neuters a hive mind, much like Quake II's Makron.
I dunno if the difference was worth throwing out this mapset but Robinson was accurately self-critical when he assessed that "it failed to really capture the quake2 design". I mean, the source was a corridor shooter and this is full of hallways, but it lacks over / under surfaces and the various other embellishments that were built into the level geometry. You don't really get a lot of interesting building facades. I think that "Hydro Station" (MAP07) comes the closest to the look with its dam face and interstitial outdoor bridge. Without copying the geometry wholesale a la "Warehouse", anyway. Quake II's layouts were more complex / integrated; even single rooms could serve as a showpiece. The Baron crusher room in "Atomos" (MAP05) best illustrates the limitations of the project. A large, bare chamber whose sole feature is a belabored torture device does not make for an interesting sideshow.
The last detail probably explains why Bryant remade Q2DOOM some seven years later better than an appeal to the apparent superiority of the Vavoom engine. A cursory look through the 2008 edition reveals the truth: Gunrock just didn't have the chops to do the concept justice back in 2001. I was surprised to see how little slopes and free-standing platforms had to do with the considerably more attractive finished product. Over-under surfaces give that little bit of "wow!" factor to the east annex, which has the most obvious Quake II homages. Nevertheless, the main improvements are a result of two designers having some seven years of experience under their belts.
The mapset definitely follows the encounter design insofar as the scarcity of any carefully orchestrated firefights. The warehouse portions showcase the most interesting combat because of the way crates baffle enemy movement, giving them several different avenues of attack. The rest is straightforward, incidental corridor shooting excepting a few wide-open outdoor areas. In those cases you might have to dodge withering fire from a revenant or arachnotron while you clear out the beasties on the ground floor. If anything complicates the setups it's the emphasis on shotgun and chaingun gameplay. Robinson appears to be reluctant to supply any weapon apart from maybe the shotgun after each ones' first appearance. Toward the end the only reason you get the single shotty is because it's dropped by a sometimes-not-nearby sergeant. He's perfectly comfortable giving you the resources to quickly slay his boss monsters, though.
If anything about Bryant's level design frustrated me it was a handful of indistinguishable elevators. These navigational obstacles look like the adjacent platforms but lack any obvious marking to intimate their purpose. At least, in the same way that they appear in id's games. The one to trip me up in MAP07 stands an inch lower than the rest of the upper tier and is sectioned off by a caution-striped column. Some more blatant signposting would be appreciated, though. I can't fault the rest of the set. It's boring at the worst and kind of cool when everything gels together.
Q2DOOM's flavor has two components. The first replaces a lot of sounds. A few of them are obviously Quake II equivalents but others I'm not so sure about. This mostly applies to trash monsters while also affecting the alert noises of some of the bigger guys. The soundtrack is composed of a series of .MOD files. Not all of the authors bothered to leave distinguishing notes in their comments but I don't think that Bryant wrote any of it. The selections don't entirely mesh with memories of Sonic Mayhem (and what would but more SM?) but it gets the job done. MOD02 - "Gateways Part II" by Nitro/Trauma - probably comes the closest. It's a pretty cool techno piece that picks up thick ass guitar riffs for its second half.
QUAKE2DOOM isn't the most distinguished mapset that I've ever played but Bryant was in the same spirit as a number of his peers. Some of them were trying to evoke the feel of a more "advanced" game by using its resources while others used the features added to source ports to make Doom feel relevant when compared to the trends of the time. Robinson did both with some degree of success but I see that he developed into a formidable author over the following seven years. It will be interesting to see how his craft takes him to Dark 7 and beyond.
QUAKE2DOOM
by Bryant "Gunrock" Robinson
I'M NOT BITTER, MAN
No comments:
Post a Comment