Tuesday, August 13, 2019

Relive X2 (RELIVEX2.WAD)


Memfis loves classic PWADs. If they're relatively obscure, then even better. Shamus Young made a couple of things that he really enjoyed though the Doom City tribute wouldn't come until 2013 as a part of his Kuchitsu. RELIVEX2 is his little love letter to Phobos - Relive the Nightmare, a Doom II episode that drew inspiration from the names of Knee Deep in the Dead's maps. This couplet - originally released in 2012 - is a limit-removing minisode which occupies MAP01 and MAP02. It doesn't require Shamus's PWAD as a resource since it incorporated all of the relevant assets. The author forgot something along the way, though, because MAP02 references textures which aren't included.


This outing doesn't draw on the principles that guided RELIVE's level design. Young loved the look of Knee Deep in the Dead but found it lacking in approximating a recognizable "Hangar" or "Computer Station". Memfis actually ends up pulling from the character of Shamus's levels as a whole. The overriding feature is Young's tendency toward nonlinear layouts. Most of Slugfest's levels were designed to function as both single-player and deathmatch and Torment continued this trend into a unified aesthetic. Some of RELIVE's maps are strictly linear but levels like "Central Processing" (MAP04) and "Phobos Lab" (MAP07) are both highly interconnected and open to player exploration.


The resulting material is short and shies away from using Doom II beasties. In fact, the only monsters that you'll encounter are shareware regulars. The challenge results from having so many directions for you to initially push in. Because there is zero signposting it is up to the player to actually find the key required to exit. You might stumble upon it relatively early on or it could end up being in the final unexplored area. The latter situation occur ed to me in MAP02. The open floor plan also facilitates monster movement so the beasties are much easier at sneaking up on you and getting in cheap shots. Memfis's austere ammo balance wrings out an extra bit of challenge. Veterans know that precise small-arms work buys you margin down the road.


RELIVEX2 is a fun double-shot of nostalgia. I'd love to see more levels like this since so much of the exploration is left up to the player. I imagine that they're a pain to balance, though. If you loved Shamus's episode and would like to play something with a similar soul then you ought to check it out.





RELIVE X2
by "Memfis"

MAP01
An /idgames comment had the right of it. This feels like a small deathmatch level because it's so easy to move around and its layout is almost entirely non-linear. It doesn't quite match up with RELIVE's aesthetic since Shamus didn't use green grass in his outdoor areas but it would be a cute opener. All of the action is vs. zombimen and imps and the placement feels entirely manageable with the pistol. A shotgun has been provided, though.

MAP02
It's a bit larger but much more treacherous due to the inclusion of shotgun guys. This is typical Memfis encounter design as far as squeezing the maximum amount of challenge from trash monsters goes. It will help if you can locate the green armor early on but the non-linear layout makes doing so a matter of chance. The architecture looks pretty sharp. I could buy this as being part of RELIVE. I especially enjoy the tech guts chamber. There are a handful of missing textures, though, which detract from the experience.

I RELIVE AGAIN

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