Stephen Clark, aka The Ultimate Doomer, made his debut splash in 2001 with his solo megaWAD, Fragport, but he had previously made an eight-map Doom episode called Operation: Lightning. Somewhere down the line he converted it to Doom II and added three more levels. While it was finished mid-2000, Clark didn't publish it until early 2002, once he saw some positive feedback for Fragport. OP-LITE2 replaces MAP01-MAP12 with the final map merely being an episode bumper to keep you from coasting into the regular Doom II campaign. It is as far as I know vanilla-compatible and should function correctly in the source port of your choice.
You are Jody Russell, Codename: KILLCRAZY, the ultimate space marine. In the year 2099 a planetary base - I have no idea which planet, but I doubt it's supposed to be Earth - has gone radio silent concurrent with an unusual increase in aberrant weather phenomenon. Namely, electrical storms are ravaging the planet's surface. You are part of a swift strike team sent in via discreet marine pods (a la Quake II) when the lightning starts to take out your fellow soldiers, one by one. A damaged transport clips yours and sends you spinning out of control. While you were knocked out, your erratic descent probably saved your life. It's only after you land that you realize what has claimed control of the base - the aliens from hell!
Operation: Lightning is in many ways more of the same sort of level design that Clark brought to the table for Fragport. The author aimed to tell a single, contiguous narrative and did so by ending each level with the beginning of the next. Your whirlwind tour will take you through a sprawling military base in search of the dreaded "lightning generator" weapon before taking the fight to space and the ship that the monsters arrived on. It's also pockmarked with bits of realism in Doom like an abundance of switch-activated doors, sector toilets, and computer kiosks. "The Great Outdoors" (MAP06) is an entire military base complete with dormitories, a mess hall, and even a recreational football field. "Habitation Decks" (MAP10) is half of the starship and has both crew and officer quarters as well as a bar, lounge, and bridge.
In my review of Fragport I wrote about how some authors during the source port boom borrowed elements from subsequent first-person shooters in an attempt to elevate or otherwise renew Doom. Clark's megaWAD had some crazy stuff but OP-LITE2 is more apparent in what it is trying to borrow from. The story isn't just shades of Quake II; the SMC Drop Pod devices figure in at the start of the set and then appear sporadically through the episode's first half. The attempt to physically link everything together is about as close as you can get to a vanillafied hub system without going the route that TUD did for his "Arena" levels. It's also clear that Clark was chuffed with his "Alphabet Texture", which allowed him to easily add words to structures with a direct comparison to Duke Nukem 3D.
The more mundane locales are representative of the sort of environments seen in Duke3D as well as Half-Life, the latter of which is specifically mentioned as a favorite by Stephen. I think that Freemen's adventures also influence Operation: Lightning in those places where the player must take an alternative route to a blocked path, like "Blackout!" (MAP07). There are a fair number of interactive bits beyond door buttons. In "Fear Factory" (MAP03), you methodically shut down an industrial poison production facility, including draining its storage vats. Later on, "Control Center" (MAP08) ends with you shutting down the station's data servers. During your adventures you are going to have to blow up two separate reactors which includes, among other things, opening up their protective shielding.
Fragport also had a crazy MAP32 called "The Crystal Maze" that crammed in something like twelve challenges that had to be solved under a time limit. Sometimes this was as mundane as a switch hunt under duress from monsters. At others you had to navigate mazes or obstacle courses requiring precise movement. These sorts of things were all evidenced in the main body of the megaWAD but in toned-down forms, giving Fragport a generally grounded execution of its gameplay. Operation: Lightning has them all mixed in with their full glory, however. At its absolute nadir this dovetails with another one of Clark's level design quirks, the switch scavenger hunt.
Progression in many of these levels is stymied by a single path with as many as eleven effective barriers across it. Each blockade is removed by a button that has been placed - though not necessarily buried - somewhere in the level. In the case of "Blackout!", you will likely encounter them while navigating the darkened layout, only to return after you've restored power to both the lights and them. Which, I guess, isn't that far removed from Sverre Kvernmo's "Darkdome" from Eternal Doom (MAP12). "Blue In the Maze" (MAP05) is a special level of Hell, however, as each button located in the maze grants access to one of a row of switches in the labyrinth's center. These in turn remove their color-coded barriers, allowing you to scour the maze anew in search of the next switch.
One of these levels - "Control Centre" - isn't that far removed from "Crystal Maze" insofar as it is mostly a hodgepodge of obstacle courses. Except, uh, the pattern-dependent labyrinth in Fragport's MAP32 didn't kill you if you messed up. "Disaster Area" (MAP04) features a similar level segment as an intermission; the immersion-breaking light bridge theme sort of clues you in to the fact that something weird is up. It's far less severe in comparison, however, in spite of featuring death-dealing illusio-pits. The invisible maze is fairly simple to grope your way through and the red key room is a classic case of adventure game principles applied to Doom.
I am more annoyed by MAP04's multiple save-or-die scenarios. The previously-mentioned pits are a part of it. The savvy marine can spot them on the automap but won't have any idea what they are unless stumbled into. The tunnel segments that collapse into lava are more obnoxious given how Clark's level design drives you to play more cautiously. I was also perturbed by the fact that the floor of the six-way intersection actually consists of razor-thin walkways, the nature of which - like the pits - isn't obvious from the automap. "Disaster Area" additionally features an escape sequence that carries a far more immediate threat than anything in Fragport as the entire ceiling of the current level segment caves in slow-crusher-style.
That's a neat narrative moment, though, and one that is similarly executed in "Lightning Reactor" (MAP09). Fragport's sole "evacuate" moment was reserved for its finale, "Escape!" (MAP30), and it did not have anything near as showy a murder mechanism as a torrent of crushing ceilings. As you play through Operation: Lightning's MAP11 you will see another storytelling bit that also appeared in Fragport. Here, the element occurs on a much smaller scale as one of the spaceship's water storage tanks springs a leak, slowly flooding the room as you explore until you can access the exit. In Fragport's MAP03 ("Durncrag Mines") Clark uses it to fill an entire cavern and tunnel system making for a memorable vanilla experience.
OP-LITE2 gives users three visible difficulty settings. Continuous players will have a ball but pistol starters will want to steer clear of "Suicidal Tendencies" unless you are looking for a survivalist challenge. Much like Fragport, you may have to do some scrapping for guns and ammo and conserve the latter through judicious chainsaw / Berserk usage. I don't think that there is anything quite so obnoxious as the arch-vile backed ambush in the megaWAD's MAP24 ("Balanced Chaos"). It is of great benefit to know where critical supplies both secret and not are and the sometimes open-ended layouts - like "Habitation Decks" (MAP10) - have little interest in guiding you to them.
The styles of encounters are similar to a lot of Fragport's incidental fighting but the megaWAD had a distinct flavor from the way in which its city encounters were paced. Operation: Lightning only has one really big outside level, "The Great Outdoors", and Clark doesn't bother to meter out hordes of monsters as you make progress. It all comes at the end in a massive, invasive assault with plenty of enemy variation such that it's nearly impossible to be sure of whether a chaingunner is about to round a corner while you aren't looking. OP-LITE2 does go big with a revenant horde on at least one occasion but if this set is weighted toward any one particular encounter style then it's running into single monsters in cramped mazes. MAP01, MAP02, MAP05, MAP09, and MAP11 are dominated by this but MAP07 gets an honorable mention for not being able to see more than a foot away for most of the action.
Between Fragport and Operation: Lightning, the former is much easier to recommend to the casual player. While visually plain, the greatest excesses of Clark's idiosyncrasies are reigned in or otherwise exiled to "Crystal Maze". If you're more interested in bearing witness to unrestrained author impulse, however, then OP-LITE2 is a great case study. Amongst all the mazes and military mundanities you will find some cool tricks that are nonetheless impractical or unwieldy for regular use. On two occasions that I know of, Stephen uses a barrel that is propelled by another exploding barrel to trigger a walkover linedef. He also uses little ladder / staircase features in MAP02 to simulate some kind of crate-hopping mantle action. The main premise of "Blackout!" sucks to fight through but I'm amazed at how TUD carefully sets things up so that the entire complex is lit back up - with switches enabled - upon exiting the power room. It's impressive when Clark's imagination overlaps seamlessly with the boundaries of the vanilla executable.
And, well, Operation: Lightning is clearly Stephen's brainchild. Whatever influences and homages that may exist are less apparent to me than in Fragport, the overall character of which clearly drew from Doom II's MAP13 ("Downtown"). The most obvious thing here would be Leo Martin Lim's UAC_DEAD since Clark cites the end-of-level shuttle as something he cribbed, both here in MAP10 and MAP11 as well as Fragport's MAP22 and MAP30. I feel that you can also read the cargo container exterior area of Lim's work in a similar location explored at the start of MAP02. I dunno whether a similar encounter setup in the Nathrath / Hermans Eternity episode is intentional but it would be appropriate since they're from the same general era. Rounding out things is an obvious supercharged take on "Tower of Babel" at the end of what would have presumably been E2M8 in the original lineup.
If you are up for mazes and monsters with the occasional deathtrap or two then you'll find all this and more in Operation: Lightning. I'd also recommend it if you loved Fragport and want more of the same. Given how hard Stephen tried to extend vanilla Doom's scripting capabilities, I'm interested to see where he takes ZDoom with 007: License to Spell Doom.
OPERATION: LIGHTNING
by Stephen Clark aka "The Ultimate Doomer"
Chainstorm | MAP01 |
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Umm. This is a Berserk fist level. It starts out with a scene-setting pod crashed into a building and then sinks into the morass of a switch hunt in an enormous sewer network. For some reason, the naturalistic slope at the beginning and the massive tunnel system brings TNT Evilution's MAP22 ("Habitat") to my mind. I kind of like the way that the cacodemons are used as miniboss switch guardians. The labyrinth is deadly dull, though. Breaking through rewards you with a quick key sequence where an outer rim of imps rains fireballs from afar. One of the key wings leads to yet another maze, except it's extremely cramped. On the other side, you are given the opportunity to use a chaingun to take out the Baron boss. I like the look of the ravine area on the north end of the level and how you're routed around it. |
MAP02 | Heat Storage |
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A switch / key hunt that takes place inside an enormous warehouse. The opening has strong UAC_DEAD vibes what with the wrecked semi-trailers. Pistol start players will be subjected to a hearty ambush that flushes them out into an outdoor yard that's full of beasties. There's plenty of room to let infighting do most of your work, however, giving you the ammo to make a confident foray into the storage facility. The warehouse is expansive and has multiple tiers for the player to run across so while it may take a good bit to fully explore it's generally engaging. The three keys open up annexes for the player to pick through, one of which - the red key jaunt - is barely a thought. The worst injustice is having to use the regular shotgun and / or chaingun in order to kill two arch-viles, the second of which is kind of tricky. It uses a similar gimmick to something Clark would do in Fragport's MAP14 ("Urban Wasteland"), however. Those monster closets aren't just there for hiding the imps! I really enjoy the novelty of the hanging stair / ladder constructions that you have to leap to, feeling a bit parkourish. |
MAP12 | Quit the Game! |
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Just a friendly reminder that Operation: Lightning is officially over. |
HIGHWAY TO THE
"O" ZONE
Oh god the strobe reactor level made my eyes bleed.
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