Sunday, May 1, 2022

Deep Core 1 (DEEPCORE.WAD)

DEEP CORE 1
by Mike Alfredson aka "Use3D"


I have long-assumed that Nilla Doom was Mike's in-progress megaWAD and that most of his solo-outtakes are rejects from the running order as development progressed. I was incorrect, to say the least. Beyond Doom was - and remains - Use3D's rainy-day megaWAD. It initially began life as a more difficult replacement for Doom II's Hell episode (MAP21-MAP30) before Mike rebooted the whole thing. Deep Core 1 is the original iteration of this level as it appeared in what I assume the first reboot of Beyond Doom; Use3D subsequently remade the level in 2005, hence the numeric designator on this release. DEEPCORE was originally crafted in 1997 and is a MAP02 replacement for Doom II in keeping with its original slot in the Beyond Doom project.


At the time that this level was replaced, Beyond Doom was supposed to be loosely inspired by the plot of the licensed Doom II: Hell On Earth novel. In the same way that the novel adhered to the action of the game, I'm sure. I haven't read any of the series myself and almost certainly never will. From a cursory glance provided by the good folks at DoomWiki, it would have involved fighting in Disney Land, which would have made for a wicked cool third episode. Looking at Alfredson's 2008 running order it doesn't look like the maps had anything in the way of important plot beats related to the novel. It would probably be more accurate to say that Beyond Doom would be a retelling of Doom II in Use3D's particular style with some consideration of what Hell on Earth would actually entail.


Anyway, this is a large, techbase-style level with Knee Deep in the Dead overtones. Architecturally, I sense this mostly from the areas that are located near the starting room. There's a massive, outdoor area with some stacked crates that's visible from two viewing areas with recessed, blue carpet flooring. The octagonal columns in the western segment especially peg the KDitD feel. The exterior portion is accessible via a secret and it's a deep, level-spanning one, suggestive of the yellow door in OG Doom's E1M3 ("Toxin Refinery"). There's also a nondescript, boxy tech guts room further west with a large monster closet ambush that sort of evokes one of the big brawl chambers in Doom's E1M6 ("Central Processing").


Deep Core 1 is has nearly 200 monsters. Surprisingly, the bestiary is composed almost entirely of the shareware episode's trash monsters (zombies, shotgun guys, imps, and demons) with the chaingunner appearing as the lone Doom II representative. This and the weapon kit - shotgun and chaingun with a (perhaps) secret rocket launcher - help to solidify the Knee Deep in the Dead feel. Just, you know, with a bit more teeth considering the prevalence of the commandos. The combat is generally WYSIWYG with a couple of memorable ambushes. Much of the threat comes from the sheer number of creatures that are spread out in each chamber. One of the progression points conjures forth a small army of beefy monsters to defend it, appearing out of a clean, blue-tech teleporter. It's vaguely reminiscent of the pentagram key situation in Doom's E1M9 ("Military Base"). I also like the storage locker room before the exit. Are the alcoves stasis chambers? Specimen containers? Whatever the case, the contents are hostile and make for a good swipe at the player.


Use3D offers some fairly direct choices for the player to make in exploring the map. You are free to pick between western and eastern elevators and the level is handily divided between the two, notwithstanding one window that connects the two portions in the southeastern corner. Two pairs of elevators - the other being located immediately south of the starting area - are the only means by which players may jump between sides. As with Hell Pit (and, to a lesser extent, Soulcage), there is a sense that one must be willing to descend into inhospitable depths in order to confront adversity. This is consistent with the nukage room / elevator combo behind the red key doors. The implication is that the end-of-level exit is an elevator that leads down, deeper into the infested installation and that you are merely at the front door of Deep Core 1.


There is a healthy mix of key-locked doors, key-activated switches that open color-coded doors, switch-opened doors, and blockade barriers. Alfredson has even stuck some beasties behind a few of the barricades. It may not mean anything mechanically for the auto-aim assisted player but it's a neat touch that makes monsters look slightly less like the dumb bits of code that they are. There's a bit of back and forth that may challenge the player when combined with the elevator loop-seals that divide the two halves of the map. The blue key switch is located on the opposite side of the level, putting it a fair ways away from its ultimate effect, but Use3D sensibly demonstrates the key switch / door relationship early on with the red. The yellow (secret) key door arguably muddies up the situation but the difference when set against the other two might clue the player in to it being special.


Alfredson's levels are always visually interesting. The core of this level follows the OG Doom rule of a small area of symmetry to evoke pleasing, real-world shapes before spiraling into the wildly abstract with some areas following their own bisymmetric designs. The recessed, blue carpet near the center of the level gives it something of a unified character. I love the eastern branch off the starting link with the adjoining curved staircase and freestanding console panels. The ribbed spoke / chainsaw shrine off its southern bend is a cool, little embellishment and the positioning / presentation of the inset nukage chamber gives me the impression of a profane vault.


Deep Core 1 may not appeal to players who are looking for the bleeding edge of adrenaline-inducing combat but it will sit well with those who desire a more relaxed combat experience. It's something as befits the opening overtures of a megaWAD, just without arbitrary size constraints that might demand that the playing area be small so as not to overexpose the limited bestiary. If the idea of shotgunning your way through a bunch of OG Doom monsters plus chaingunners appeals to you then give this a try! It'd be a shoe-in for a classically-themed megaWAD along the lines of Memento Mori or MM2.


CORE COMPETENCY

No comments:

Post a Comment