The French Doom Community celebrated in 2024 with a huge win, finally pushing out a release candidate of their Necromantic Thirst megaWAD after years of development. They didn't get there by just chipping away at their mega-project, though. franckFRAG and WH-Wilou84 fostered a creative community through their 3 Heures d'Agonie speedmapping project, which got sequels in 3HA2 and 3HA3. This seemed to activate authors like Datacore, who has since become one of the most productive authors of their subset of the Doom diaspora. Tangerine Nightmare started as a Datacore-led project with an emphasis on an orange color scheme. At some point, and I can't exactly tell by reading the development thread, franckFRAG sort of organically became the lead. What started as a vanilla adventure became a (mostly) limit-removing episode for Doom II, finalized in early 2018, replacing MAP01-MAP10.
The plot: You aren't in heaven :(. No; you're in Hell. Actually, to be accurate, you never LEFT Hell. You were battling it out with ultimate evil and passed out or died or something and you wake up to some coffins with only a fleeting recollection of your last battle. Unfortunately, your superhuman antics did not get your soul a ticket out. It seems that fighting through Hell only gets you DEEPER into Hell. Maybe the angels figured that it wouldn't pay to keep a good thing from going. Anyway, you're not in the average, every day Hell. This is ADVANCED Hell. It's bright orange, incredibly hot, and dry. If you've played Swift Death then you may remember a certain inverted black pyramid named Itanimulli that subjected the player to unspeakable, eternal torment. It's a reoccurring motif throughout the set, which makes me wonder whether this is sort of the hero of SWIDEATH pursuing Itanimulli to lay waste to his final, physical form. A DooMed space marine can dream, though... in Tangerine Nightmares.
The original scope of the project was vanilla levels without any zombies and steering clear of any cell ammo weapons. The episode wandered from Datacore's original conception, maybe because people just had too much fun using franckFRAG's gorgeous textures to make castles and crypts that had never before been seen in any Doom. Datacore's original, vanilla compositions were punched up by franckFRAG and WH-Wilou84 and make for a pleasant introduction into Tangerine Nightmare's aesthetic in MAP01-MAP03: "Sombre Venue", "Molten Desolation", and "Rain of Embers". There are some uncomfortable ambushes but I think that these early levels generally play as Doom II SSG-fed soul food for folks who don't mind, say, an arch-vile sneakily resurrecting monsters at the other end of a curved hallway. On occasion.
In the context of the rest of the PWAD, these opening levels are disarming. Datacore's layouts getting embellished by Livolant and Huber leads to a sort of unified character that abruptly changes with the Jambon/Livolant "Bile Noire" (MAP04). The noxious aquifer feels like a "Dark Dome"-lite of Alien Vendetta fame in its player exposure, resulting in appreciably different combat styling. Yugiboy85's "Orange Juice" (MAP05) follows, which is the closest that any of the subsequent levels get to the action level of Datacore's maps. Which isn't to say that it's anywhere near as easy. I think that its step up in difficulty is great, with some fun lock in fights over its linear castle adventure. It also feels more married to its limit-removing architecture, as opposed to the refurbished vanilla levels. Not that I'm hating on Datacore; there's just a certain sense of spectacle in the subsequent levels that isn't really achieved in the opening trio outside of establishing outdoor scenery.
I kind of expected JCD to show out with something slaughter-ish and "The Forgotten Land" (MAP06) delivers. It's great to have a level that is more into navigating Tangerine Nightmare's topography and while it's more serviceable than showy, its combat stylings are greatly appreciated. I was more caught off-guard by Roofi's "Goetia" (MAP07), a glorious, sprawling masterpiece that reminds me of some my favorite parts of Eternal Doom. It's an explore at your own pace underground wonderland that occasionally dips into slaughter encounters, particularly toward the end. It has a lot of secrets, including a side quest to obtain the BFG that requires that you snuff out the candles of all the mancubi, some of whom are hidden.
"Pandemonium" (MAP08) is an appropriate enough boss shooter level. I love the battle in the cathedral that starts it. The BFG-fueled rampage up the crater's perimeter to the keep was also kind of fun. The brawl in the courtyard with the final teleporter is a bit much, but if I had to compare it to Huber's "Umbreion Nils" (MAP10), then pretty much the ENTIRETY of this PWAD's normal levels would pretty tame. I appreciate that the team stuffed this into the secret slot, coming after the cute credits level (MAP09), because it's brutal. I would have loved to see Huber and franckFRAG do something with these textures on the same order as, say, WH's "Crucifix Held Close" from Community Chest 4 (MAP28) or Livolant's Muskadet, but I appreciate the experience. I could be knocking off my slaughter-rust in decidedly uglier and unpleasant ways, too.
As far as aesthetics go, Tangerine Nightmare is a definite success. The only other orange-themed levels that I've played that I can think of offhand consist of Skillsaw's Hell levels in Vanguard (MAP11 & MAP12) and Valiant's E4 (Thou Art Annihilation) as well as Pavera and jmickle's "Compactor" from Mutiny (MAP08). (And, I can't believe I'm saying this, Kurt Maples's Sin City). TN doesn't really resemble any of these things. Skillsaw's orange is more of a highlight, excepting the gleefully garish "Infernal Chasm", with the predominant textures being tan and dark metal (or skintek in those void levels). "Compactor" and to a lesser extent the rest of Mutiny has orange, but it's more rusted metal textures that add to the grungy feel as highlights and not, well, orange as its base.
Which is what Tangerine Nightmare does; it's orange first and then tan and ash-grey rocks, bricks, and metal as highlights. It's great that the set opens up with a leisurely stroll through the uniquely-schemed aesthetic of naturalistic landscaping. An invention of franckFRAG's, I believe, it sells the power of the orange before you ever step foot into the ash-grey and black gatehouse. Is that flowing liquid that looks like the faces of souls here specifically for this map? That's incredible! When you finally see predominantly dark structures again, in Yugiboy85's MAP05, it's with the sheer depth that comes from having so many orange textures to use as highlights. This helps them feel more like "real" spaces and less like the abstract playing fields of, say, Stardate 20X6. Not that don't love the Ribbiks color highlight aesthetic!
I may actually have been slightly disappointed after seeing the flesh brick textures and other guts in the first three levels since I was sort of expecting to see TN develop its own peculiar brand of organic Hell. I was wrong, of course, and to be honest I think that it's more important that Tangerine Nightmare stand as an excellent proof that it doesn't matter that nothing rhymes with orange. The color as a theme is more than capable of standing on its own. I mean, when juxtaposed with some more Chthonian tones. I guess that it's hard for the orange to shine garishly when it tends to darken to something closer to brown or grey in the more ambient lighting when you're not standing close to it. I think that this is a good thing, by the way.
Another thing that helps the aesthetic a bit of a makeover for the cast. The imp, lost soul, revenant, pain elemental, arch-vile, and Cyberdemon are still the same, but everyone else has gotten new sprites, even if some are "just" recolors. Moving the bright pink demon to blood red and shiny red cacodemon to ash-and-orange is a great way to tone down Doom's more colorful monsters. The arachnotron and mancubus have been replaced with the aracknights and corpulents of Amuscaria's Hell-Forged to cut down on the sci-fi undertones. The zombies have gotten a similarly-spirited makeover, putting an ominous cloak on the riflemen and some badass, Hexen-looking armor on the shotgun guys. Not to be outdone, the Baron gets a pair of wings to further differentiate him from his good friend, the Hell knight.
TN is wicked cool. Like, I could have easily gone for a megaWAD with most of this material, especially if it was tuned like MAP01-MAP07, but I don't think that wishing has ever caused maps to get made. If they did, then I would have wished up, like, a dozen sequels to Eternal Doom III ages ago. Instead, I have to wait for pleasant surprises like "Goetia". I highly recommend Tangerine Nightmare, but you may want to give MAP10 a miss, at least on UV. Here's hoping for Tangerine Nightmare 2: Orange You Glad I Didn't Say Necromantic Thirst II.
TANGERINE NIGHTMARE
by various authors
MAP02 | Molten Desolation |
---|---|
by Maxime "Datacore" Bisiaux and William "WH-Wilou84" Huber | |
Now this is a bit more what I was expecting. This level takes place in the subterranean portions of tangerine Hell, brawling through caverns and catacombs. I love the aesthetic; the new flesh textures have busted up pretty much all of the expectations that I had of "orange Hell them". Which, I admit, is almost entirely based on Skillsaw's Vanguard and Valiant. This is a very punchy SSG-centric level with big, meaty monsters showing out in multiples of two, like Hell knights crammed together like bouncers, space-hogging cacodemons, or mancubi spreading their bulk across entire hallways and coming at you like a living wall. The fight that sticks out the most in my mind is the switch surprise in the northwestern area. The Hell knights stick out as an immediate threat, so if you're too focused on that then you might not pick up on the severity of the sounds of monsters individually awakening while you slug it out. Yeah, that arch-vile got me. The second one was kind of cute, though, in a totally ineffectual "aww, he thinks he's gonna surprise me" kind of way. I really like the look of the southeast area with its flesh-like brick walls (or are they brick-like flesh walls?) and the red jelly glowing recesses. It looks wicked cool. Whenever I see something like this I get flashbacks to STRAIN's MAP28, and that's a good thing. |
MAP04 | Bile Noire |
---|---|
by Jean "Jambon" Bon and Franck "franckFRAG" Livolant | |
I hesitate to say that the past three levels were a warmup because I have no idea how much farther off the beaten path the FDC is about to take me. Thankfully, this is kind of familiar territory. Bon and Livolant have concocted a wonderful killing ground in something resembling a vast, underground sewer. Think colonnades, steps out of muck, and tiered platforms. Oh, and TONS of monsters. At least, it feels that way at the opening. This is closer to one of those later Hell Revealed / Alien Vendetta levels in that, when you start, you're in hostile territory and it takes a good bit of effort in order to find / carve out a safe space. Most of the higher ground is occupied by monsters and while it isn't nearly as severe as, say, "Dark Dome", it's still pretty daunting. Part of this is because a good portion of the PWAD's action is accomplished with the regular shotgun. This makes the action feel significantly less punchy, at least until you find the SSG. I got lost here really bad because my eyes glazed over after accessing the red key chamber, not realizing that the way to the rocket launcher platform had opened. Other than that, it wasn't terrible to explore. I really liked the minor cacodemon swarm at the soulsphere tower and the slaughter-style monster closet guarding the green key. Also, I love the Itanimulli pillars overlooking the start. It's nice to see that French Bill Cypher is becoming its own sort of motif. |
MAP06 | The Forgotten Land |
---|---|
by Jean-Charles "JCD" Dorne | |
JCD gives us a better idea of the topography of this slice of Hell in the appropriately-named "Forgotten Land". The author's architecture and landscaping isn't perhaps as ornate as the previous levels but its functionality emphasizes its primary point. Generally speaking, the layouts won't get in your way as you blast through JCD's slaughter packs. The floorspace is generally flat and clean to facilitate dancing through demons and other nastier things. The opening sort of lulls you into thinking that maybe you're in for an epic, slower-paced adventure map with its cliff imps and zombies but it's just a warm-up. Two of the biggest fights in this set consist of pounding rockets into bulky packs of foes, one of the primary components of said hordes being revenants. It isn't quite as simple as that, either, as I ran out of explosives and mopped up with the SSG in both encounters. These are the sort of encounters where you may have to die at least once in order to figure out where the arch-viles are and then plot appropriately, like the ambush after flipping the switch behind the blue key door. For some reason I had a really hard time with the platforming segment that gets you from the west to the east side, the one that you access the plasma gun from. I also really appreciate the "secret" invul sphere for the second phase of the blue key area; I don't know how I would have survived that freakin' crowd of monsters without it! Also, the final area isn't maybe the hardest of the encounters but it's certainly a wicked-cool arena. The circular race-track and teleporting imps give me faint Sunlust "Go Fuck Yourself" vibes, like a pale echo, but this is MUCH nicer to the player. |
Credits | MAP09 |
---|---|
by Jean-Charles "JCD" Dorne and "Roofi" | |
No monsters, just an atmospheric walk through Tangerine topography with the occasional author shrine (and one to absent friends...). I think that this is really cute; I kind of wish that more team projects ended this way. ...Except it doesn't really end this way, does it? Not if you find the secret exit. [WH]? And a secret map slot? I'm having PRCP flashbacks... |
No comments:
Post a Comment