We are more awash in limitation-based projects than ever, with 10 Sectors capturing the imagination of the community. When 1 Monster was conceived, Dr. Zin had 2 Sectors and Congestion 1024 in mind, though we've since seen 100 Lines and a whole host of resource-economy projects. What you don't see a lot of, though, are restrictions on enemy variety. Enter 1 Monster, a megaWAD where only one monster type is placed on each map. Every member of Doom II's bestiary is represented here, from the lowly zombiman to John Romero himself with his luscious locks of love. The project kicked off at the tail end of 2005 and then changed leads several times before seeing a final release in 2007. In its more or less final form, 1 Monster is a 25 map replacement for Doom II, to be played in Boom-compatible ports.
A lot of people signed up to make maps, with a very early roster boasting 31 proposed levels. Some of them like Jade Earth-Jodwin and Dragonfly-then-Sausage of Eviternity fame ended up crafting selections for different monsters (A LOT of different ones in Dragonfly's case) but the reality is that 20 of the initial 31 pledges didn't materialize for one reason or another. WAD historians take note: 1MONSTER marks some of if not the first recorded levels to be released by Dragonfly as well as Scwiba of the Un- series (Unaligned, Unnecessary, Unbeliever, Unmaking). I'm sure that O'Sullivan would prefer not to draw attention to his fifteen-year-old self, but this is ONEMANDOOM, where the only thing that you can be reasonably assured that I won't look at are deathmatch levels.
The elephant in the room: Doom II has a wonderfully varied bestiary and part of the fun in designing and engaging in combat is what sort of elements are at play and how they interact with the player as well as each other. 1 Monster pushes all of this aside to focus on fighting one type of monster per level. Most of the time it feels like the maps were specifically designed around each given monster. In some cases, the levels are so specifically crafted around a given breed that it's difficult to think of another one slotting into the same spot. In at least one case, though, the original monster was completely replaced with another during post-production.
The entertainment aspect of this megaWAD lives or dies based on whether the authors make the combat fun or create an engaging level to adventure through. A lot of the former is understandably interpreted by the sensibilities of the player. For instance, there are five levels that feature zombie hitscanners. The combat style of each one of these will generally boil down to the player moving tactically and popping around corners/minimizing exposure as much as possible. It isn't tenable to do anything else for an extended period of time and those situations where massive hordes of zombies teleport in are usually augmented with powerups like blur spheres that mitigate some of the danger of being out in the open. If you hate hitscanners in Doom and prefer dodging fireballs, then I doubt whether you are going to endure any of these.
Like, I know that plenty of players have pet-peeves about monsters, especially Doom II ones. Some folks go so far as to use an editor to delete them out of the map entirely! No amount of encounter design will likely make "oops all arch-viles" palatable to them. All that aside, I think that the project authors generally did a good job of making engaging combat designed around their given monsters. I think that it was going to be the most challenging coming up with interesting scenarios for the ball-throwers, by which I mean the imp, Hell knight, and Baron. In these particular cases, I think that impClaw succeeded with "Claws of the Imp" (MAP06) by going for a Berserk gimmick early on and also having just a fun level to pick through, while Psyrus's "Knightmire" (MAP18) stands out for its atmosphere and lush, dark E4 underworld. Plus, Hell knights are like 60% as durable as Barons.
Which isn't to say that Dragonfly didn't try to go hard with his "Baron Citadel" (MAP12). This level has a few psychedelic moments that are fun to see, like the point where the player blasts through dimensions and burns a hole through a door, and I like the arcade element where you get a random-by-player's-choice item/powerup for the final area. A lot of the combat, though, is either slow or awkward or both. This is a common theme with high-HP monsters, like the mancubi in "Mancublood" (MAP16), but "Baron's Citadel" doesn't have quite the amount of quirky window dressing that "Mancublood" has. Like most of the rest of O'Sullivan's work, here, it's more of a gauntlet-style level.
Most of the other Dragonfly levels--"Arachnophobia" (MAP07), "Un-named118" (MAP10), and "Sergeant Center" (MAP03)--all have passable action, with the first two falling into the same sort of teleporter-linked gauntlet style of map. "Sergeant Center" is the standout of these three for its conveyor belt gimmick, which kicks the map off with a nice, comedic visual. The real Dragonfly showcase is "Spook House" (MAP15), a haunted house-style joint with Robert Eckhardt, aka Ichor, who appears to have been carrying more of a torch for Heretic and Hexen than Doom. It's a mansion lovingly rendered with Blood textures and marries the spectre well with the level's theme and action.
Ichor was one of the firm hands that helped to steer the project to completion. Looking at the DoomWiki, he worked together with scwiba and Mark Pedersen (Macro11_1) to gently caress most of the submitted levels to a more or less polished state. His first solo offering in this mapset is the impressive "Cacophony" (MAP19), a massive adventure level that serves up a parade of Hellish imagery while constantly assaulting the player with--you guessed it--cacodemons. Ichor toes a fine line considering that cacodemons are space hogs that spit ball lightning and can travel nearly everywhere but he manages to keep the flow of big red balloons just high enough to put pressure on the player without feeling absolutely mobbed.
scwiba would crank out a whole bunch of themed levels on the heels of the Cacoward-winning Absolutely Killed. It's interesting to see that he kicked off his career with "gimmick" levels, so to speak, and his imagination already feels fully realized with "The Triad of the Minds" (MAP22). The player has to deal with a variety of abstract obstacle courses and a memorable chase sequence before laying waste to all three of the level's Spiderdemons. "Buckshot Waltz" (MAP08) and "Chamber of Souls" (MAP09) feel like more traditionally structured 1 Monster levels, at least the ones that terminate in the slaughter spectrum. You can see glimpses at the author's creative and player-poking genius, though, in moments like the vanishing safe spaces of the shotgun guy climax of "Buckshot Waltz". In these more "typical" levels, scwiba still demonstrates an awareness of the mechanical qualities of his chosen creatures that keeps the player immersed and just on the cusp of being overwhelmed... in a good way.
1 Monster is also another chapter in the epic story of soul brothers Paul Corfiatis and Kristian Aro. The latter offers a great revenant-fueled action romp with "Bony Encounter" (MAP20). I love slow-waltzing with revenants so I'm kind of biased but I also feel like the revenant is the most versatile creature in the Doom series. It's understandable that, given this as well as Aro's skill as an author, that it's a delightful "Bony Encounter". Corfiatis gets to follow this up tag-team style with "Cyberswat" (MAP21), a gauntlet of Cyberdemon encounters. I will dispute whether some of these fights, namely the library stacks, are fun to clear, but the Cybarchives are to their credit designed for you to more or less be able to bypass them if desired.
Jodwin and daimon both take on the arch-vile theme with "Musical Bar-B-Que" (MAP23) and "The Crucified Factory" (MAP14) respectively. The arch-vile is another monster that I find incredibly fun and unique with, as mentioned earlier, a lot of YMMV. I didn't really approach Äijälä's offering with the right mindset at first but once I got into it I thought that it was a fun quasi-adventure level with a sort of '95 Master Levels aesthetic. It doesn't lean on anything crazy like arch-vile jumps but it isn't exactly something that you're going to be able to casually clear 100% on your first try. Especially if you take the presentation of a chainsaw at face value.
Walter "daimon" Confalonieri is one of my favorite wildcard authors because his levels tend to feel highly personalized and "quirky" while still feeling like classic Doom. Like, of all the people whose maps I've played, if I had to elect a torchbearer for the sensibilities of the '94-'95 era of the community, then Confalonieri would be a frontrunner. "The Crucified Factory" is more or less normal but it has a goofy how-can-you-not-possibly-tell-that-it's-trapped BFG and concludes with a 1 Monster team shrine. "Mancublood" has a super-slow opener but once you get access to the roof the level explodes with a tram-ish conveyor belt loop, tons of fun goofy details in the office building, and several bits of sector art.
"Mausoleum" (MAP11) has virtually none of these things going for it beyond some exhumed coffins. Like, I think that you can make the Heretic textures work, have it graveyard and crypt themed, still be in Walter's wheelhouse, and have it all still work with spectres, but this isn't it. This level suffers for being on the same card as "Spook House"; the Dragonfly/Ichor joint is just so freakin' awesome on every level. This is just huge, empty spaces and tons o' spectres. It's a neat visual when they emerge from the graveyard, but they're also everywhere else, and the northern graveyard is a holding pen for spectres that are AWAKE, which is on the bemusing side of DoomCute.
Mark Pedersen aka "Macro11_1" has credits on three levels: the opening "Trooper Trauma" (MAP01) with Mike Wiesenauer aka "deldelda", "Infested" (MAP05) with Philip "Liberation" Brown, and the epic "Zumma" (MAP17). "Infested" has a few REALLY cool visuals, like demons jumping out of windows, and presages Mayhem 2013's "The Demon Rush" (MAP08) in submitting the player to a sort of running of the bulls that has a mechanic intended to wipe the invaders out. "Zumma" is, well, a sprawling temple of chaingunners that starts out as the world's slowest canyon crawl. Once you get out of the outdoor segment the combat settles into a less oppressive groove with some fantastic visuals. I even enjoyed the crazy flood of commandos on the hallway leading to the Satanic cathedral... before the piston pillar chamber.
That's sort of the meta 1MONSTER format. Everything about level design is by its very nature artificially imposed but there is a sort of familiar sequence that we are used to with weapon progression that these levels mimic. You know, something like pistol to shotgun / chaingun to combat shotgun to rocket launcher / plasma gun. I believe that this is largely based on a shared experience with Doom and Doom II weapon progression that similarly escalates through trash enemies to bigger beasties. I think that, in general, 1MONSTER suffers from adhering to this ingrained design principle. The heavier monsters aren't much fun to take on with the basic shotgun and the resulting, opening action of the levels tends to be perfunctorily familiar.
Some authors get around this by steering things in a bit of a different direction, whether it's hustling you toward a SSG like Aro, encouraging Berserk-punching like impClaw, or having you dodge attacks for the majority of the level like scwiba's "Triad of the Minds". And then, there's "The One God" (MAP24). Ichor's finale is a race against time through an ultra-lethal obstacle course that includes telefrags, crushers, and false-step mazes. This is all because the final boss is Romero's Head, not the skull-spitter component, so there's almost nothing to fight. I appreciate the arcade-style action and most of the courses were fun to play through. It's and interesting subversion of IoS maps since many of them end up as races against time, just with the monsters that spawn being the confounding factor.
The other unfortunate part of the 1MONSTER meta: as much as super shotgun slow-waltzing is a comfort food to me, monster fatigue in this set is unavoidable. Nine of these levels feature--on UV--counts at or in excess of 200 enemies. That's a TON of monsters, and situations where you're meant to kill them with gimmicks are the exception rather than the norm. Even the levels that feature 50 or less monsters feel like they take a long time to complete. "Zumma" and "Cacophony" offer great architecture and visuals to try to draw you through their adventures and less than / more than 400 enemies. One may wonder whether a remix of these maps that highlights the featured monsters without choking the player with them might garner more acclaim. Map length no doubt exacerbates the boredom caused by using a single type of monster for the average player.
If it hasn't already been done, then I would guess that a "modern" remake (1MONSTER had only been released for less than three years when I joined the community, so it's awkward to think of it as NOT modern) would be less burdened with classic level pacing and progression conventions and focus on small-size, small-count combat puzzles or leverage more situations like scwiba's "Triad of the Minds", the latter of which I've already kind of seen in Kieran Miller's "The Demon Rush", which I've already mentioned. And, hey, I'm down to see both varieties as well as more attempts at what 1 Monster tried to accomplish. I think that "Spook House", "Knightmire", and "Bony Encounter" are great examples of "regular" level design accomplished within the project's scope.
1MONSTER is probably not the megaWAD for you and PWADs featured around limited monster variety are few and far between. The only one that I can name off the top of my head is Mayhem 2013, which opted to go for two monster types. I don't think that it's a failed experiment, though, and had fun playing most of these maps. There are so many clever or charming things, though, that I'd actually recommend a ITYTD/HNTR playthrough if you're thinking about playing it. This will probably result in some of the levels feeling empty but it might stave off a DNF. In any case, I thank the authors for offering up the fruits of this experience.
1 MONSTER
by various authors
MAP04 | Imptech Rampage |
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by Przemek Zimny aka "alterworldruler" | |
I was kind of digging the cramped bedroom space at the beginning but each chamber proved more identical than the last. It's sort of a bizarre fever dream level with the scrolling UAC crate wall textures; these areas remind me of Beyond Reality's crate dimension. I like the lightcasting off of the pillars once you head west off the main hub. The imp action here is thematically opposite "Hangar of Evil" as it's either rooms cramped with the light columns or very narrow hallways. They're more like service tunnels. Zimny gives you a chainsaw that you can use if you let the imps come at you single-file. |
Chamber of Souls | MAP09 |
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by "scwiba" | |
Fun time with lost souls! This is a metal level that slowly falls apart as Hell's influence slowly asserts itself. By the end, you're somewhere in a void marked by Hellish runes. The lost soul is not a clever foe but it's very assertive. Maybe not as excitable as its Doom 64 counterpart, but I was forced to re-recognize just how dangerous these flaming skulls are. This is not, say, a difficult level to play safely, especially once the chainsaw is acquired, but it safe play is not necessarily exciting play, and as a living projectile, the lost soul is more forgiving than, say, shotgun guys when it comes to player exposure. Very little of this level is spent against individual lost souls, though. In fact, part of the gimmick is that they (audibly) teleport into other portions of the level, so chances are that you're going to get your ass bit unexpectedly. You don't spend a lot of time with the pistol and won't be hurting for ammo for the shotgun, SSG, chaingun, or plasma gun (or the secret BFG, which is almost purely a replay weapon given where it's found). There is a definite double-edged sword in using the SSG, here, as the reload window is far more punishing in the massed battles. The finale is pure fun, kitting you out with a plasma gun and full ammo against a massive influx of lost souls on part with the previous level's shotgun guy invasion. Just never stop firing, never stop moving, and always be mindful. |
MAP10 | Un-named118 |
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by Joshua O'Sullivan aka "Dragonfly" | |
This is a beige brick fortress with a lot of dingy green grass. Once you fight into the stronghold it turns into a teleport hub. "Arachnophobia" wasn't a hub per se but the "Nirvana"-ish teleport links deepen the connection of O'Sullivan's design. It's the pain elemental level, so it having an initial monster count of 31 doesn't really mean anything. For instance, I finished with a grand total of 230 total dead by the end. Imagine the sort of fights that you might have with two pain elementals at the same time and you have the bulk of this level's action, perhaps with a bit more hunkering down around corners. The end is a nice, open yard, perfect for spawning in tons of lost souls if you don't put the meatballs down fast. You'll almost certainly have the plasma gun in hand for the final battle. For some reason there's a perfect confluence of elements that suggests the ghost of Hell Revealed's "Everything Dies" (MAP19). It isn't much, just a pain elemental gimmick, beige brick and green grass, and a music track whose tones at points flirt with RotT's "Adagio in G Minor". |
Mausoleum | MAP11 |
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by Walter Confalonieri aka "daimon" | |
I don't have as firm a grasp on Walter's community output that he's up to nowadays but the wide-open spaces and DoomCute bits like the coffins remind me of his work in Doom 2 Unleashed. This level uses Heretic's textures to give it an otherworldly feel. For some reason I was really enjoying the sort of green leafy foliage panels. There are several stone structures as well as graveyards settled in a world of ice. And, well, a ton of spectres, who represent vengeful spirits. When you're in the outdoors this is zen combat shotgun action. Indoors, well, you'll probably think about how you can take the fight back outdoors. daimon only has one section where you have to venture into absolute darkness and it's thankfully pretty lenient. I had more difficulty with the northern "guard tower" fight but it looks like it was more a matter of positioning. The sneakiest threat this level has is going back into the main compound and running face-first into a pack of spectres. This almost got me near the end! |
The One God | MAP24 |
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by Robert Eckhardt aka "Ichor" | |
It's time for the two minutes hate! Or, well, about two minutes. It depends on the difficulty that you're in. It's not a lot of time, but it's more than you might think. With saves, I made it to the boss room with about 45-50 seconds left on the time limit. This is a race against time a la Scythe's "Run From It" (MAP28). Ichor has quite the obstacle course lined up. One of my favorite bits is a hexagonal topography that's built like a "Simon Says"-type puzzle. When you step on a tile, the next safe one briefly pulses with light! This was a very cool visual. The obstacle course that hurt me the most while I was rushing was the death tile telefrag hallway. There are also a crusher hallway and a single-roof crusher course, the latter of which you have to trip off and then rush while it's opening. Fair warning: After the first, more traditional obstacle course, you wind up in a hub with seven different hallways off of it, six of which are lethal. Ichor has included a hint, but given the nature of what you're up against it's likely to be overlooked. |
TWO CAN BE AS BAD AS ONE,
IT'S THE LONELIEST MONSTER SINCE THE NUMBER ONE
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