Friday, April 25, 2025

Wonderful Doom (WD14.WAD)


Doom is wonderful. Wraith knew this and believed in it so much that he wanted to give players an excuse "to play First Doom one more time". To this end, he crafted Wonderful Doom. This megaWAD was apparently released in several iterations before being released in time to feature as a runner-up in the 2007 Cacowards, with several updates since then. It replaces every level in The Ultimate Doom with, for lack of a better term, remixed versions of the original levels. I've seen a broad variety of opinions on this project, the extremes of which boil down to dismissing it for being too derivative of the IWAD versus loving it for how close the maps are in spirit to the originals.


WD is a massive loveletter to the classic campaign. Some folks have suggested it as sort of a progenitor to Doom the Way id Did but this is a misunderstanding of the goals of both projects. DTWiD tried to create novel levels that could sneak into the running unawares, as if any of its maps could be inserted into the card and the player would be oblivious as to the fact that they were made by completely different people more than 15 years after the fact. All this without retreading too much of the ground laid down by John Romero, Tom Hall, and Sandy Petersen. (And, uh, not to gloss over Ultimate Doom the Way id Did.)


Most of the levels of Wonderful Doom are careful redesigns of the originals that create an experience that is both overwhelmingly familiar, preserving the soul and feel of the original Doom, while tweaking and subverting enough that the experience feels not quite right. It's like playing through a parallel universe version, or having a dream of the Ultimate campaign. Many of the rooms and architectural features will be recognizable, as will some of the secrets and incidental combat. You will benefit for having played through and memorized just about every map of the IWAD, whether it's to have an idea of where to go or what to do to find things. And, well, it'd be a lot easier to recognize just what's been changed while playing, rather than doing a side by side comparison of the layouts.


I used the term "remix" because Wraith has tinkered with the design of the IWAD levels quite a bit by reordering / relocating rooms, supplies, monsters, and textures. To be clear, these aren't edits of the Ultimate Doom levels. Everything has been created from scratch. Room locations, shapes, orientation, contents; everything is different. There is a definite character to how Guschin has decided to delineate some of the major architectural features, though. Oftentimes one major staircase has been translated into two, or two paired hallways into three, or staircases that go down instead of ascend. It seems that Wraith would rather opt to extend any given segment rather than shorten it. The most invasive changes to the maps involve additional routes, often associated with the yellow key, to make for a more non-linear experience.


Some maps in this PWAD are more different than the others and these are generally the secret and boss levels. "Tower of Babel" has a significant lead-up segment that involves, among other things, building the spiral staircase around the titular tower. "Fortress of Mystery" is greatly changed, with a bevy of micro-dungeons off the marble cross arena and a tiny Lost Woods-style teleporter puzzle to open things with. "Dis" also has quite a bit of combat before confronting the Spiderdemon, with the arena having four staffed supply bunkers, two of which must be cleared before facing the boss. "Warrens" builds off Wonderful Doom's E1M1 instead of E3M1, making this a vastly different take.


WD also feels less forgiving than the original Doom. I don't feel the sting as much in the KDItD levels but some of the Deimos and especially Inferno and Thy Flesh Consumed pistol starts are challenging. I know that the OG Doom typically sends you scurrying into the base in order to find stronger weapons but I don't remember it being quite nearly as nasty as some of the Wonderful Doom levels. That's not a bad thing, though. Part of the fun of reexperiencing Doom is not as the run and gun that you have memorized but as an exercise in survival horror where you are truly the last marine. Wraith's redistribution of supplies, buffing of monsters, and gently extended / opened layouts all play into this.


I really loved the vast majority of the redesigns. Anything that nudges the levels a bit further toward expansive, dungeon crawler content is my Platonic ideal of a Doom map and each level seems to have either some extra, labyrinthine additions, or extensions of pre-existing mazes like "Command Control"'s concrete tunnels. That said, some of the levels had surprises that went a bit above and beyond. The biggest one for me: I fantasized, about the original "House of Pain", in going into the blood-soaked torture chambers glimpsed from the windows of the big, three-pronged hallway. Well, Wraith made this one a reality, and it was awesome. Along similar lines, a very early secret in "Nuclear Plant" allows the player to walk across the computer consoles seen at the level's beginning, ANOTHER idle OG Doom fantasy.


Slagging Wonderful Doom for being too derivative of the IWAD is missing the point. I don't believe that Guschin intended to get a round of applause for this PWAD. At most, he wanted to enable folks to re-experience the magic of playing through The Ultimate Doom for the first time, when it hadn't already been played to death. The halls and rooms maybe familiar but the pathways and secrets are new. Go ahead; get lost in the corridors of Doom one last time.






WONDERFUL DOOM
by Eugene Guschin aka "Wraith"

EPISODE ONE
KNEE-DEEP IN THE DEAD

HangarE1M1
It's difficult to describe how uncanny it is to play through this map. The individual elements are recognizably E1M1's, but they've been rearranged and tweaked to create something that's overwhelmingly similar yet alien at the same time, like if you were playing OG Doom in your dreams. As far as E1M1 goes, my favorite rearrangements are the exit-like walls in the starting room that make you feel like you're about to play through "Hangar" but backwards, and the way Wraith warped the tech room that would normally lead up to the early green armor. Also, the secret nukage cave is a plus.

E1M2Nuclear Plant
I've come to realize that you can more or less rely on the general shape of the level geometry to guide you through the levels, but the secrets that you used to know... Well, they're not exactly the same. The sympathetic echo of the switch that opened up to the chaingun yard, for instance, grants access to the huge, dark computer maze very early on. In one of my favorite alterations, also seen in Defragmentation Factor, you get to walk through the tech tunnel that those wall consoles are set into as part of a secret leg. 

Toxin RefineryE1M3
This time we go fairly well off the rails with how Wraith has reconfigured the map. I think that there's actually a little bit borrowed from E1M4 here, too, with that southwest room that leads to the rocket launcher. Anyway, E1M3 is awash in familiar and not too tough to locate secrets. The computer hub is still a thing, but you have to make it through a secret trench of damaging water replete with spectres and barrels before you can make it there. I feel like the key ambush has a bit more teeth to it, too. Demons in the dark is way more effective than a small cadre of imps. Very cool.

E1M9Military Base
One distinguishing factor between Wonderful Doom and OG Doom is that Wraith makes the tone of some of these fights a bit more punchy, like the much speedier teleporter ambush here. This level was previously heavy on explosive barrels but one of the ways in which they're arranged with a pack of demons has a distinct E1M8 vibe. I like the little embellishment where you can walk into the windowed area that overlooks the starting cage.

Command ControlE1M4
All of the originals are recognizable in these reconfigurations, but "Command Control" feels even more so. However; THIS E1M4 is tan and jacked. The biggest switch-up to me is that the door to the exit is actually located within the maze segment. I also like the look of the irregular, organic room right before the exit. It's clearly meant as a take on the same place that Wraith borrowed for E1M3, but between the tan color and the wonky room shape it's so much cooler.

E1M5Phobos Lab
It brings me no small amount of joy to be able to come up BEHIND the big ambush room (the one that used to be E1M5's westernmost annex, here now the north-central segment) with a rocket launcher and blast the patiently-waiting monsters into oblivion. I was surprised that the switch that raises the bridge in the balcony room was so far away from it, but the nice thing about playing something that is so E1M5-like is that you know that SOMETHING was going to have to do it. A pretty good rearrangement; I like the little wrinkle Wraith put in by putting a rad suit on a little alcove BEHIND the starting position.

Central ProcessingE1M6
One of the things that Wraith does here is maintain some of the rooms at oblique angles. The tech hub o' secrets in E1M3, for instance, was instead positioned with N/S/E/W faces. Here, we get the southwest soul sphere room at its typical 45 degree angle, but it also plays into one of the routes that you can take to get back to the blue key door. Continuing in the punchy encounter department, there are some chunky monster closets around the map, none bigger than the techguts room which interestingly enough appears to be entirely optional. Is this some kind of trap based on the player's memory? 

E1M7Computer Station
It's "Computer Station" with a few subversions that I've come to expect, like the inset computer pit. I should have expected that the pillar-raising secret chain is no more, though with suitable alternative access. While the monster counts are the same, Wraith has this level slightly more weighted toward demons and spectres, subbing out some of the zombies and shotgun guys. I enjoy the change; it makes the rocket launcher feel more warranted and less, uh, scarlet overkill.

Phobos AnomalyE1M8
E1M8 is a definite step up in difficulty over the original. The opening ring of demons and barrels is a bit of a bugbear to get through. Even after that, you'll be squeezing past demons and spectres in order to get the shotgun and rocket launcher. The big brawl has always been mildly tricky with a few spectres, but Wraith unleashes FOUR Barons, one in each cardinal direction. Good luck!


EPISODE TWO
THE SHORES OF HELL

E2M1Deimos Anomaly
It's recognizably "Anomaly" but there are some embellishments that lean a bit more toward the "cute" side of things, like the congregating zombies looking like worshippers in Satanic prayer circles that you disrupt. The single biggest change in my mind is the secret teleporter tunnel, which I usually seemed to skip on my playthroughs. It's more of a small grid 64 maze, here, but it packs a little bit of pressure if you stumble into it before you have a shotgun properly in hand.

Containment AreaE2M2
I love playing through levels like this but I don't have a lot to say about them. With a map like "Containment Area", the non-linearity means that the player's experience--apart from starting out in the crate area--is just as subject to his or her whims. It's very recognizably E2M2 but with a few fun switch-ups, mostly related to the level's secrets. The northeast room with the three holding pens is in the same general area but it has the plasma gun instead of the rocket launcher for that "not quite right" vibe. Its entrance is also hidden behind a stack of crates. I like the various tech rooms.

E2M3Refinery
These pistol starts are pretty gnarly. But, well, some of the later OG Doom maps are kind of hairy if you don't know where the weapons are to run to them. The alterations that Wraith has made make "Refinery" feel a bit more labyrinthine, like the side-paths through the wooden annex or the additional sluices in the toxic settling ponds.

Deimos LabE2M4
The core of "Deimos Lab" is very much in style, but Wraith has tinkered with a few of the level's smaller features in interesting ways. I like how the cage bar area is part of the level's overall interconnectivity, now, and the way that the holing pens room in the central west has doors on both sides makes it feel like a major nexus... which it is, in this iteration! The way that the progression sends you back through the first teleporter in a bit of a different way feels very smart-cute. In terms of combat, I scraped by for a lot of the opening action, and that's with blundering into the very early shotgun secret. Deimos survivalism strikes again!

E2M5Command Center
The biggest thing this level had to offer me is the way in which the secret annex is tied to the map. Apart from that, it's classic E2 gunplay, with the caveat that the Barons are beginning to show up on a regular basis. It's times like these that I'm thankful for the Berserk pack. Not necessarily for bareknuckle boxing with Barons, but for giving them the fist after they've been tethered to a cacodemon. The risk vs. reward of using Berserk attacks really shines in Deimos.

Fortress of MysteryE2M9
So, this level is a novelty. You still get the sort of marble, cross-shaped room, but in order to exit you need to brave a series of small, polite combat challenges. I was thinking that we were headed in a very different direction with the Lost Woods-style teleport chambers, but it's more of a fake-out before a very rude Baron of Hell ambush. It seems like this would be a pain trying to eke out 100% kills on pistol start, especially since there's no going back once you teleport to the atrium.

E2M6Halls of the Damned
I was wondering exactly how Wraith was going to subvert the notorious false exit trap. There's some vanilla sector machinery that is designed to raise you up into it instead of the drop down, but the important bit is that you will WANT to access it ASAP as it's where you acquire the plasma gun. It got pretty dicey during my playthrough and had to punch out a couple of shotgun guys and maybe an imp. Otherwise, well, the way that the author moved the various room types around doesn't distinguish it much at first glance. My other favorite embellishment is the confounded corridors on the west side of the level that lead to the teleporter.

Spawning VatsE2M7
It's good ol' Dungeons and Doom, with the yellow key signaling a major weapons upgrade, granting access to both the plasma gun and rocket launcher. I don't know if the total area of the blue and silver portion of the Deimos base is actually any bigger but it FELT bigger and I definitely appreciated it. This really locked in the level's identity on top of its considerable nooks and crannies. Also, it's trippy playing this through and seeing that the tech wing of "Fortress of Mystery" was cribbed from here / E2M7. Will I see the other two worlds, I wonder?

E2M8Tower of Babel
I love the redesign. You still get the open layout, but this isn't where you battle the Cyberdemon. You actually have to get on top of the "tower", which turns out to be a platform with a spiral staircase wrapped around it (though you have to build the stairs). The latter is close to one of the more common depictions of the Tower of Babel. The monster packs on the ground floor make for a nice warmup.


EPISODE THREE
INFERNO
 
Hell KeepE3M1
It's "Hell Keep", but the tunnel run section has been lengthened to allow for an alternative access to the final main room, and one of the rooms has a granite outcrop that hints at "Slough of Despair". The shotgun is... not where you expect, but that's Guschin's MO with these re-designs.

E3M2Slough of Despair
Wraith really deserves a hand for how much these remakes are very similar to the originals while being different enough to put you on edge. In this case, the orientation of the Hell claw has been flipped, with some superficial twisting of the granite outcrops. One rogue element is one of those grid 64 lift morasses, serving as a sort of pinky ring. The location of the exit room and the chamber it's been placed in makes it look like the hand is brandishing some sort of coin... maybe an obol, perhaps?

PandemoniumE3M3
The biggest thing I miss from this level is the weird bridge over water in the secret annex. Again, one of Wraith's biggest change-ups with the overall layout is how the bigger secrets seem to feed back into the level if you know where to look, similar to the execution of Defragmentation Factor. On a similar but probably more major note, the organic maze that serves as the level's centerpiece links back to the map in several different locations, not to mention secret caged balcony access points. Otherwise, it's essentially "Pandemonium". 

E3M4House of Pain
If Wonderful Doom did nothing but fulfill the dark fantasy of being able to wander among the tortured souls glimpsed from the marble windows in "House of Pain" then it could do no wrong. The moment I saw the soul sphere in one of the forbidden vistas, I was hooked. As it stands, E3M4 is still a long, grueling proto-slaughter level with a lot of ammo austerity up until the point where you open the monster closet with the plasma gun inside. And that's WITH finding all of the secrets! There's a switch puzzle toward the end of this map with buttons that open as well as close doors, with you having to open a route through. Be mindful of what effect you're having.

Unholy CathedralE3M5
It's, uh, "Unholy Cathedral". The weirdest addition to this map is that the crusher / switch corners have been turned into freestanding kiosks. Other than that it's the usual Wraith embellishments, like five doorways instead of four, or two entrances instead of one, or structures twisted 45 degrees, as well as room rearrangement. I like the dual symbols marking a hidden door motif.

E3M6Mt. Erebus
This feels just a tad bit more frantic than the "Mt. Erebus" that I remember. It has more monsters, with more zombimen, imps, lost souls, and demons, but drops 6 cacos. One of the islands has been reconfigured to have some sort of internal staircase that reminds me more of, I dunno, the weird staircase tower in Doom II's "Factory", but less cramped. The northern area is still associated with the secret exit but it's been augmented to have an extended catwalk segment.

WarrensE3M9
So, Wraith makes a couple of big changeups to the "Warrens" format. This is a take on his E1M1. And, uh, something is DEFINITELY wrong with the base. It's obviously been given over to Hellish corruption. But, like, you already knew what E3M9 is all about, so it's more of a surprise that the character of the base HAS been switched up. When the exit room finally opens up, you're not immediately confronted by the Cyberdemon. In fact, it's more apparent that this simulacrum of "Hangar" has been recreated in a Hellish topography. It feels like there ought to be a little more health once you take the mask off.

E3M7Limbo
It's "Limbo", but chunkier. There's more of every monster, including imps (who apparently did not previously appear here), and the blood tunnel maze has been lengthened so that it spans the entire east side of the map. The Wraith factor: there are two different entrances to the blood tunnels, both accessed via the yellow skull key. My advice is to take the southern one first; it puts you MUCH closer to the plasma gun.

DisE3M8
Wraith gives you a lot more cover in this level as there are four bunkers in the intercardinal directions that have essential supplies like weapons, or a blue armor, though each of the bunkers is occupied with some manner of monster. Ol' Mastermind isn't even available at first; you need to flip two switches guarded by Barons before you can strike. The monster count is quite inflated compared to the original "Dis", but so was "Tower of Babel".


EPISODE FOUR
THY FLESH CONSUMED
 
Hell BeneathE4M1
This layout feels a bit more cramped but I think that it works to the player's advantage. It's still really tight on health but I enjoy the way that Guschin restructured the NiN secret; the way that you lower the platform into the floor and then trigger a lift to get at the rocket launcher feels really cool from a sector machinery standpoint. As he usually does, Wraith makes the layout a little more open by giving two access routes to the (usually yellow key-locked) area.

E4M2Perfect Hatred
I was not anticipating that the Hatred would be ramped up so heavily. I love E4M2 but this feels like Guschin decided to take a hit off of whatever the guys behind Crusades and 2002: A Doom Odyssey's E4 were smoking. I had to jump back and replay some of the original "Perfect Hatred" just to be sure and I found its start to be far more accommodating than Wraith's rearrangement. It's still kind of fun to fight through but the granite caves, probably my favorite part of the original map, is a Hellish slog. If you thought that the original wasn't challenging enough then give this iteration a whirl.

FearE4M9
It's a secret level, so the deviations go a bit farther. This level uses "Fear" as a jumping-off point and diverges once you leave the crate yard with the catwalk powerups. There's a sort of viney, almost Plutonia aesthetic with areas like the overgrown ruins to the east and west. Wraith makes the northern and southern areas, with the key cage and balcony zone (recontextualizing the outdoor gazebo), almost unrecognizable compared to the method behind most of the rest of Wonderful Doom. If you like levels that homage The Ultimate Doom but can't countenance Wraith's arrange mode, then you should still play this map.

E4M3Sever the Wicked
This starts out as a really fun shotgun blastathon with a lot of open chaos and then turns into a scavenger hunt for the rocket launcher and plasma gun. Wraith's renovations feel like they've expanded the raw size of this level so its now more labyrinthine layout makes it harder to locate the other weapons. This is more relevant indoors when you start encountering Barons; the shotgun feels pretty adequate for the opening firefight.

Unruly EvilE4M4
Some of these retextures come out feeling super weird. In this case, Wraith makes parts of this level look like weird techbase annexes rather than Gothic brown E4 ruins. The basic idea of this level is fairly unembellished; it keeps the same basic size and claustrophobic feeling. One of the fights naturally pairs the invul sphere with the Berserk fist for some feel-good Godhand running wild.

E4M5They Will Repent
I've always enjoyed the look of E4M5 and this delivers on giving me more of the same. Awesome! I feel like someone who has a pretty good grasp on making three-dimensional spaces that are challenging to navigate, like Wraith, would have a lot of fun working within the framework of "They Will Repent". The one weird bit is a tiny maze with paper-thin walls in the southwestern section of the map, meant to pad out the time before the player flips the switch that lowers the barricade before the exit switch...that you can just walk around...?

Against Thee WickedlyE4M6
It's "Against Thee Wickedly", which is fun, but with some things that came in ones have been doubled and a few things that were doubled became one. I don't know if we needed to split up the teleporter lines, but that's one of the many things that the author twinned. I thought that the Cyberdemon battlezone was a really cool buildup with the stairbuilder; that's a Wraith original. I think that this level is a bit tougher to figure out progression over E4M6, too. I had no idea when I had hit the switch that lowered the gate to the easternmost area. Also: don't miss the secret rocket launcher in the opening area, I guess in the same place the plasma gun USED to be.

E4M7And Hell Followed
The core of this level is Dr. Sleep's but the way in which it's been embellished seems to evoke a bit more of an E2 feel. I know that this level was always slightly tech-adjacent due to the outer yard, but there's a lot of gray concrete and techguts now. It's easy to see a now lengthy crusher segment and say, "Ooooh, E2M2!" but the imp closet room to the southeast feels more like "Spawning Vats". The wood staircase / hallway leading up to the plasma gun also feels very classically Doom. I feel like I've seen it before, but as I looked around, the closest I could get to anything like it was in "Pandemonium".  It's a very cool level... and also very unforgiving. I was surprised at how hard this thing punches. Like a lot of these later maps, you'd do well to know where the weapons are ahead of time. The plasma gun and BFG can be picked up relatively easily compared to the rocket launcher.

Unto the CruelE4M8
It's E4M8, but a little bit longer. Texture-wise, Guschin has flipped the themes between the opening and closing areas, so it's wood to start and marble to finish. If you have found Wraith's twin magic to be bemusing then it'll probably hit here, too, with its starting staircases, doubled BFGs, Spider Masterminds, and even exit portals. The intermediary segment has been developed a bit with some micro-dungeons branching off the hallway segment leading to the outdoor castle area. Not a bad way to close out; certainly a nice break after having amped up the difficulty. I'm speaking as someone who found the first secret BFG, though.

I SEE PONDS OF GREEN, RED BLOOD POOLS TOO
I SEE DEMONS BLEED FOR ME AND YOU
AND I THINK TO MYSELF
WHAT A WONDERFUL DOOM

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