|This is a series of puzzle encounters, purloined from Rex's previous releases. First is the friendly Cyberdemon battle from MAP03 of Quo Vadis; second, a repurposed finale from A Hex On You's MAP03, providing momentary cover from a Spiderdemon as you move to flip two switches so that you can telefrag the beast. The last is Rex's final 1999 release, Arena, fundamentally unchanged except the alcoves are a bit easier to see. It's all entirely doable from pistol start and I highly encourage you to handle it as such. Pretty fun gameplay! Well, not if you keep getting cooked by rocket splash damage in the first one...|
Sunday, February 26, 2017
Phoenix Rising (PHOENIX.WAD)
The year 2000 saw then-Gurkha Boy but future-Rex Claussen move away from the tried and true vanilla Doom II textures to experiment with assets derived from other games in a minisode format. The first theme on the list was Hexen II, explored in the cheekily-titled A Hex On You. The next on the chopping block: Phoenix Rising, a five-map minisode for Doom II that uses resources from Hexen II's sister game, Quake II. Like HEX_ON_U, it's mean for a limit-removing source port that has several features like jumping, so anything in the ZDoom family ought to work. One important note: PHOENIX begins on MAP02, so make sure you set your clock ahead one level.
This one has a story, too! It's sort of a Doom side-story, beginning with the Deimos invasion and moving to Hell on Earth. I guess while the evacuation was going on the Earth's military left soldiers in stasis facilities across the globe with the hope that, after the passage of a year, they would be able to wake up and mount an effective resistance. Uh, okay. I'm sure they would Red Dawn the shit out of the infinite hordes of Hell. Supposing this isn't some sort of alternate Doom history, it appears that the rebuilding and clearing process has not yet reached the Rockport Command Center, located somewhere in the western half of Canada ("somewhere in the Canadian Rockies"). As such, once the timer finishes, you're woken up. Why your three fellows fail to do so isn't elaborated on, but the short of it is that you're on your own.
Phoenix Rising is presented as a sort of contiguous adventure from your emergence from stasis to your escape via shuttle. Portions of levels you've previously been through - and portions of levels you haven't yet been to - are woven into your progression to give it a hub-like feeling. In spite of this, it's still balanced for pistol starts, but MAP02 ("The Smell of Death") will be more challenging since the shotgun is locked behind some blue key bars; you'll have to make do with a chaingun pried from the hands of one of several zombie commandos until then. MAP03 is more forgiving since the first thing you do is grab a combat shotgun off the wall. MAP04 is a special case since, well, you'll see when you get to it, but I can't imagine that it would be fun handling any of its fights in a "traditional" manner.
The level design looks okay. It's mostly right angles with a few 45 degree edges to round things out, carrying an air of the functional over the fantastic, but Rex's dedication to the Quake II textures gives it a distinct hook as far as Doom levels go and it's got a few other fun details, like the power armor hangar seen in MAP06 ("Flight of the Phoenix") that do some good world-building. If only you could climb inside and decimate a horde of demons in a powerful exoskeleton! The outdoor sections also kind of pin down the alpine mountain base feel but in this it reminds me more of something like the landscape in one of Kurt Kesler's maps.
If there's one thing that bothers me about Claussen's level design here, it's the countless inexplicable copy and pasted desks, a symptom I first noticed in Military Research Complex. All of the space in the world in a futuristic military installation and the best we can get is the same metal desk with a wooden bumper on top. It reeks of a desperation resulting from being conscious of the empty spaces resulting from the spacious scale but having absolutely no idea what to do about them. Maybe the goal was to slam something in there at about waist height so that it wouldn't be a huge obstacle to the Doomguy unbound by the jump key. All that does is turn each space into an effectively empty room, though. Stuff like tall computer stacks may seem like lazy Doom level design but they're pretty good at facilitating organic encounter pacing along with things like columns. The ubiquitous desk and chair combo makes me wonder if they just overstocked from Discount Office Warehouse and didn't know what to do with the extras.
All that aside, it's a decent little adventure. I really dig the Quake II resources and while the geometry may not make for the most exciting visuals, it certainly works. If you enjoy the idea of clearing a demon infested techbase out from the inside, then this one's for you. All I hope is that the next one features less material cribbed from Claussen's earlier levels. I'll admit, though, that he's spot on about what stuff is worth stealing.
by Rex Claussen
DOOM III: DOOMGUYS UNITED