MAP12: Anti Static by Michael Reid ![]()  Michael Reid kicks off the second episode with the first true slaughterfest of the mapset. The main battleground is a Suburbs-ish outdoor zone with a handful of small buildings. Every key grab is tied to a monster ambush, each one larger than the last, and all of them involve large numbers of arch-viles, so fighting monster packs head-on is suicide. Holing up with a rocket launcher, on the other hand, works wonders. The 3D bridges and transparent platforms are a nice touch, the gargantuan monster closets that dispense most of the level’s enemies, less so. |
MAP13: Hardcore by Jonas Feragen ![]()  The mapset’s first full-on homage to its forefather, Hardcore is a dead ringer for Dead Progressive, i.e., MAP25 of Hell Revealed. There’s no mistaking Feragen’s source of inspiration here, and in fact the only dramatic change architecturally is the northern section of the map. Gameplay-wise, it’s a smallish open-air arena-style map which rewards meticulous play. Most of the Doom cast make appearances, with some cyber and mastermind action even, but, surprisingly, it’s seems easier than the original. I spent most of the level waiting for a nasty ambush or devious trap that never came. Oh well. |
MAP14: Metal Meltdown by Sam Woodman ![]()  For his second effort Woodman transports you to a hellish metallic bastion suspended in the clouds. The map is divided into northern and southern sections, and figuring out how to cross the demon-infested bridge between them is probably the biggest challenge you’ll face. There are no less than five cybers here, but one can be telefragged and the other four are released individually into a spacious arena with a number of cover points. Provided you’re not prone to taking rockets in the face, there really isn’t anything to get yourself too worked up about. |
MAP15: The Path II by Jonas Feragen ![]()  Like the original, The Path II features cavernous expanses of brown stone with narrow pathways over caustic blood. A handful of rad suits offer some much-needed maneuverability early on as you scramble to get your bearings while harried by mancubi, revenants, arch-viles, and more. It’s the most successful level thus far in terms of emulating the Hell Revealed play style, with tough encounters from start to finish. There are a few boring mono-monster packs thrown in, but by and large Feragen uses enemies thoughtfully to create a variety of uncomfortable situations. |
MAP31: The Descent II by Mattias Berggren ![]()  As an alternate take on Hell Revealed’s MAP31, it has the same central conceit: a long, tense elevator ride in which the player is continuously assaulted by spawning monsters. It’s a nice, frantic struggle to hold onto what little elbow room you have. Level progression is more traditional and perhaps a little less exciting once you reach the bottom, but uncomfortable proximity to baddies remains a consistent theme throughout. The late-level quadra-cyber fight is maybe the rudest encounter of the map, all but requiring a nearby (and secret) invulnerability sphere. |
MAP32: Playground by Jonas Feragen ![]()  From the get-go Playground is clearly aiming to be a classic uber-hard super secret level in the vein of well-loved MAP32s like Go 2 It and Mostly Harmful. Unfortunately, it doesn’t quite hit the mark, though not for lack of trying. The entirety of the map is a medium-size octagonal arena choked with monsters at the outset and refilled periodically through switches. While a good idea for a map in theory, unless you already know the lay of the land and what switches trigger what, the only realistic way to handle the hordes thrown at you is to hide out in a semicircular hallway in the northern part of the map and wait for your pursuers to kill each other off. Exhilarating stuff. |
MAP16: The Chapel of Black Granite by Sam Woodman ![]()  A bit of a rough level from Woodman this time. Although there’s some nice lighting here and there, it’s still pretty lackluster visually due to overly orthogonal architecture and a general lack of detail. Monster composition leaves something to be desired as well. Whether it be arch-viles locked ineffectually in cages or chaingunners packed single-file in a tight corridor for easy killing, enemy positioning often doesn’t make sense. There are a few good fights to counterbalance things, and decent secrets, but when all’s said and done you’ll likely be more than happy to move on to the next level. |
MAP17: An Eye for an Eye by Yashar Garibzadeh ![]()  Perhaps channelling Malcom Sailor, Eye for an Eye focuses on tricky fights with small numbers of toughs. In particular, surprise arch-viles are a near-constant threat. Your reaction speed is frequently tested as threats materialize out of nowhere, but there’s always a fighting chance. The level is largely constructed of familiar Doom 2 brown brick and stone textures broken up with unique features in certain areas like a blood fountain courtyard or a lava overlook. Maybe not the hardest level, but monster placement is smart and there’s nothing to complain about visually. |
MAP18: Excess Meat by Jonas Feragen ![]()  After a quick, invulnerabilty-fueled opener, the map becomes something of a hub, with four self-contained subareas accessed via teleporters in the starting zone. Progression is linear, though, since completing one area unlocks the next. Opposition is stiff and traps are plentiful such that you’ll probably hesitate before entering each new pad. The areas are well-made but the level suffers from a lack of thematic consistency due to its fragmented design. By map’s end you’ll have traversed a canyon, a metal/industrial nukage center, a dimly-lit cave, and a wood/brick arena. |
MAP19: Mind Trap by Jonas Feragen ![]()  An impressive, sprawling fortress level dominated by brown brick and steel. With “trap” right in the title, you’d expect to find a lot of hairy scenarios, and find them you shall. If you assume that every door, lift, or teleporter leads to something nasty, you’ll be right most of the time. The map’s verticality deserves special mention. You’ll spend a good deal of time fighting on parapets and gradually scaling a centrally-located tower with the aid of crisscrossing bridges. Monsters will often fire upon you from above or below, and you can even preview later areas by peering over walls or through windows. |
MAP20: Fear of the Dark by Martin Friberg ![]()  Maybe a little relaxed for the end of an episode, but an enjoyable level nonetheless. Visibility is pretty low throughout, but there’s just enough light to prevent you from being cheap shotted by a foe you didn’t know was there. Structurally, it’s a pretty standard hub, with several small areas branching out from the start that you’ll visit in sequence as you gain keys. In addition to the fixed-position monsters, hellspawn will inundate the map at key points, including a few cybers that invade the main hall. The dark atmosphere is nice, if a bit at odds with the rest of the mapset, but even at its worst it’s a pretty humane map. |