SIGIL II | SIGIL_II_V1_0.WAD
John Romero
Doom is 30 years old last month; there was a lot of chatter in the mainstream gaming press about the anniversary, but the community is still going strong after all these years. With id Software legend John Romero’s return to Doom mapping in 2016, after a 21-year absence, coinciding with the release of Doom 2016, it would herald a new age for the time-worn but never broken shooter. SIGIL, Romero’s semi-official fifth episode for The Ultimate Doom, was a tour-de-force of classic gameplay, an atmospheric nailbiter of tightly-wound small maps full of things that can kill you. With enemy counts frequently in the 50s and 60s, SIGIL felt like an evil puzzle box that can bite your fingers off. Four years, a pandemic, and a whole new Doom game later, and Romero has graced us with SIGIL II as a 30th birthday present, a sequel for limit-removing ports that shows how Romero has evolved as a mapper while still remaining true to the principles that informed the first one.
SIGIL II, like its predecessor and the game they’re based on, is pretty light on story. After escaping Baphomet’s series of traps at the end of SIGIL, Satan throws one last-ditch attempt at stopping the Doomguy from reaching Earth. This one’s for all the marbles; if that fails, Satan will just unleash his minions on Earth and hope Doomguy falls in the ensuing chaos. (As we’ll see in Doom II, it, uh, doesn’t work.)
Playing SIGIL II back-to-back with its predecessor will reveal a general overall trend. For about half of the set, Romero keeps the same laser focus and tight level design that defines SIGIL; many of his maps are quite small, geographically, but for SIGIL II he dares to branch out a bit with some bigger fare. The best example of this is E6M7, “Descent into Terror,” a sprawling tripartite adventure with a population in the hundreds across three distinct areas, albeit loosely connected by sharing the same space in a vast lava pit. About half of the maps are still the nasty little nest of snakes that we’re used to, but even they show signs of Romero’s evolution as his aesthetic style has grown as well.
What’s particularly interesting is the variation of themes. Where SIGIL tended towards a small constellation of themes, combining the fire and brimstone of “Inferno” with the more eldritch styles of “Thy Flesh Consumed,” SIGIL II goes through three distinct phases. The first phase, consisting of E6M1 through E6M3, is defined by a theme that should be familiar to fans of the original episode, a strong mixture of mostly “Inferno” vibes with “Consumed”-style wood paneling and iron grating. The middle phase — and I’m including the secret level here — marks Romero’s return to techbases, in various stages of consumption by the twisted reality of Hell. The third phase is a return to form, so to speak, but not quite — Romero eschews the puzzle box styling entirely and opts for bigger odysseys that should be more familiar to long-time connoisseurs of Doom mapping.
In the same way that the original SIGIL came with two soundtracks, one a high-quality one by guitar legend Buckethead that you can have for a nominal fee, and the other a collection of selected Jimmy Paddock MIDIs (with a few commissioned by Romero,) SIGIL II does the same thing, albeit this time with an entirely bespoke MIDI soundtrack. Though some fans were disappointed to learn that Buckethead wouldn’t be returning, the tracks by his replacement, THORR, are just as good. SIGIL II was made after Doom Eternal and it shows; THORR’s crunchy industrial metal soundtrack really helps connect this throughline with its thumping percussion and grinding guitars. (I think I’ve listened to “Evil Dead” like ten times now.) There’s touches of Buckethead and Sonic Mayhem throughout the soundtrack, as well, which helps give the score a feeling of being a tribute to id’s history. Jimmy, always a MIDI virtuoso, strikes a different tone, leaning more towards straightforward MIDI metal and the occasional touch of ambience.
I think on balance I like the original more; it felt more cohesive, fresh and daring. That’s not to say SIGIL II is bad — it just better reflects the sensibilities of the community the last few years, which goes to show that Romero has, at long last, come home, despite being quite a busy man between helping his wife Brenda put out mobster XCOM-like Empire of Sin, showing up to Youtube iconoclast HBomberguy’s trans charity stream, working on the sadly-canceled Blackroom, and correcting Sandy Petersen’s half-remembered bullshit on Twitter. He’s still working on Doom mapping too; last year he released a teaser of his upcoming Doom II mapset Hellion, titled “One Humanity” and sold for charity to support the war effort in Ukraine. I personally want to see him come back to Quake mapping, or even to put his personal stamp on Quake II, developed as it was after his departure — but I’ll never complain about more Romero Doom.
THORR version
Free version
E6M1: Cursed Darkness
SIGIL II starts off with a bang, a high-octane mess of lava under a blue night sky reminiscent of Clan B0S’ infamous Sacrament mod, with a cool cage trap and a surprise Cybie on UV to keep us on our toes. Clever players will find the big SIGIL II logo lava chamber; cleverer players will find it’s a lot easier to do the final room once you’ve raised all the pathways.
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