DBP38: Chronicles of Ghost Town | DBP_38.WAD
Doomer Boards
AUGER;ZENITH
was always going to be a tough act to follow. The thirty-seventh entry in
the now bi-monthly Doomer Boards Projects mapping series was a
smash hit, earning a runner-up award at the 2021 Cacowards and helping
bridge the gap between the anarchic Doomer Boards and the more staid (and
progressive-minded) Doomworld. It was a monument to creativity, almost
completely changing the industrial sci-fantasy of
Doom
to something out of
Blade Runner, showing how you could wrangle the ancient idTech 1 engine into something
sort of resembling an imagined real life. How do you even follow up on
that?
You kind of can’t, as
DBP38: Chronicles of Ghost Town
proves. Conceived from the start as an aesthetic tribute to “Ghost Town,”
the fifth map from
The Plutonia Experiment, and the notorious first and so-far only episode of
Mordeth, it also includes elements of
Quake,
Hexen
(there’s even a
Hexen II
MIDI in the soundtrack) and
Plutonia
in general. On some level a lot of these aesthetics tend to blur together as
it is — Plutonia’s
architectural conceits often seemed to anticipate those of
Quake’s, which released five days after
Final Doom — but as you’ll see in
Chronicles, sometimes the distinction between them is quite obvious. Much of the
mapset doesn’t even really seem to adhere to the overall concepts implied by
“Ghost Town” and
Mordeth; I can only name two, maybe three maps that really capture that moody,
dark medieval town aesthetic. Compare, say, MAP11,
“Ghastly Domain”
with
Mordeth’s
“Babel by Gaslight;”
while superficially similar I think
Mordeth
exhibits a clearer focus on an idea. Many of
Chronicles’
maps eschew this stuff completely and go more for an abstract
Quake
or
Plutonia-style map. That’s not to say this is necessarily a bad thing, but it kind
of gets away from what the initial prompt was suggesting, yeah?
(Disclaimer: I played through this using the excellent
Walpurgis , playing as the Magister with Dimensional Instability mode turned on and set to fantasy monsters only, as
well as Flashlight++ 8.5 with the Lamp preset, but I watched
a vanilla playthrough on Youtube to get a better sense of how the wad plays
on its own. Dimensional Instability is pretty chaotic, though it does give the game a bit of a roguelike vibe with its completely random assortment of enemies.)
Chronicles of Ghost Town
has no story to speak of. Zippo. None. It doesn’t even have intermission
text screens after the sixth and eleventh maps. The closest we get to any
sort of story is the level stats screen, which depicts a becloaked Doomguy
on the outskirts of some kind of industrialized medieval town. For my
purposes — given that I was playing with
Walpurgis — I chose to ignore this.
As is often the case with the Doomer Boards Projects,
Chronicles
was headed up by Jon “40oz” Vail, of
UAC Ultra
fame; aside from himself, the large crew of mappers included matador,
MattFright, kvsari, Sergey “SilverMiner” Burow, A2Rob, Ilya “joe-ilya”
Lazarev, JadingTsunami, Chainie, Fryuko, nxGangrel, LunchLunch, Death Bear,
and dmdr, all told contributing a whopping seventeen maps, which is pretty
good considering that most
DBPs
up to that point — barring
AUGER;ZENITH
and a couple of Christmas-themed releases — tend to average around eight to
ten maps. (Judging by how many people stuck around to map for
Chronicles,
AUGER;ZENITH
clearly served as a useful recruiting tool… at least until
DBP39: Carnage Oasis
rolled around and the map count dropped down to like, twelve again.)
Honestly, as is so often the case with
DBP — and indeed, these kind of regular, deadline-enforced mapping projects in
general — is the results are kind of a mixed bag. Maps I really liked:
“Libris Noctis,” “Ghastly Domain,” and pretty much everything from “Valley
of Stone” on (in spite of that map’s flaws.) Maps I think the pack could
have done without: “Parichmakher,” “The Other Side,” “Dripping Tears.” None
of these maps are truly bad — even “Valley of Stone” has a lot of redeeming
qualities in spite of its issues. But some of them just don’t really fit
with the theme — or perhaps the problem is that the mapset is kind of all
over the place in terms of theme
and balance.
Where
Chronicles
is most promising, I think, is in the hands of matador, 40oz and LunchLunch.
The first map, matador’s “Libre Noctis,” is quite beautiful, with the
peaceful, secluded little house that you start in and the nearby town,
seemingly abandoned by humanity but occupied by monsters. It’s not
much of a town — a clutch of
boarded-up buildings, a dock and a cemetery in back — but it’s something,
nice-looking and atmospheric, perhaps the truest successor in this pack to
the aesthetic established by
Mordeth. 40oz’s contributions are classically 40oz, nice-looking and kinda twisty,
especially “Phantom Manor” with its browner take on
Quake 1’s
“Wizard’s Manse,” though I appreciated his gestures towards the medieval
town aesthetic in “Ghastly Domain” as well. His “Gideon’s Creek” is a more
naturalistic take, which itself remains true to the
Mordeth
vibe but also feels a little like
Hexen. And speaking of
Hexen, while nxGangrel’s “Valley of Stone” proved unpopular, and certainly is
far from perfect, I find it a beautiful map, up there with “Libre Noctis” in
terms of really tying together a solid aesthetic that reminds me a lot of
the “Shadow Wood” hub from
Hexen. LunchLunch followed up “Valley of Stone” with “Apply some Pressure,”
which I think is where the wad really comes into its own, gameplay-wise,
setting the tone for the rest of the set and having a strong look of its
own.
Chronicles of Ghost Town
probably isn’t going to wow a lot of people who discovered the
DBP
series via
AUGER;ZENITH. It’s slower, it’s browner, it’s smaller, it’s more thematically
incoherent. But it’s still a good time, and if nothing else, the
Mordeth
look is iconic enough by itself that I appreciate even an uneven attempt to
reproduce it.
MAP01: Libris Noctis
matador
We start out in a quaint little dwelling in a secluded spot by a waterfall.
Scattered papers rest on and around a desk. Once you leave this area and
drop down into the open space, be prepared to deal with a small army
garrisoned in and around the town. Most of the resistance will be pretty
low-key but don't be surprised to see an arch-vile or two. The quest for the
red key involves a fun -- if eminently escapable -- ambush with arachnotrons
and mancubi firing down at you.
MAP02: Damned Keep Rampage
MattFright
MattFright gives us a tiny little castle keep to conquer. It's surprisingly
small for the amount of enemies it throws at us, with big fights in the
swampy area out front (especially when it's time to grab the red key) and in
the final room where an arch-vile might catch you off guard. Decently
entertaining, but awfully small.MAP03: Cleft
kvsari
Much
of this is set in a little complex set into some open caverns along a lava
river. Not the toughest combat in the world, though you might be caught off
guard by the mixed mess of monsters coming out of a building on the far end.
I really like the blood room and the way monsters come through the
bloodfalls at you once you grab the red key.
MAP04: Phantom
Manor
Jon "40oz" Vail
A very fast play, this one is a Quake-esque
manor floating in the clouds. Once you're in the manor proper you'll have to
deal with a lot of initial resistance, but the journey upstairs is a little
more managed as you're fighting through some relatively narrow walkways and
passages. Just mind the archie overseeing the upper level, but his cousin
who shows up downstairs is probably more dangerous.MAP05:
Parichmakher
Sergey "SilverMiner" Burow
Here's another odd little
map set in and around some sort of brown-brick fortress. You're under fire
pretty much from the getgo with a lot of enemies on the ridge to deal with,
while the goons inside the building take their shots at you as well. Getting
inside involves a nasty little surprise pit trap, but luckily you don't have
to stay in it -- just wait for the floor to take you back up. Honestly most
of the body count is gonna be in the first few minutes.MAP06:
Chaos Crypt
A2Rob
This one feels very Plutonia in aesthetic, with
the blocky design, the brown gothic base texture scheme and half the map
being (non-toxic) murky green water. It's also really small, with some
interesting encounters like in the hook room as well as the fight for the
yellow key, which includes a surprise archie ambush if you're dumb enough to
check out the marble facade with an archvile face on it. The finale fight is
pretty good too.MAP07: Bog Standard
Ilya "joe-ilya"
Lazarev
joe-ilya gives us another Plutonia-feeling map, this one
defined by a complex of buildings suspended over a large toxic swamp (the
inconsistent toxicity being another Plutonia staple.) Your goal is to find
and kill six Mancubi, which is outright stated in a text message at the
start. Most of the time you probably won't need to worry about the swamp,
but there's a couple of spots where you'll want to jump into some
helpfully-marked wells that dump you into some narrow dungeon or other, full
of beasties, some of which are behind bars. You'll see the exit before you
can actually access it (and yes it's a Plutonia diamond) but when it's
actually open, you'll find it guarded by a spiderdemon with some pretty good
lines of sight on you. Oh no!MAP08: The Other Side
JadingTsunami
You
begin in a wide open courtyard; the fighting doesn't start until you've gone
through the door behind you. Despite the map's relative size compared to
some of the others in this set, it's not the most demanding or crowded. Big
fights... the lava room requires a little time to conquer and you might run
into a random spiderdemon in the courtyard when it's time to leave. Not the
toughest or most interesting map though it does look nice.MAP09:
Dripping Tears
Chainie
We're at the halfway mark, and Chainie's
"Dripping Tears" is very much a halfway mark kind of level. It's not *bad*
-- but it's generally forgettable, with little in the way of challenge, a
generically Plutoniesque design and aesthetic, and overall very short. In
short, it's pretty representative of most of the mapset.MAP10:
Sacrificial Grounds
Fryuko
Now this is more like it. Fryuko's
built a sprawling temple complex with lots of monsters to fight through.
From the fighting to get into the western wing, to the press of monster
flesh in the yellow key courtyard, "Sacrificial Grounds" is marked by an
ebb-and-flow of combat that never completely goes away until you've managed
to clear the central hallways and tackled the cyberdemon and his goons
holding court in the blood pool to the north. Great level.
MAP11:
Ghastly Domain
40oz
40oz dials back some of the intensity from
"Sacrificial Grounds" for a little medieval town type deal. Honestly, much
of the "Ghost Town" vibe in this pack feels more like Mordeth, which isn't a
bad thing. Interesting layout with the more urbanized area only occupying
the north end of the map, with the central part being a large open square.
40oz turns up the heat a bit for the finale, an intense cage match with a
horde of baddies pouring in from a central firepit while more baddies throw
stuff at you from outside. Great stuff, that's the kinda thing I wanna see
from this mapset.
MAP12: Gideon's Creek
40oz
A more
naturalistic level from 40oz, a swampy, waterlogged, metal-and-ruins kinda
deal. It might not be immediately clear what to do if you fall into some of
the lower watery pits until you look at the automap, a gimmick that 40oz
uses a couple of times but shouldn't trip you up too much. The main outdoor
area isn't terribly pressing save for the occasional surprise like the
revenants popping up as you go through the central gatehouse. More dangerous
is the stone tunnels of little chambers you have to keep opening one by one,
as you're not given a lot of room to deal with the revenants lurking down
there. Decent enough map.
MAP13: Valley of Stone
nxGangrel
From
reactions on the Doomworld thread and elsewhere, this one didn't seem to go
over too well. The core of it is a very Hexen-esque adventure map (using
music from Hexen II, even!) with quite a sizeable monster count and a
relatively nice-looking aesthetic. Where it falls flat is that in terms of
monster placement and overall design it feels a little more like Witchaven
than Hexen, with some questionable monster placement, a dearth of ammunition
(especially if you're playing on pistol start) and outright mapping errors
such as a HOM that's not visible on GZDoom but can trip you up in DSDA-Doom
and other more faithful source ports. For what it's worth, I generally like
the map and I don't mind the extensive amount of backtracking (I did call it
Hexen-esque after all) but it's a good example of the sometimes uneven
quality that DBP is known for.MAP14: Apply Some Pressure
LunchLunch
LunchLunch
is a regular DBP contributor who has gone on to have credits in some
big-name projects like 1x1 and Ad Mortem, as well as DBP's own AUGUR;ZENITH
and Zeppelin Armada; his map "Apply Some Pressure" is a solid contribution
to this mapset. Aesthetically it reminds me a little bit of the Forest
Temple from The Legend of Zelda: Ocarina of Time, but gameplay-wise it's a
quick little murder fest with some interesting encounters. The main event is
the large exterior courtyard with the ruined building in the middle, which
does indeed apply a little pressure to what's otherwise been a relatively
sedate (if unevenly so) mapset. And just because you've cleared it out once
does not mean you won't have to do it again. Fun map.MAP15:
Whispers of the Dead
Death Bear
As we near the end of Chronicles
of Ghost Town we're faced with a rather large, open level from Death Bear
that's pretty full of bad guys to clear out. While "Whispers of the Dead"
has its moments of relatively high pressure (especially the yellow key fight
and the cyberdemon that pops up on the west side) it's also rather complex
to navigate, with lots of highs and lows that are difficult to visually
parse. It makes for a somewhat confusing roller coaster ride that
nevertheless is pretty fun.MAP16: Vile Excision
dmdr
For
the grand finale, dmdr gives us a series of big fights in a partially
cavernous forest ruin. As you throw switches in the first big area, parts of
the floor keep collapsing; the second area is a little more geologically
stable, but boasts several waves of beasties that flood into the area
(including multiple archies.) You're given more than enough ammunition to
deal with them all, however. Interesting finale, though I would have liked
to see a boss-level enemy or two.MAP17: Chronicles of Ghost
Town
40oz
A little more involved than your typical DBP credit map,
this one has you looking for a key amongst a string of graveyards. A few
monsters pop out to stop your progress but if you got past "Valley of Stone"
this won't stop you at all. The little sword in the stone is a nice touch to the proceedings.
The Doomer Boards Projects
DBP01
|
DBP02
|
DBP03
|
DBP04
|
DBP05
|
DBP06
|
DBP07
|
DBP08
|
DBP09
|
DBP10
|
DBP11
|
DBP12
|
DBP13
|
DBP14
|
DBP15
|
DBP16
|
DBP17
|
DBP18
|
DBP19
|
DBP20
|
DBP21
|
DBP22
|
DBP23
|
DBP24
|
DBP25
|
DBP26
|
DBP27
|
DBP28
|
DBP29
|
DBP30
|
DBP31
|
DBP32
|
DBP33
|
DBP34
|
DBP35
|
DBP36
|
DBP37
|
DBP38
|
DBP39
|
DBP40
|
DBP41
|
DBP42
|
DBP43
|
DBP44
|
DBP45
|
DBP46
|
DBP47
|
DBP48
|
DBP49
|
DBP50
|
DBP51
|
DBP52
|
DBP53
|
DBP54
|
DBP55
|
DBP56
|
DBP57
|
DBP58
|
DBP59
|
DBP60
|
DBP61
|
DBP62
|
DBP63
|
DBP64
|
DBP65
|
DBP66
|
DBP67
|
DBP68
|
DBP69
|
DBP70
|
DBP71
|
DBP72 |
No comments:
Post a Comment