Skip to main content

DOOM and Gloom: E1M2: Nuclear Plant

Despite the name there's not really a massive amount of nukage in this level, the wavy green texture only cropping up surrounding a switch that opens a secret, under a walkway in a room toward the end of the level, and in a small pool around another secret, which disappears when you hit a switch.

What it does have, though, it two new weapons to be nabbed by eagle-eyed players; first, find a pretty well-telegraphed secret door (it's got a different texture than the surrounding wall) to open up a window and grab the chaingun from outside. Later in the level, shoot an unmarked section of wall in the dark computer maze to find the chainsaw. These weapons make a fun pair, both functioning as a wait to spit out a near-continuous stream of damage at far and close range, respectively.

And you'll want to nab both of them, because this level really lays the low-tier enemies on thick. The shotgun is a great general workhouse for small group of low-to-mid-tier enemies, but when you're dealing with 10 or so demons all crowding together in a room, there's really nothing for it but to whip out those spinning barrels and hold down the trigger.

Speaking of holding down the trigger, do that as you load into this level, because you'll spawn in facing directly toward some zombiemen who will immediately see you and pop aggro, especially if you're playing with -fast. It's a strong opening, and as you explore around the opening room you'll run into several more, strategically placed among the explosive barrels so as to keep you on your toes, keep you moving, keep the pace up.

Once you've cleared it out you've gotta detour into the east wing for a keycard, and some nice vertical play with zombiemen and imps on a big ol' staircase. (This is also where you can find the chaingun, and a soulsphere to deal with the hitscan from the horde of shotgunners guarding it.) Key in hand, it's time to pass through the red door and find one of the more famous secrets in Knee-Deep in the Dead; a big, dimly-lit maze set among computer equipment and sparsely populated with monsters. It's important to remember where this game stands in history; at the time, the level of fidelity and in particular the way the lighting gets dimmer as it fades into the distance created something that at the time could be really scary (and with the right touch, can still pull it off now.) This maze is a perfect example, where the player is left stumbling through the dark, not knowing if around the next corner is another demon set to rip their guts out.

Moving on, we've got some more staircases that turn as they rise, always great for making your zones feels less flat and static, and after ward is an elevator leading into a HUGE fight compared to everything seen thus far, with a ton of mobs on the ground floor in front of you and popshot imps hanging out in little alcoves up above.

That said, don't take that elevator. Instead, open another fake wall and get into one of their alcoves, so you can take everything else out from the high ground. This is the kind of thing that really gives a DOOM level a sense of space and presence, multiple vertical layers to play around with and a couple routes to loop back and forth between them, and it's something this level excels at. With the climax taken care of, all that's left is to throw the switch to open the hallway to the final room, where you can cool down with a couple more low-tier enemies, and a cheeky imp hanging out on the elevator to the exit switch, waiting to jump out at you.

Nuclear Plant is 100% classic DOOM mapping. It looks great, is full of memorable rooms and landmarks, and has enough complexity to really convey a sense of immersion without becoming overbearing. The only real mark against it is it's somewhat lacking in enemy variety, but overall it's still a joy to play. This one gets a 4.

Comments

Popular posts from this blog

Physical Feedback: "VictimGirls R: Molestation Eradication Campaign" by Asanagi

Content warning: molestation, rape, sexual violence Last week I spoke pretty positively about one of Asanagi's VictimGirls doujins, and this week I thought it might be interesting to provide a counterpoint with an entry in the series which I find it difficult to enjoy, primarily on moral and cultural grounds. VictimGirls 21 took place in a clearly fantastical setting and involved the use of magical garments and mind control, which made it very easy to compartmentalize the morality of the scenario and simply to project onto whatever participant most appealed to your desires; VictimGirls R: Molestation Eradication Campaign , however, takes a... different approach. The book portrays a feminist movement against molestation in which young girls appoint themselves as unofficial anti-molestation activists and publicly call out molesters on trains. Said movement is almost immediately revealed to be comprise primarily of self-serving, sadistic, or suggestible girls partaking in spurious

Physical Feedback: Hot Shit High Chapter 1

Hot Shit High Chapter 1 can be read here . It's time to introduce another character who will surely be making repeat appearances over the course of this series: Erotibot . A western porn artist who takes stylistic influence from both live-action western pornography and japanese h-doujinshi, Erotibot made a huge impression on me with the first work of his that I saw: Hot Shit High. The setting is a loving pastiche of exaggerated americana; a high school where the cheerleaders are so cartoonishly promiscuous as to have no qualms removing their panties in the hallway, the jocks are utter pigheaded oafs who maintain social standing through intimidation and threats of gun violence, and should a trigger be pulled in between classes, a teacher will burst out of the nearest classroom, blazing away with a tommy gun and exclaiming "NO SHOOTING IN THE HALL!" I wasn't kidding Our story focuses on Marvin, a lame-ass nerd who the head cheerleader Sharlene has set her si

Physical Feedback: "VictimGirls 21 - Livestock: Happy End" by Asanagi

Content warning: rape, bestiality, degradation, fantasy racism The artist Asanagi, publishing h-doujins through the group Fatalpulse, has acquired something of a reputation on the portions of the english-speaking internet that read eastern pornography, and for good reason; they make masterfully-crafted comics in which absolutely awful things happen to the "victim girls" mentioned in the title of their longest-running series, and for a lot of people this is understandably off-putting. That said, a lot of people tend to overlook the nuance of how this is presented; it's generally not just straight up misery porn, at least not the way it's often handled. Usually the situation is presented as something the "victim" actually likes quite a lot, and simply didn't want to admit, generally because of societal factors. Now don't misunderstand, obviously the scenarios portrayed in these works would be absolutely immoral in a real-world setting; "Sh