Doom WADs’ Roulette (2009): Legacy of Suffering
Hey, kids. Ya wanna play some Deum 3 on Doom 2?
…
Okay, it’s not really Doom 3, but… eh… that will do.
G5: Legacy of Suffering
Main author(s): Logan MTM
Release date: November 28th, 2009 (original release)
Version(s) played: updated
Required port compatibility: GZDoom
Levels: 10 (8 regular ones, 1 post-credits and something called LOSINV01)
Now here is something weird from Brazil – Legacy of Suffering, AKA another one of those WADs that released its first part, and nothing else after promising more. In the case of this stillborn WAD series, we also have mixing original Doom games with elements of Doom 3. That, and the shotgun with four barrels (I’ll get to that in the longer moment).
This project started as a combination of two old projects, one from 2006 by Logan himself and 2007’s Dark Base by Maurício Rocks. The plot was different from what we got, there was supposed to be more artwork and even some 3D stuff; so basically, typical stuff that was changed in production.
The plot, meanwhile, happening right after Doom 3, focuses on a super soldier bloke, who got arrested because he was going insane, is now on a moon base, and that base ends up attacked by demons.
Since we will be tackling one of those ZDoom WADs that likes to use a huge chunk of the source port’s features (you know, those smelly wankers), I can only hope that it won’t annoy me as much as many others before it. Let’s take a look.
Disclaimer: Review based on two playthroughs without secret hunting.
You know how Doom 3 was around 75% walking through some dark tech base with occasional trips outside and in hell? Well, in this WAD, it’s, without counting the post-credits map along with taking place on the Moon instead of Mars, always walking through some tech base crap, except it doesn’t feel as dark as the original release of Doom 3.
That doesn’t mean the base looks bad; it looks good, and it has some nice details here and there, I especially like the sixth act with a monorail. I just wish it had more map styles.
The music is… good, I guess? I recognized tracks from Painkiller (I need to replay that game one day) and the remix of Sign of Evil at Act VIII fits like a glove; I just wish it wasn’t that loud (turn down the music volume just in case). Also, and it’s a more personal problem, I listened to so many great MIDIs from the past and future WADs that listening to the music with actual instruments in Classic Doom mods feels off. It doesn’t boil my blood as much as MIDIs.
The design of the levels doesn’t really feel that complicated. Even though the automap doesn’t show the layout (yep, it’s one of those), it was still a far cry from some of the bigger moon-logic crap I’ve played. I still recommend using IDDT on the map (at least on your second playthrough); I don’t think there is a shame in doing that in cases like this.
Our protagonist has regenerating health, so if you want to, you can wait in the corner like it’s another Gears of War or Call of Duty to come back to full health (although it’s kind of slow). I don’t really mind it.
I feel like the ZDoom cutscenes might be the least obnoxious ones I have experienced in ZDoom WADs. Sure, there are moments where it takes control out of you, but these are rather short, there is no annoying, pretentious dialogue, and most of the time, these are rather dynamic; they actually show stuff. You can even outright skip some of the longer cutscenes. It’s like the cutscenes evolved into being passable at worst, and if they are worse, then they almost evolved into this state.
As I mentioned earlier, there is a secret map that you can play after the credits roll. It’s good, I guess? It kind of reminded me of the first trip to hell in Doom 3 (maybe it inspired that map).
Despite its name, Legacy of Suffering won’t really let you suffer with its difficulty. It is challenging, don’t get me wrong (mostly because projectiles are now faster -_-), but it’s not really a ball buster.
It gets interesting since the enemies have some new moves on their sleeves. Shotgunners and Chaingunners can now dash-attack after being hurt (luckily, the latter start firing much later), Pinkies barely feel pain and have a chance to ram at you (spectres don’t get these bonuses), Revenants fire two missiles instead of one (and can fire after throwing a punch), Barons have a chance to shoot three fireballs instead of one, Arachnotrons drop cells after they completely disappear (like all of the other demons), and Lost Souls have reduced health (and new, more annoying sound effects).
The WAD also adds three new enemies to the roster. One is the regular mob – Super Shotgunner, wielding its namesake and having more health than any other zombie (from what I’ve experienced).
The other two enemies are bosses; there is a super Hoovy that has an upgraded chaingun that occasionally fires rockets as well. The other is called Shadow Guardian, which is basically a digitalized Hell Knight from Doom 3, that can be only hurt by plasma, and fires a deadly AOE attack after getting hurt.
Typically for such WADs, you also get new weapons. I mentioned a shotgun with four barrels at the beginning of the review, and that’s what the cannon shotgun is. You can fire from one barrel or from all four at once with the alt-fire; it is also the only weapon that requires manual reloading.
The second new weapon is launcher chaingun (or what the fuck is it called), which you steal from the uber Hoovy. It’s basically a chaingun on steroids with a small rocket launcher attached to it.
Like the old enemies, the old weapons get some changes. You reload the super shotgun slightly faster; there is a small delay before the regular chaingun starts firing; you punch faster but weaker (you can also kick); you can swing your chainsaw now with the alt-fire; and the plasma gun now fires a blue BFG ball with the alt.
Legacy of Suffering is an interesting specimen. Out of all of the ZDoom WADs from the 2000s that sacrifice the fun and gameplay to focus more on the source port’s features, this one feels like it could age the least poorly.
Do I still recommend it? Kind of? It’s worth taking a look at it but not for more than one or two playthroughs at once.
The next WAD on the list is an interesting case since it requires Skulltag to play. I’ll see what I can do with it. If the first map breaks down, I’ll let you know and probably cancel the review of the next WAD.
We will see.
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Doom WADs’ Roulette (2009): Whispers of Satan
G8: Whispers of Satan
Main author(s): Paul Corfiatis and Kristian Aro
Release date: September 15th, 2009
Version(s) played: Final version (I guess)
Required port compatibility: Boom
Levels: 36 (standard 30 + 2, plus (on ZDoom) two super secret maps, a credits map, and a warp map)
Paul Corfiatis and Kristian Aro, the dynamic duo behind 2002 A Doom Odyssey (well, mostly done by the former) come back to deliver another WAD – Whispers of Satan.
Its story begins in around August 2005, when Kris meets with his buddy in crime, to talk about making a Doom II megaWAD with a couple of super secret, ZDoom-exclusive maps after finishing one of his WADs (Death Tormention 3). The work on this WAD started in October 2006, and it took almost three years to finish.
The WAD’s plot is not really worth talking about since it’s another one of Doom II’s unofficial sequels but not really WADs. On the bright side, at least I can say that it is not as cringy (when it comes to intermission screens at least) as the Doom Odyssey.
Now, when I played the Doom Odyssey, I felt like I played the more polarizing Ultimate Doom with a plot that wasn’t self-aware at all. However, I feel rather optimistic that Whispers of Satan will be better than that over two decades old WAD. So let’s not waste any time, and take a look at it.
I’m surprised how this WAD looks great. Usually, the levels have at least one, great-looking landmark. Not to mention the changing sky and 5 themes across the WAD (not counting the secret levels) that make it not boring for the eye. These themes are:
Techbase,
Techbase with some brick walls,
Plutonia-like,
Plutonia-like with some Hexen elements,
and, of course, hell itself.
Liked the music as well. I’m struggling to find which tracks were the best ones; Base Stalker is definitely at the top, but I am not sure about the rest; maybe Nebula's Keep and Orgolia as well?
Anyway, changing the subject, I don’t really think Satanic Whispering is complicated. Like most of the other WADs with complexity like this one, it has a couple of getting-stuck moments, but besides these, you can go through these levels rather fast without enemies.
There are, however, some questionable decisions. Like, for some reason many of the maps use the rule of two switches AKA there are at least two switches near each other in the copy-pasted areas with (almost always) copy-pasted groups of enemies. These moments feel like a filler, and I think these are mostly related to Paul’s maps. Kristian’s maps do have moments like these as well, but at least he tried to make each of the switches’ routes different from what I can remember.
There are other annoying moments as well; some of them feeling like a fossil of an abomination that refuses to die. Shitty backtracking (like with the case of the red key in Basement Jazz), too dark moments on a map and not being able to return in some cases is one thing, but also bringing back secrets that you have only one chance to reach? Didn’t this shit die years ago?
Also, another icon of shit on MAP30, because why the hell not? Let’s inflate Romero's head’s health as well! What could go wrong?!
sigh
Let’s talk about secret maps for exchange. The first regular one is a homage to Star Wars (the good times when the only thing in this franchise that was mocked and screamed to the heavens by rapid fanboys were prequels), while the second one is a more classic Wolfenstein reference (I don’t have pictures of that map because I don’t want to be marked as a bloody nahtzee dick rider).
There are also three, ZDoom-exclusive maps (technically four but you can only get to the last one by console commands). The first one is Ein Lustiger Ort (a funny place), of which one half is pushing voodoo dummies into teleporters with weapons and running like hell to exit from siege cows, and the other… the other half is… Okay, fellas, remember that... seedy secret in Ultimative Geheimnis? Yeah? Well, the second half (if you want to get to the second, ZDoom secret map) is basically that… sprinkled with impse-
projectile vomiting
Technical problems
Okay, I’m done.
Now, the second ZDoom map is 1994 Revisited, and it’s basically what the title says; it feels like it makes fun of the maps that are stuck in 1994 while also celebrating them. It even ends on another icon of shit… which makes me hate the Verge of Revelation’s icon of shit even more since MAP34 (kind of) makes fun of how the megaWADs end with this crap and yet they still shove one in MAP30! What is this?! Chuck and Doyle: Rabies Ravagers: The Movie?! Did the 2020s use time travel and brainwash the authors that one time?!
Okay, let’s calm down and change the subject because the third ZDoom map is interesting. You have to reach the end of Sintlabs but instead of pressing the exit switch, go back to the starting area and you will find the secret exit that will lead you to Hidden Warp Zone. It all boils down to choosing to end up either in Playgrounds of Caesar or Halls of Cocytus, and that’s it.
Whispers of Satan isn’t really hard. It tends to get tougher in the final third, and it has cheap, if not outdated, moments (pop-up monsters, traps with hitscanners, moments with demons teleporting behind you after being in front of you), but if you are experienced with WADs, you won’t have a bigger problem with this one; there is no slaughter map around there.
There is, however, an interesting part of Undervilla, with Mancubi behind walls, and while it is yet another bullshit difficulty bump that I’m surprised is still used, I can’t get myself to hate it because it references to Hexen, where the trap walls with the same texture started firing projectiles. It’s kind of funny, not gonna lie.
There is also… uhm… a new enemy if you can call it that… It’s called Cybie… has a higher pain chance than cyberdemon… and has different sound effects… And I refuse to talk about it more because I feel dirty even thinking about it.
I don’t know if this is a bug or something, but in the icon of shit area in 1994 Revisited, half of a time, the crushers that were supposed to destroy Romero's head didn’t work. Maybe it’s related to the red area near the teleporter that takes you to the icon of shit area, but I’m not entirely sure.
Overall, Whispers of Satan is a pretty good WAD. It does feel archaic in places, copy-pasted switch areas feel like a joke, and there are still fragments of problems that plagued Doom Odyssey, but still, it is a better WAD than the authors’ 2002 project.
The next WAD on the list is Demons of Problematique 2. Let’s hope we won’t end up with another Cheogsh 2 fiasco.
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