site created and maintained by @Chris Hansen 

   Reviews  Ones  Brett Johnson  2001 GDR  2002 GDR  2003 GDR


 

 TERRERE1  &  TERRERE2

By Wim "The Mole" Vanrie Wim.Van.Rie@pandora.be Homepage terrere1 terrer2 -needs sourceport


 

This is a big premiere here on The DooMer's RecesS! The first big screw-up I've done leading to the first double review! These two levels should have been on my list and that, ages ago! So I'm making up by immediately forcing it in between the existing, which I consider fair! Enough excuses, let's hear what the man has to say.

Let's first focus on the looks of the levels, which is actually rather different in the two. I wondered, when I played "Terrere2" for the first time when it was released, why it seemed so different from the first. I mean, there's virtually no connection between the two in either looks or atmosphere. "Terrere1" looks like a fortress made up by buildings, rooms and hallways carved into solid rock and curved landscapes, and like my own "Flay The Obscene" wads you can't really tell whether or not it is something made by humans, which have been overrun with hellish incarnations, or something built by those very same evil creatures. "Terrere1" takes the player up, down and around this structure. Something which it has somewhat in common with its sequel. "Terrere2's" way of doing it is on the other hand much more intense and cramped in and you don't get to view the building from the outside very much from e.g. those before mentioned hills like in the first map. In all there isn't as much happening outdoor in "Terrere2". There is one thing, though, in which they have in common despite these differences in the architecture and that is the fact that you'll be securing everything around you at 360 degrees, because most parts of the areas are visible to the other. Although this is done the most and to the fullest extent in "Terrere1" there is a bit of that too in the sequel. However, the small differences in design doesn't end with this. The two levels differ also when it comes to texture and flat usage. In "Terrere2" you won't find any original Doom II brick textures like in number 1. In "Terrere1" this particular texture has been used in almost all of its variants over most parts of the level. And with a fortunate outcome I might add! In number 2 it has been replaced with a much darker brick texture fetched from Crusades (by R. Wiles, I suppose -doesn't say so in the txt file), which gives the level an entirely different atmosphere greatly helped by the lighting which is very dark when compared to brightness of "Terrere1". The sequel also have the very appropriate title "Spookiness Guaranteed", which it lives up to, to the fullest. It is much more dark and sinister than "Terrere1". Even if you play it using a OpenGl accelerated sourceport like Legacy, it won't help you much. This level is dark alright! "Terrere2" causes instant paranoia and terrifying feelings in your body, which together with the slimy floors, blood filled pools and numerous torches creates an evil atmosphere, which doesn't exist in near enough the same scale in "Terrere1". The possibilities for creating such an atmosphere in a level lies within the DooM engine, and can really be used with great advantage by good designers. "Terrere2" is no exception at this point!

The one thing which is the most similar in the two levels is the fact that they both present a tremendous challenge to the player! The gameplay is quite hard and very action filled when it comes to slaying monsters. In "Terrere1" you'll have to get a move on and head for that shotgun immediately or else you'll be toast since numerous monsters a waiting for you! Some looking directly at you from the front and some from the back shooting their fireballs and bullets through windows. Common for all is that they'll be firing the minute you enter the level! "Terrere2" gives you a couple of seconds, but nothing more, to see where you are. Other than that you'll be battling a range of monsters very suitable for these kind of levels, which are off course, the classic Imps, but also Hell Knights, Baron's of Hell, Cacodemons, Revenants and the least of my favourites, Pain Elementals. Wim has managed to vary the experience, not only independently in the two levels, but also as a whole in the small "series". They teleport in, trap you in rooms or emerge from the floor without a warning, or maybe they're just waiting for you in the dark hallways! It is a very satisfying feeling playing these two maps, which is also because of the good amount of ammo. Perhaps a little excessive on HMP in "Terrere1". However, most of it is needed because you're moving all over the place shooting to all sides, and covering every angle, so often a shot is missed. The greatest importance of the gameplay has been laid upon the action, so puzzles are scarce. In "Terrere1" the player is almost guided through the level leaning a bit to the linear. That's a bit different in the sequel, but doesn't exactly manage to free itself from its prequel's linearity. But maybe that's not even the meaning, so I guess that's not a negative scratch in the score here.

The conclusion must be that, I enjoyed playing these maps as individuals. They don't have much in common with their different skies -one orange and one grey- and brightness levels. They do however both play on map01, bear the name "Terrere" and challenge the player, so I guess they are somewhat identical after all. My favourite of the two is the first, so therefore it gets the highest score: It's more varied in design and generally more interesting to play than its sequel, which gets its point for a perfectly evil atmosphere and feel. Both maps are unique and not to be overseen!

 

Score:  83% and 80%