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!