Last year I made a Lovecraftian Doom mod to help me figure out how
mods are made, and one thing I did then was turn Realm 667′s Flesh
Wizard into an alternative Archvile.
I’ve now combined some of that Decorate code with Hexenmapper’s raisable Heretic monsters and made a very fast monster with a decent amount of hit points that resurrects fallen foes, turns invisible, and throws out low damage fireballs. He also has a high pain chance.
In the test encounter he wasn’t able to escape concentrated fire from
a rapid fire weapon, but he’s much harder to catch in an open arena
with other monsters around. He’s scary but not very dangerous by
So let me know what you think about the FLYING STEALTH ARCHVILE
It dives into the
action faster than Scourge. There’s no warm-up techbase to get you
started. You’re thrown straight into one of two episodes: a mainly
medieval fortress, or a time travel themed episode. Episode 2 is the
more interesting of the two, with a much greater diversity of levels
offered by its’ theme.
Monster placement is suspect: shamblers
in clear rooms, fiends in tight corridors, and ‘let’s spawn a scrag in
front of that wind tunnel just as you jump in, so you fall into the lava
and die’). The new weapons are minimum effort re-skins and lack oomph
but they do make combat feel faster and more exciting.
The new monsters are introduced slowly. Some of the design choices strike me as baffling.
Who thought it was a good idea to make a Spawn the same colour as the wall textures?
I wish I could just click my fingers…
Dissolution is marred by designs like that. Slip ups that make some sections far more frustrating than they should be.
“Well-coordinated and heavily armed group of eldritch abominations beaten by a ranger with the genre’s weakest shotgun and a grenade launcher with 14 foot max range.”
This morning I finished my Scourge of Armagon run.
Scourge of Armagon
is good fun and worth playing after finishing the ‘main’ campaign of
Quake, but I don’t think it was worth full asking price. The new ideas
are forgettable and (most) of the levels indistinct. I like the idea of
Ranger (and possibly his homeworld?) continuing the war against ‘Quake’
which now seems to be the codename for all the Lovecraftian entities
that want to attack Earth.
Scourge doesn’t seem to have had a
lasting impact on Quake multiplayer, and its’ new features and weapons
aren’t found in later Quake mods. It has this feeling of not being
‘canon’ as it introduced nothing iconic, and I doubt Id Software will
ever care to reference it.
It’s just a new set of levels with a
couple of new weapons, some new power-ups and a very small amount of
new enemies. The new laser gun is great, and much preferred over the
charge-eating lightning gun, while mjölnir
went largely unused.
It starts fairly strong but the levels
started to feel bland by the halfway point. They’re all fairly well put
together but progression feels disjointed, even for Quake. Armagon
having 0 personality and impact certainly doesn’t help things. He’s just
an enemy fought in the last level (even Shub had some text at the end
of each episode). There’s no sense of an evil plan, no feeling that
you’ve invaded his home. The boss fight against Armagon himself is
pretty lame; I had him dead in about half a minute.
levels feel samey. There is a noticeable overuse of Vores – while it is
nice that the designers wanted to escalate Quake’s challenge, the lack
of a new high-tier monster on the level of the Shambler / Vore hurts the
Scourge of Armagon is a competently put together
expansion pack, but it is just a retreading. Good but forgettable. More
Quake is always nice though.
Time for Dissolution of Eternity. Widely said to be the inferior expansion but which seems to get remembered more.
After Bombshell had a, uh, lackluster debut, the planned quirky tie-in promo minigame expanded in scope to become a full-fledged actual game, bringing along the developers of eDuke32 and several prominent Doom sprite artists (such as Cage and HDoomguy) to turn it into a bigger project.
Has launched in Early Access with a “preview campaign” spanning five-ish maps.
WE SOLD OUR SOULS FOR KNOWLEDGE ALTARS OF CONCRETE FED WITH BLOOD AND BONE
finished Dusk episode 2. It has a bleak, oppressive atmosphere. That,
plus the sense of reality breaking down made Dusk Ep 2 really great to
play. At the same time though I’m in no hurry to replay it. All those
wendigos, crying cyborgs, and Lovecraftian machinery fueled by corpses.
second to last level was great, but the final level really could have
done with more as it doesn’t deliver the payoff promised by the previous
In an ideal world Dusk would only be an average game in a sea of great shooters. Even then I’d still recommend it.