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WW2GI and the saving private ryan TC for duke nukem 3D: a level-by-level breakdown

EPISODE 1: D-DAY

the first half of the game starts off with a bang as you're dropped right into it with the omaha beach landings; from there you'll go on through the hedgerows and villages of normandy, killing nazis left and right and dying... again... and again... and again. according to the credits, we can thank tuoma "tuco" korva and lado "icebreaker" crnologar for the level design, but i've no way of telling you who did which.

E1L1: d-day what's more iconic in united states military history during WW2 than omaha beach? this recreation of the bloody battle might not be as lethal as the real thing, but it sure is nearly as nightmarish. the game throws you in deep real fast and you're forced to learn, through trial and error, the basics of the game, all the while random explosions and bullets out of nowhere will cut your gameplay short. you'd think they'd at least give us some basic training... even medal of honor frontline was more forgiving.

E1L2: atlantic wall omaha beach, part 2. you're alone for this one, you and several dozen enemy troops as you work your way through a complex of shattered bunkers and rail lines. not much sense to the layout on this one, though cool carnage as a row of parked trucks are annihilated in an artillery explosion -- along with all the nazi goons hiding behind them.

E1L3: defend you meet up with some friendlies just in time for a panicked radio message -- a squad is pinned down under enemy fire and need help. working your way through a flooded village and a forest infested with nazis, you eventually come upon the squad, hiding in some foxholes as a couple dozen enemy mysteriously teleport in by a hedgerow on the far end of the field. aside from some extra ammo, you also get access to an artillery strike via radio and a mortar launcher. hold out long enough and a gate will open with reinforcements behind, and the exit beyond.

E1L4: hunt for the 88s jesus christ. if you managed to get through the d-day map without getting too frustrated you may wind up throwing in the towel on this one, an extremely dark night mission in the woods where the enemy can see you but you can't see them, and they always have insanely good aim. the one thing it has going for it is a pretty cool scripted sequence where you and a squad of guys traverse a bit of forest, exchanging some bad banter -- very cool for the build engine! and then they all die in an ambush, leaving you to play audie murphy -- again.

E1L5: finding private mccurkee first of all, lol. second of all, this mission is actually almost fun. a ruined little town teeming with enemy, you'll have an opportunity to use a rifle to pop enemies from a distance, which will be useful as there's plenty of snipers. a mortar team will make your life hell near the end. it's fun working your way through the ruined buildings and finding ways to climb up into otherwise inaccessible rooms.

E1L6: saving private mccurkee did you like e1l5? how would you like to do it again, only this time in reverse, in the dark, and with an NPC in tow that you have to babysit -- assuming he doesn't get his dumb ass stuck in the foxhole right at the beginning of the level and then you don't notice he's done it so you save your game like a dumbass and now you have to noclip through the gate at the end because the idiot doesn't know how to climb?

yeah. i didn't like e1l6.

E1L7: mop up the final mission of the d-day episode is a mercifully daytime shootout across a semi-detatched military complex in which you shoot a bunch of nazis, blow up some tanks, dodge some artillery fire and, in the end, lay waste to a small, fenced-in compound guarded by SS, who distinguish themselves from regular grunts by their distinctive black uniforms and red nazi armbands. just hanging around them lowers your morale; ignoring the fact that the morale system makes no sense, this does amusingly give rise to the idea that the SS are so evil that they can sap you on a psychic level.

i mean, that's true of nazis today.

final thoughts: not a good first half. maybe three or four of the levels are salvageable; the rest are unmitigated shit, especially e1l4. while this is very likely the first-ever WW2 FPS to feature the omaha beach landings and the normandy invasion at large, it's a novelty at best, an exercise in frustration that shows the limits both of the engine and the designers' talents.

EPISODE 2: FRANCE

not sure what exactly distinguishes this episode from the previous, except that it's perhaps a continuation of the battle of normandy? who knows. regardless, it's another 7 levels of this shit, because they couldn't see what they did in episode 1 and think "we've done enough damage."

E2L1: hell from above a much more sensible first level, this is essentially a sweep-and-clear mission as you work your way (alone, of course) through a cute little village along a river. lots of wide open space means little cover for you, but it also makes combat a bit of a turkey shoot (especially with auto-aim on.) oddly you get tons of MP40 ammo -- even maxing it out -- before you ever actually get the MP40.

E2L2: seaside sweep a quick jaunt through a seaport. lots of nazis, and lots of BAR ammo to perforate them with. would actually be a decent level if not for an issue i ran into -- i don't know if it's endemic to the game or if it's a bug introduced by eduke32 -- that placed two very large wall texture sprites in the map that blocked my view of the final building, forcing me to god mode just to be able to approach the place.

E2L3: under fire similar to "defend" from the first episode, the first half of this mission involves you facing off against endlessly respawning waves of germans until such time that you're called to retreat through the village, which is swarming with germans. clear your way through it and you're treated to a grisly scene of SS troops forming a firing squad to execute captured allied prisoners. definitely feels like a precursor to the early call of duty levels. it's not *too* bad a level i guess.

E2L4: paperwork it's time to attack an SS-occupied chateau in this quick little mission. it starts off surprisingly easy with a short, linear path that takes you through some countryside. a heavily fortified bridge serves as the main defense of the chateau and every window bristles with guns. get inside the chateau walls and it's wall-to-wall SS, draining your morale with every burst of their MP40s and having the infuriating tendency to have your shots (especially your BAR) go right through them.

E2L5: railroad typhoon you've been tasked with rescuing a bunch of captured allied troops who've been put on a train, which means storming a trainyard. it's mostly wide open spaces here, though there is a cool part in a connecting tunnel where you're checking train cars. the trainyard itself is comparatively vast, and enemy fire comes from all directions. relatively fun map.

E2L6: a game of bridge like the name suggests, the key feature of this level is a bridge, currently occupied by a tank and a large contingent of nazis. to get there you'll have to fight your way through the town; across the river are rows of windows from which the enemy shoots at you (a common feature in this episode that i'm starting to suspect may be a favorite feature of one of the mappers.)

E2L7: urban rush the finale of WW2GI involves fighting your way through a massive urban area to rescue a captured general. this is probably the largest level in the episode; with an enemy around every corner. while it's otherwise an interesting, intense level (a small legion of semi-invincible SS notwithstanding) there's a frustrating bit where you must go through a no-man's-land of sorts that's constantly being bombarded by artillery.

final thoughts: a significantly better second half, but the problem is, that's not saying much. it still suffers from issues endemic to the game, like the insane reaction times of the enemy, the massive damage they do to you, and so on. however, the gameplay is much more straightforward for the most part, with no NPCs to babysit, no weird trial-and-error "wtf do i do next" issues, just pure nazi slaughter. now if only the game didn't suck.

PLATOON LEADER

platoon leader is a free expansion for WW2GI that adds three more levels to the game and several additional features. two of these, inexplicably, are set during the vietnam war, a throwback to TNT team's earlier outing NAM (which itself was a sequel to their earlier free mod for duke nukem 3D 'platoon,' based on the movie of the same name.) the remaining level, however, is set in the pacific theater of world war 2. the result is that the armory is a mix of WW2 and vietnam war-era weaponry, with the level design such that you won't receive weapons that don't belong in the era you're playing. speaking of level design, no clue who did this one, but i want to punch them.

PLT_E1L1: hill 41 eeeuuugh. you start at the base of a hill. while you have a radio that can call in both a tank assault as well as an air strike, your main strategy is going to be charging up a hill swarming with IJA troops. while the hill is actually rather realistically constructed, with varying slopes and flat planes, this is about the only interesting facet of the level design as the entire hill is covered in invisible land mines and enemy shooting at you. making matters worse is that the game seemingly arbitrarily will declare the mission a failure and cover the screen with a failure notice, forcing you to restart. i even god-moded my way up to the top, killed everything i could, blew up the tunnel entrance, and still failed. this level sucks.

SAVING PRIVATE RYAN TC* FOR DUKE NUKEM 3D

"saving private ryan" is a landmark war film that changed how war movies were made and inflamed the imaginations of game designers everywhere. imagine storming omaha beach from the comfort of your own home; imagine fighting through the hedgerows. while the commercial game "WW2GI" was the very first world war II-themed FPS that wasn't wolfenstein with its abstract mazes and mad science, "saving private ryan TC," released a few months after WW2GI (and using some stolen assets from it), was an attempt by a small group of duke 3d fans to recreate their favorite war movie. in this mod for duke nukem 3D are five levels, each one representing a key scene from the film. an archived version of the mod's website lists two people as level designers: jeff (using the name eXtreme-Rush) and jody (using the name kissle.) i couldn't tell you who did which maps, not that it terribly matters.

* note: TC stands for total conversion, an older term for what we'd now simply call a mod

SPRL1: ohmaha beach yes, that's how it's spelled. basically a worse version of ww2gi's d-day map, it can be done in a matter of seconds. once you blow the shingle and get up onto the ridge it's just nazi city in the trenches beyond, and ammo is scarce -- you're better off just running towards the crater with the movie poster in it.

SPRL2: vierville very short little jaunt through a war-torn village, with a squad of useless soldiers following you. the ruined applecart from the movie is here, as is the half-blown out house; a lone enemy up in a tower is easily dispatched, but figuring out how to get past the invisible wall blocking your further progress is tougher.

SPRL3: bunker another short level, a charge up a hill with the enemy already firing at you. the bunker itself with the radar is cool-looking, at least.

SPRL4: the fields basically "bunker" but with tall, semi-transparent grass sprites everywhere. kill all the nazis and then go talk to the US soldiers hiding near the burning halftrack, and you're on to the finale.

SPRL5: last battle probably the closest this thing gets to a real level, and it sucks ass. you'll not hurt for ammo, and health items actually show up here, but the place is teeming with enemy and cover is light. get across the bridge and you're done.

final thoughts: whoof. while it's true they recreated the setpieces, it comes at the expense of gameplay. the levels are, in a word, ugly and simple, with little in the way of anything distinctive. the whole thing can be gotten through in about 10-15 minutes; wouldn't it have been more fun to simply mix the movie's story beats into a broader game that more closely resembles WW2GI? sometimes i wonder what happened to the mod team; it's clear they were young when they made this (weren't we all, back then...) i guess in the end i admire what they were trying to do, and i appreciate that they were young and didn't really think this through. but it just doesn't work.

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SPEAR OF DESTINY: A LEVEL-BY-LEVEL BREAKDOWN

(note: due to the extreme simplicity of wolfenstein’s design ethos, i will be forgoing screenshots, with one exception. you’ve seen one wolf3d screenshot, you’ve seen them all. if you would like to see the game in action, i recommend this LP.)

spear of destiny

with the smash success of the original wolfenstein 3D, it was perhaps inevitable that there would be a followup -- and this time, it was to be a retail release, meant to be put in a box and sold in stores by formgen. developed over the course of two months as john carmack worked on what would form the basis of the doom engine, "spear of destiny" is an "expandalone" of sorts in that it's shorter than the main game by far (only 21 levels) but did not require the main game to play. it stands as a prequel to the "nocturnal missions" (which were themselves prequels to the original episode trilogy. unlike the main game, where the hint manual gave indirect attribution to most of the maps, it's unclear who at id was responsible for which map. the only thing we can say for certain is that the level design is a massive improvement on the original game, generally eschewing the more abstract design ethos as embodied by the likes of episode six for a more realistic setting.

tunnels 1: entrance to the tunnels short and sweet intro to the mapset. opens up similar to the first level of wolf3d ep 2, with BJ infiltrating the castle through a tunnel entrance in the castle's lower levels. no mutants to be found here, though, just regular goons. it's more or less a straight shot to the exit, but there's no harm in poking around.

tunnels 2: corridors of confusion awesome music in this level. in the tunnels deep beneath the castle, this is a confusing maze that loops in on itself repeatedly. mostly staffed by low-level guards and SS goons, this level won't make you sweat much.

tunnels 3: cave-in! another quickie, this one's defined by a long hallway with multiple rooms along it, some of them seeming to be torture chambers. the hallway has been bisected by a cave-in (very cutely done by simply placing a couple of stony-looking wall blocks in the middle of the passage) so you'll need to navigate some tunnels to get around the blockage. very low-key action.

tunnels 4: fortune and glory the castle's treasure vault is a sprawling underground complex. the western half of the map is quasi-realistic castle-style architecture, but get into the secret areas and watch the path turn into spaghetti. it's worth it though -- 1-ups at the end of one secret area, the secret level at the end of the other.

tunnels secret going a bit old-school here, this is a sprawling map made up of different sections, each annoying in their own way. despite being a prequel, mutants make their first chronological appearance in this level, and several sections are designed to take advantage of their utter silence and breathtaking firing speed.

tunnels 5: guardian of the dungeon door unlike the original wolfenstein which was split into six episodes of 10 levels with a boss at the end of each, the 21 levels of spear of destiny are split into much smaller contiguous episodes. the "tunnels" chapter thus comes to an end with this level, an absolute shitshow of guards and SS coming after you from all sides. clear out the bullshit and you'll have to deal with trans grosse ("beyond big" in german) -- a relative of the grosse family by the looks of it. he's enormous, he's got two chainguns, and he goes down like a sack of dead chimps with enough concentrated fire. but with all the goons he's got in his boss arena, your first priority should be clearing out a safe area in which to deal with him.

dungeons 1: dungeon depths pretty standard level. the first area is a blue-stoned dungeon; beyond the dungeon exit is a labyrinthine network of tunnels and hallways in red brick. it's a maze down there and all too easy for enemies to get behind you. otherwise, nothing of note.

dungeons 2: winding dungeons like the last level, this is a bog-standard wolfenstein map split between a blue dungeon area and a separate area, in this case mossy stone. though the dungeon area is large, resistance isn't too fierce. that changes when you get into the lower half of the map, when nazi goons start coming at you from all directions.

dungeons 3: guard post i get the feeling john romero did this one. it's an enormous maze of mostly blue dungeon walls, filled to the brim with enemies. one shot and they all congregate on you, leading to a frantic firefight that requires constantly moving forward to not get overwhelmed. find the key to the locked door and you'll find yourself in a long corridor that surrounds the entire maze, equally heavily guarded as you work your way around to the other side of the map to reach the elevator. great map.

dungeons 4: main dungeon this level can actually be mostly bypassed if you know the secret paths. so you can effectively dodge a room full of SS and officers guarding the key by simply sneaking in past them, and then taking another secret passage that leads directly to the exit. it's a neat little trick that suggests tom hall's involvement. if you choose to do this the hard way, it's a bog-standard map split into three areas with little in the way of resistance, so a bit of a breather after the massacre that was the previous level.

dungeons 5: barnacle wil the jailer similar to the tunnels boss level, this is a map featuring an arena with some heavily guarded antechambers. find your way into the boss room and you'll face barnacle wilhelm, who carries a chaingun and a missile launcher, but he's hardly a threat. the bigger issue are the officers and other losers who attend him, who lie in wait until they see you, meaning it's unwise to move about too much in the boss arena until wilhelm is down.

castle 1: castle entrance the back half of spear of destiny shows some more of the quasi-realistic philosophy behind the level design. the bulk of the level is a confusing maze of rooms that serve no real purpose, but they're surrounded not only by a wall hollowed out by a secret passageway, but an outer wall that serves as the main defense of the castle, complete with two trucks parked in the gateway, the outside world visible beyond. it's a neat touch that adds a bit of a realistic vibe to an otherwise abstract level.

castle 2: barreling through the castle fuck you for this pun, id. (and fuck you for doing it again with doom 2's "barrels o' fun.") the early part of the map is full of ambushes in which barrels are used as barricades, with nazis firing at you from cover and no way for you to recover their ammo. past that bullshit is another standard maze of rooms and halls, with mutants occupying a wing in the southeast.

castle secret: pushwall panic! if there's proof that sometimes secret levels just aren't worth it, it's this one. as the name suggests, the core conceit of this level is pushwalls, pushwalls everywhere. it's a massive, confusing nightmare maze made up of different sections, all of them hidden behind pushwalls. if you're not attempting this with a map like the one in the hint guide, you'll probably go mad.

castle 3: castle hassle resuming the castle shape of "castle entrance," this opens in a broad, cavernous loop around a lower level of the castle. entrance into the castle proper is through the four corners. the level is mostly populated by mutants and a few handlers, so quick reaction times are a must. the interior of the castle is another abstract maze sectioned off into four different areas you must access from one of the corners.

castle 4: militant mutants oh god. mutants are everywhere on this level, especially in the cave section to the northwest. it's honestly a real shitshow. the tension is palpable, but id do reward you with a great fakeout -- throw the switch of the first elevator you see and the wall moves back, revealing health and ammo and a 1-up.

castle 5: gauntlet guards the mutant mayhem continues with this abstract spaghetti of a map partially bisected by two parallel hallways. the opening of the map is very cruel, a gauntlet of thin hallways you must wind your way through while being fired upon by mutants. get past that and the rest isn't too bad provided you know where to go.

castle 6: king of the mutants chriiiist. this boss level is even worse than the tunnel boss level. jammed absolutely full of nazis, ammo is scarce and often behind the very enemies you need the ammo for. the main room has a central area from which dozens of guards can fire at you with relative impunity from behind columns. if you can work your way through the swarm of assholes that dominate the side hallways you'll get the key that lets you into the inner chamber. the big metal box that dominates the room contains the ubermutant, a giant, four-armed mutant on steroids. fortunately, unlike his regular-sized brethren, he isn't nearly as quick on the draw, meaning you have a little time to dive for cover before he opens fire.

ramparts 1: the ramparts top floor. this is most emphatically not a large level -- in fact, it's literally just the castle walls, with a small chapel to hitler of sorts at the center. id software have cleverly managed to make it look like an outdoor section, with the outer walls resembling rampart walls with a sky the color of the dark cyan ceiling this game commonly uses. however, despite the small size, it's wall to wall nazis, without a lot of health or ammo.

ramparts 2: guardian of the spear as boss levels go, compared to the ubermutant level this one is much more forgiving... provided you can get past the death knight, a massive fascist in power armor who takes a hell of a beating and can dish it out just as good. and he's not alone, with an army of officers and their mutant pets. luckily, there is an *assload* of health and ammo on either side of the level, so keeping yourself well stocked should be easy. when the dust settles, you can unlock the chamber holding the spear of destiny, and take it for yourself...

the death dimension WELCOME TO HELL. in what had to have been foreshadowing for what would eventually become doom, grabbing the spear sends you to a nightmarish dimension that very much looks like hell as envisioned in doom's third episode, a cavernous maze filled with skulls on poles, blood and skeletons everywhere, the souls of the damned zooming in on you, and the so-called angel of death, a massive demon who throws green fireballs at you. it's a frightening, unexpected climax to the game, and by far one of the best curveballs a game has ever thrown. even if the boss himself isn't a great challenge -- though watch out for the ghosts flying around, as they can only be put down for a few seconds.

final thoughts: in an era of shareware and games being spread across an episodic structure, a game that just gives you a single adventure across a series of levels was a bit unusual, particularly from id software. 21 levels of nazi murder without a break, split across five different themes, with five bosses to keep you amused. it's a bit of a mixed bag, however. the early tunnel levels are light and easy, letting you dip your toes in. the dungeon levels are more standard wolfenstein, akin to something we'd see out of, say, wolfenstein 3D's second episode. the castle chapter mostly just kind of... sucks. the final two levels are brutal, though not as bad as the ubermutant level immediately preceding. if you can survive the ramparts, the game drops a great surprise finale. overall i'd say that the level design is *generally* better than wolf 3D, but there are some missteps, namely that second secret level. i do like the attempt at creating some semblance of a real-world castle, but in general it seems to be the case that they simply use the basic outline of a castle to construct a more abstract maze within, and even then they don’t do that consistently. still, it’s a nice early attempt at realism in an FPS.

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wolfenstein 3D: a level-by-level breakdown

(note: due to the extreme simplicity of wolfenstein’s design ethos, i will be forgoing screenshots, with a few exceptions. you’ve seen one wolf3d screenshot, you’ve seen them all. if you would like to see the game in action, i recommend this LP.)

EPISODE ONE: ESCAPE FROM WOLFENSTEIN

the iconic shareware episode, and the only one available for free -- thus often the only one many people played. like many others, i'd only ever played the shareware episode, but it's still just as captivating as it once was all those years ago. in terms of design aesthetic, wolfenstein 3D may be somewhat primitive and abstract by today's standards, though it's worth mentioning that there are occasional attempts at realistic touches such as the dog kennel in E1L1. the basic premise is identical to that of the original classic: you've been taken captive in the dungeons of the nazi-occupied castle wolfenstein, and it's up to you to get out.

E1L1 the classic first level. we begin in medias res, with you already having been captured and now attempting your escape. there's a dead guard in front of you, and you're armed with a knife, and the guard's luger, 8 rounds in the magazine, and a pumping soundtrack to get you primed for nazi murder. a somewhat linear affair save for a quick side trip into the kennels. savvy players who know their secrets can find the elevator to the secret level behind not one, but two secrets at the very end of the map.

E1 SECRET if you're brave enough to try this secret level, the difficulty takes a major leap upwards as MP40-toting SS guards join the regular grunts in defending this huge maze, which seems like an underground cave system, perhaps beneath the bottom levels of the castle proper. creepy music serenades you as you navigate the tunnels, and it seems like every corridor has at least one secret to be found. cool fakeout ambush if you choose the wrong exit door at the end.

E1L2 whether or not you did the secret level, SS goons are here as well. not the biggest maze in the world, but a huge chunk of it is entirely optional. aside from a big kitchen area, kennels and a prison there's a pair of big torture chambers too, full of the skeletons adrian carmack drew to get a rise out of the suits at formgen who were nervous about the violence.

E1L3 another maze of torture rooms, prison cells and officer's quarters. an optional series of boxy rooms is largely featureless but if you know where to look you can find a secret treasure vault.

E1L4 while mostly still a fairly featureless series of rooms, this does feature a few points of interest, for example the wood-carved swastika that dominates a room on the southern end of the map, as well as one of the rare secrets that actually gives itself away by the puddle of water before it, suggesting a leak of some kind.

E1L5 the heat turns up quite a bit for this one, with enemies around every corner, especially on higher difficulties. you'll have more than one chance to just unload with the chaingun until everyone's dead. it also features an enormous secret area -- probably the biggest in the episode -- that's full of treasure, ammo -- and guards.

E1L6 not the longest or most complex level, but there's plenty of nazis to murder in this nearly entirely red-brick complex of mostly straight hallways and round rooms. you'll have to go one way for the key, then another for the exit. a cute little barracks with plenty of treasure is the standout landmark here. watch out for the SS ambush right by the exit.

E1L7 one of the few levels in this episode we can conclusively attribute to one of the designers, tom hall in this case, thanks to a comment he'd made that was published in the hint manual. in it he describes the central landmark of the map, a long hallway lined with gaps in the walls, the gaps filled with impassable columns. behind them are large rooms filled with guards, and traversing the hallway is basically a gauntlet as a small army of troops fire upon you from behind the columns. reaching them is a matter of following the hallways around to the rooms they're in, but once they're alert they'll start spreading out, making tracking them down difficult. it's a cool idea and an early example of the kind of creative level design that we would later see in doom.

E1L8 another all-brick affair, save for a little bit of wood paneling and a grey stone barracks area in the northwest corner. a very short level all told, surprisingly light on resistance for so late in the episode. features the first appearance of what i've in recent years taken to calling the "trash eagle."

E1L9 the end of the episode is just as iconic as its beginning, a massive entrance hall devoid of enemies... save one. hans grosse, an enormous teutonic bastard in full body armor, greets you with a cursory "GUTEN TAG" before unloading on you with two chainguns. dealing with him requires ducking for cover when he's firing and dumping your ammo on him when he's not. after what seems like almost all of your ammo he'll go down like a sack of hammers, giving you the key to the exit, and the iconic escape cutscene. if you need ammo or health, there's a secret along the western wall full of both.

final thoughts:

an iconic episode, right up there with "knee deep in the dead" or "dimension of the doomed" in terms of its recognizability. sure, the texture usage is rather limited and the level design, cute attempts at imitating real-world spaces aside, is as abstract as any in those days, but for a lot of people, the first level alone could probably be done in their sleep. while there's only three kinds of enemies through the entire episode, they're often cleverly placed to keep you on your toes. this is just a taste of what's to come.

EPISODE TWO: OPERATION EISENFAUST

after the limited offering of the shareware episode, the full game promises a bigger experience, with more textures, more enemies, more music, more of everything that made wolf3D so great. the level design gets more complex as now you'll often have to find two keys instead of just one. now that you're free from wolfenstein, it's time to resume your mission, infiltrating castle hollehammer where the evil dr. schabbs' laboratory is supposed to be, and find out what he's been doing in there. episode two thus starts off by introducing you to the mutant, a reanimated soldier carrying cleavers in both hands and a gun in his chest. absolutely silent, he's an inhumanly fast shot and if you're not careful he'll get the drop on you, ending your mission prematurely.

E2L1 the origins of the horror theme that has been a part of the franchise all these years starts here with another level by tom hall, as you infiltrate the castle via some kind of sewer entrance. the first few rooms are empty, and you think maybe you've gotten in unnoticed... but open the wrong door and say hello to your first mutant. how well you do in this level depends on whether you find the MP40 and ammo cache across from the entrance -- or the hidden chaingun. nice touch with the starry background on the wall behind you at the start -- it gives a sense that this isn't just another bunch of random abstract hallways, but a real place with a real outside world. it's not fooling anyone, obviously, but it's a good touch of realism in a time when "realism" consisted of a square room with a table sprite in the middle.

E2 SECRET a very tiny level with a few mutants... or is it? push in the right place and the level opens up significantly, with a boatload of treasure to be found. the mutants didn't bother waiting for you and have killed some of their nazi handlers, as the corpses on the floor indicate.

E2L2 after a brief portion in the sewers, you find the exit -- marked by warning signs, presumably to keep people out of the sewers where the mutants'll get 'em. it's sealed off too, requiring you to push a wall to get out. the rest of the level is a fairly bog-standard level with three quarters of a swastika being the only distinguishing feature. i think tom hall did this one as he comments on being able to see out a window early on.

E2L3 it's not the sewers, but you wouldn't know it for all the slimy wall textures. the opening section is simple enough, but the level likes to play around with secrets. an entire secret area is visible beyond rows of columns, but to get there you have to take the long way around. there's more secret areas within the first one, each one getting better and better, until finally culminating in a mess of SS. and if that's not bad enough, the silver key is guarded by mutants, lying in wait. tom, you're an asshole.

E2L4 not a complex level from tom here, split mostly into two sections with a third, circular room in the middle. a lot of doors open immediately into dead ends; others have mutants behind them. a holding area for mutants quickly turns into a shitshow when killing the lone guard alerts the monsters hiding in their cells and they come out for blood.

E2L5 well, it's a nazi castle, i suppose it makes sense to have a level shaped like a swastika. each "arm" of the swastika is done up in a different theme, from the slimy rock walls we've seen a lot of this episode, to a red brick stronghold of sorts, to blue stone dungeon, to wood-paneling. you can basically skip most of this episode by going to three rooms max, but you miss out on a lot of nazi murder and items to find.

E2L6 opening up in a cave-like area very similar to the secret level from the first episode, only this one is full of mutants. the big maze in the southeast can be navigated by following the bloodstains -- a neat touch that seems like something tom hall would do. the elevator doors at the end present an interesting dillemma -- which one is the exit, and which one is the mutant ambush?

E2L7 an odd level. it's just a few rooms and the exit elevator... unless you find the secret that opens up the entire rest of the map. it's still not the biggest map you'll ever play, but it's a respectable 5 minutes or so of nazi slaughter... until you get to the mutant cave in the southwest corner, where the nazis have already been slaughtered.

E2L8 another odd level, this one is infamous for being half made up of a large maze of 2x2 rooms and pushwalls. push your way through and you can find 1-ups, hans grosse clones (or maybe they're his brothers), treasure, or a sign saying CALL APOGEE, SAY AARDWOLF. this sign was part of a contest, if you did what it instructed you would win a prize. however, thanks to cheat and mapping programs the sign was found almost immediately, and the contest was canceled. in some later versions, the sign is replaced by a 1-up and some garbage. the rest of the map isn't as memorable, though it does have a nice little barracks in the southeast.

E2L9 another boss arena, the laboratory of the evil dr. schabbs. metal walls and warning signs tell you this is a high-tech place (well, for the 1940s anyway) and every room is quite large. other than schabbs, mutants are the only other occupants, coming at you in a wave before the mad doctor himself attacks, throwing hypodermic needles full of his monster serum at you. if you die to schabb's flying needles, instead of the usual beat-up face, BJ's skin turns white, just like one of the mutants. killing schabbs triggers an instant replay of his death animation, which is funny.

final thoughts: the second episode turns up the heat significantly. the mutants prove themselves to be a serious threat, their silence and frightening firing speed making them incredibly dangerous. the horror theme is pretty strong at multiple points in the episode, which is impressive given how primitive the game is compared to even doom. clever use of enemy corpse sprites and blood-spattered textures offer some interesting environmental storytelling. schabbs himself embodies the worst aspects of the nazi regime, that of mad science and human experimentation -- so of course taking him down is satisfying, despite how easy he is. (letting his mutants do the work for him -- so typical!)

EPISODE THREE: DIE, FUHRER, DIE!

the third episode, and technically the final one of the early version of the game until the nocturnal missions were added. as the name suggests, your mission is to kill hitler. who doesn't wanna kill hitler? well, nazis probably. but fuck 'em. anyway rather than crumbling old castles, dank dungeons and evil labs, episode three is set in a massive bunker beneath the reichstag, akin to the plot of "beyond castle wolfenstein." don't expect adolf to calmly let you bomb his conference room this time, though...

E3L1 the entrance to hitler's bunker is a small set of rooms that offers light resistance -- a few guards and SS, plus the very first officer in the game, who moves fast and fires faster. he's not as much of a threat as the mutant, but he's still quick on the draw. poke around a bit and you'll find the secret dungeon complete with machine gun for the taking. the music is a bit of fun, a very simple tune that has a morse code message playing in the background:

TO BIG BAD WOLF DE LITTLE RED RIDING HOOD ELIMINATE HITLER IMPERATIVE COMPLETE MISSION WITHIN 24 HOURS OUT

E3L2 this is the first level that we can be pretty sure is john romero's if his commentary in the hint guide is anything to go by. it's a relatively tiny level, split off into two parts, with the exit very close to the start position but locked off. the key is in the southern area of the map, but the northern portion doesn't offer much and is completely optional -- a deliberate fakeout on romero's part.

E3L3 another short map by romero, this one opens with three doors to choose from. two eventually lead to the same place, while the third takes you to one of the keys you'll need. the other key is guarded in the northern part of the map. similar to romero's tendency to stick an enemy in the exit room in doom, an officer greets you on your way to the elevator.

E3L4 romero's short-form maps continue here (i wonder if these maps were made early in the game's development?) it also continues the trend of most of the episode 3 maps being largely white stone walls with the occasional brick, dungeon or wood to break up the monotony. finding the key isn't enough -- the door opens to a wall that turns out to be pushable.

E3L5 another short-and-sweet level, this one centering the action mostly around a red brick complex inside a large grey stone room. though this one does feature a long, twisty passage that ends in little more than a medkit and an SS goon.

E3L6 tom hall brings his personal brand of weirdness to episode three with this level that opens with a locked door immediately to your left. going forward is a repeat of his old favorite trick of putting enemies and items behind barriers where they can shoot you but you can't reach them, not without a little secret-searching anyway. there's also the enormous maze of reinforced steel to the north which offers little in the way of resistance but is incredibly confusing without a map. there's also another key that can be gotten on the sly by going around and entering the closet it's in via a pushwall in back.

E3L7 jesus christ, tom. "abstract" is the theme for this level, a mess of curving hallways, rooms in the shape of tom hall and john romero's initials, a secret that's easy to break before you even find it, a ludicrously large, featureless secret maze, and *another* secret at the end of said maze. the final secret is worth it though, as it takes you to the secret level...

E3 SECRET it's pacman. in first person. with some nazis thrown in. that is literally the entirety of the level. avoid the ghosts, get the treasure, find the exit. it's honestly an adorable tribute to such a classic game from a game that has since become nearly as much of a classic itself.

E3L8 the final level before hitler, and the nazis throw everything they've got to stop you. tom hall starts this level by putting you in an empty room; only pushing the right wall will take you into a large, swastika-shaped corridor. SS and officers are everywhere; side rooms will have enemies coming at you from all sides, and they've put up barricades that you'll have to work your way around. and just when you think you've cracked it, and you're at the end, you open the elevator door and there's an officer right there waiting for you -- which doesn't happen often.

E3L9 this is it: the final battle with hitler! aesthetically it's not terribly different from the rest of the episode, but it does introduce us to one of the best fakeouts in a video game. all that buildup and when we finally do meet hitler, he's dressed in robes and shooting fireballs at you -- could it be that the old monster is a magician? well, he's playing a trick on you alright: it's a mannequin with a flamethrower, and when shot down you can hear hitler's evil laugh in the distance. hitler himself is a fairly straightforward boss fight, first in a war mech, and then when that's destroyed he comes after you himself with a pair of chainguns. his death animation is even better than the one at the end of bionic commando.

final thoughts: for the third episode of the original trilogy, design-wise it's a bit disappointing. the texture use is quite monotonous, the levels are pretty short and simple. alone or in small groups, the officer isn't nearly as menacing an enemy as the mutant, which is absent from this episode. the pac-man secret level is an amusing diversion at least. the real value in this episode is the battle against hitler -- that death animation is a treat.

EPISODE FOUR: A DARK SECRET

after the initial success of wolfenstein 3D, apogee software founder scott miller convinced id software to make another trilogy of episodes after finding out that a new level could be cranked out at a rate of one per day. smirkingly titled "the nocturnal missions," this prequel trilogy involves a plot to wage chemical warfare on the allies, and so episode four opens with BJ infiltrating a chemical weapons research facility. we can expect the usual castley goodness as envisioned mostly by tom hall, which promises a slightly more visually interesting experience than hitler's bunker.

E4L1 tom's crafted a cute little castle entrance with a big foyer and dining hall, and a little cavern of sorts in the southwest corner leading to the exit. not the most heartpounding of levels, but at this early stage you'll be ill-equipped to deal with the amount of SS and officers thrown at you, especially on higher difficulties. thus it's an early hint as to the focus on increased difficulty for the nocturnal missions.

E4L2 another tom hall joint, this one has a strong castle design, being ringed on all sides by a single long hallway with a number of rooms in the center. popping off a firearm here will alert enemies on the other side of the map, making exploration dangerous as you're likely to be snuck up on.

E4L3 the level starts off with a huge offering of health and ammo. normally when seeing a smorgasboard like this, it raises one's hackles as it signifies the arrival of a boss enemy. however, none is to be found -- but there *are* a big gaggle of enemies further down the corridor, up to 23 at once. it's quite the impressive ambush.

E4 SECRET sure, you *could* try to fight your way through the whopping seventy-five officers (on all difficulties!) who staff this level. the secret ammo stash at the start is the only thing that would make it even possible. but it's clear stealth was in mind when this puzzle map was designed, the idea being going behind the officers' backs. the official hint guide says that if you follow the path it designated you won't be seen, but this is unfortunately untrue as three will spot you either way, forcing you to hurry.

E4L4 tom gives us a relatively small level that, aside from a cave maze on the eastern side, also features an "art gallery" full of admiring officers. it's like the secret level in miniature, much more manageable with up to 14 officers waiting to run in front of your chaingun. there's also the choice between a secret room full of health, or a secret room full of ammo, and which one you get is dependant on which way you push a wall.

E4L5 tom hall has crafted a large cavern system that seems to be filled with officers. there's also a moment where a horde of guard dogs come at you en masse, and if you're not careful they can catch you in a pincer movement. there's multiple elevators as well, but all but one are inaccessible.

E4L6 tom hall's predilection for mimicking real-world spaces in doom (as in episode two of that game as well as parts of doom 2) can be seen in wolfenstein 3D as well. this level's example of that is the multiple elevators from the previous stage can be seen here too. but perhaps the standout feature of this level is the strange series of thin hallways behind a long row of doors, most of them containing officers and items. it's a good example of the abstract weirdness that has long been a staple of early FPS level design.

E4L7 fairly standard level. a long central hallway divides the east and west sides; it's filled with enemies, and tom hall has exploited the enemy behavior of being able to open locked doors to create an opportunity for players to get through without needing the key -- though if it closes behind them, there's no turning back.

E4L8 another tom hall joint, this one has a lot of tricky encounters that make the standard guards actually dangerous for once. it's the same trick as the dogs in E4L6 -- a big winding maze that makes it easy for the enemy to get behind you. there's a similar area full of officers where it's possible to sneak past some of them -- or bypass them entirely, if you find the right secret.

E4L9 the boss level is a cruel twist on the usual method. all the health and ammo are behind locked doors in the boss room; the keys are guarded by a single grunt who will alert a small army of SS and officers in the next room. however, the final boss, otto giftmacher, is not a threat at all, firing a slow-moving missile that's easily dodged. if you came in already loaded for bear you don't even need to deal with his goons.

final thoughts: episode four is a good display of tom hall's somewhat mean-spirited level design, and i say that in a good way. it's clear he took the opportunity to up the difficulty for the expansion, and that includes throwing in officers by the boatload. in general, though, the level design has started to become increasingly abstract. otherwise, a good start for the nocturnal missions.

EPISODE FIVE: TRAIL OF THE MADMAN

the fifth episode introduces us to castle erlagen (though the hint guide seems to think that was the site of episode four -- maybe both are true) as we hunt for the plans to the nazis' chemical warfare campaign. most of these levels are from romero, who has a somewhat tighter, more abstract design ethos to tom hall's more freewheeling, quasi-realistic style -- something that would be evident later in doom as well.

E5L1 the dungeons of castle erlagen start you off light, mostly guards and a few SS. john romero has crafted a relatively short level, the majority of the action being in a series of rooms off a long hallway that separates the bottom half of the map from a few large rooms connected by narrow tunnels. the final room is a very romero-esque ambush.

E5L2 romero has a penchant for a very sectional level design and we can see an example of it here, where you're dropped in the middle of the map and it's split across four areas in four directions, forcing you to explore until you find the key and the exit. he's also put in a devious deathtrap to the west -- a gauntlet of SS guards for a handful of treasure that honestly is not worth it, which may be the point.

E5L3 another short and sweet romero level -- but heavily guarded. the exit is right behind the entrance, and a number of goons stand watch. if you're low on ammo, you may be running into problems -- but romero has thoughtfully made the secrets extremely obvious, and both will give you everything you could ever want.

E5L4 similar to E5L2, only incredibly symmetrical, this is a wheel-and-spoke design that plops you in the center and it's up to you to clear out a series of nine rooms connected by hallways. as is becoming a pattern, the path is filled with enemies, so it's up to you to be quick on the draw to mow them down the moment the door opens.

E5L5 romero's hub-style design again, only a bit more freewheeling. notable encounters include the "art gallery" in the southeast corner full of dogs, and a similar mini-maze in the northwest occupied by SS and officers. romero has a talent for making maps that seem larger than they really are. the secret exit, however, is well-hidden.

E5 SECRET more hub-style design, though with an evil twist. other than a few central rooms the entirety of the map is made up of long narrow corridors with nazis on patrol. this leads to a tense few minutes as you navigate these tunnels always knowing that if an enemy comes around the corner, you won't have any cover.

E5L6 a rare attempt from romero to make something that feels like a real-world space, the core of this map is a complex of rooms surrounded by a large cavern that encircles three-quarters of the map. the complex itself isn't particularly unusual or, well, complex, though interestingly one of the three doors leading to the room that itself leads to the exit is of a different lock from the others. you still need the silver key, though.

E5L7 back to the hub design. the enemy count is climbing ever higher, romero throws goons at you every step of the way. a major encounter is in the northwestern room where a row of doors all lead to the same room, with a swarm of officers and SS goons hiding just behind to come at you in a wave. the final room is an ornate hallway lined with SS guards, giving a sense that we're getting ever closer to our goal.

E5L8 the penultimate level of episode five is a quick-and-dirty map that splits off into three zones. the biggest heat of the level is probably in the southwest, a maze of corridors full of bad guys that can and will wind up wandering behind you unless you're careful. and when you get through that mess, there's an ambush in the key room. interestingly, you can see the exit door at the very beginning -- but it's behind a barricade, requiring you to find the key to get to the other side.

E5L9 the boss arena is pretty straightforward -- a huge room divided in three by rows of walls. gretel grosse, sister of hans, is your target for this mission, and she behaves exactly the same as hans. taking her out is a snap, but you'd better stock up before opening the door she guards, as the command room that's your final goal is filled with nazi goons. cute re-use of the "yeah!" animation.

final thoughts: episode five is romero at his best. it's a fast-paced little jaunt that offers plenty of nazis to mow down by the boatload, giving a hint of what doom would be like. though he overuses the hub-style level design, it at least gives a little bit of structure to an otherwise freewheeling, abstract mapping style.

EPISODE SIX: CONFRONTATION

the final episode of the game is a bit of a hodgepodge, featuring work from john romero, tom hall, and, surprisingly, robert prince, the man behind the music for most of apogee and id's output between 1991 and 1996, including, but not limited to: wolfenstein 3D (duh), rise of the triad, duke nukem II and 3D, and of course doom. the story goes, now that the allies know where the general behind the upcoming chemical warfare campaign is located, they send BJ into castle heidenheim. with three mappers contributing to this level we can expect a mixture of styles, and given that this is the very last episode of the game, resistance is likely to be fierce.

E6L1 jesus christ, tom. 95% of this map is extremely long hallways, lined with niches in which officers hide. it takes forever to advance and you're constantly getting caught on architecture. you start the episode with the exit right in front of you, and you have to make an insanely long detour just to get to it. awful map.

E6L2 robert prince makes his level design debut with this weird outing. it starts off similar to the previous level's endless hallways, but at least in this case gunfire will make most of the hiding enemies come after you. after that is a series of hallways that spiral in on themselves, at the center of which is the exit. it's like this episode was designed to annoy me.

E6L3 jesus christ, robert. it's a maze of swastikas. every room is a fucking swastika, and they interlink with each other. it's just... fucking madness. it blows my mind. this is what i'm talking about when it comes to how old FPS games seemed to just get by on pure abstraction. in that regard, duke nukem 3D should be considered a fucking revelation. this map is a pain to navigate too, though not as bad as the first two.

E6 SECRET romero and hall both did this level. it's a very romero-style level at its core -- a central hub with four separate areas, each with a different theme. tackling more than one is optional, because at the end of each one is another grosse brother holding a key to the exit in the central room. to the east is a nightmare zone of a vine-choked maze -- visibility is borderline zero and it's full of mutants(!) and officers. a better bet would be the more straightforward boss arena to the west, though the mazes to the north and south aren't too bad. though, work your way too deep into the pushwall maze and you'll run into a familiar ghost, because this map wasn't gimmicky enough.

E6L4 though the hint guide doesn't say one way or another save for tom hall making a completely random e. e. cummings reference, this has hall's style all over it. It's mostly a series of random rooms connected via one hallway or tunnel or another. Compared to the rest of the episode so far, this level's banality is honestly a blessing.

E6L5 i'm pretty sure tom hall did this one as well. the big setpiece is a long, wide hallway with enemies hidden in the niches in the wall -- something i was tired of before the end of the first level. there's also a couple of nearly-identical shootouts in big rooms for possession of the keys. pretty basic level all told.

E6L6 yeah, i can tell this is a romero map, even without the hint guide telling me. it's got two of his most defining features in his nocturnal missions level design: absolute fucking chaos, and a tight level design with a core conceit. on its surface it resembles the spiral maze from robert prince's first level, but this is much bigger, and *much* more packed with enemies, all of whom come after you from the first shot fired. actually quite fun.

E6L7 tom and his fucking mazes strike again. after a rough initiation (more of the hallway/hidden enemies business) and a big central chamber with officers shooting at you from side rooms, you're treated to a nightmare world of endless mazes. if you're brave enough, you can even venture into a secret vine maze, which, while not as dangerous as the one in the secret level, is still plenty annoying and not really worth the hassle.

E6L8 it's hard to say whose level this is, but i'm going to guess it's romero's. it's two underground complexes split by a single long cave tunnel that curls around and between them in a backwards S fashion, which would suggest tom hall, but the abundance of enemies and the relatively compact room arrangement says john romero. whoever did it, this is a pretty linear affair -- first you clear out the northern complex, room by room, then grab the key. then you take out the southern complex and reach the exit. simple.

E6L9 the final boss of the nocturnal missions, and the nazis throw everything they've got at you. i'm reasonably certain this is a romero level, because the evil general is guarded by a baying horde of fascists who come at you from all directions. it's as if they looked at how sparsely populated the previous boss levels were and decided this deserved a bit more of a finale. it makes for some cool carnage, but you'll likely run into trouble unless you're secret-savvy.

final thoughts: "mixed bag" is an understatement. this episode feels like where the dregs of the design team's ideas went. guest designer robert prince should have stuck to music. there are a few cool bits, but in general the sixth episode is a low note, and a bit of a disappointment after the ludicrously fun fifth episode.

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blood: plasma pak: a level-by-level breakdown

EPISODE 6: POST-MORTEM

the last official episode of blood, crafted by monolith software themselves. similar to how duke nukem 3D's atomic edition eventually became the default version of the game on subsequent releases, the updates to blood that plasma pak bring are now standard to all digital re-releases.  in keeping with a trend among official expansions -- DLC or otherwise -- to reuse previously cut content, "post-mortem" is largely built on discarded levels present in the alpha, nearly all of it by james wilson with input from other monolith staff. as such, this episode could fairly be considered james wilson: the episode. (fun fact: in the game files this game is referred to as "civilian life." both names have their merits in my opinion.)

E6M1: welcome to your life (james wilson) starting things off similar to E3M1 (also by james) with an urban level, albeit a small one. zombies roam the street and back alley while the small department store is crowded with cultists and bloated butchers. a visit to the cash registers wins you a prize, which you may want to help clear out the bullshit. climbing to the roof triggers an air raid by some gargoyles. blood needs more urban levels and this is a nice little morsel.

E6M2: they are here (craig hubbard) craig hubbard returns for his only map for this episode, a sort of bland little corporate complex that doesn't really seem to have any businesses in it, save for a tiny little bar tucked away in a back hallway. most of the old alpha levels were fairly abstract, similar to doom; this isn't that bad, but it does have a banal vibe to it that feels like a precursor to the endless office complex in F.E.A.R. overall not a bad map, with some fun moments like an army of darkness reference in the bathroom, but otherwise not very memorable.

E6M3: public storage (james wilson) the last urban level for the episode, james has brought us the ever-popular crate maze. split across four main areas with multiple paths between, it's as straightforward as levels like these ever tend to get. kill things, get keys, use crates for cover, do some acrobatics, the whole bit. it finally culminates in a battle against a stone gargoyle who, with your relatively limited arsenal, will prove to be a real pain in the ass to put down. not the most exciting level.

E6M4: aqueducts (james wilson & nick newhard) if there's a level that exemplifies the featureless abstraction that is the old alpha levels, it's this one. ostensibly some kind of water/power facility (complete with turbines) it's largely a featureless maze with some underwater sections. the downstairs has been completely flooded (reminiscent of the flooded control rooms of duke nukem 3D's water treatment plant) but other than that there's nothing here to suggest that this is an actual place that people might exist in, until towards the very end when you come upon an old fashioned sailing ship (and sink it.) surprise mother spider ambush right before the exit is a lot less painful than the stone gargoyle. bit of a dull enterprise.

E6M5: the ruined temple (kevin kilstrom & james wilson) you start off underwater as per the end of the previous level. a frantic swim to a boardwalk lands you in the middle of an ambush around a small lake. if you can manage to clear it out and leave through a door upstairs in the little lakehouse you'll come upon a crumbling temple grounds. split into two parts, you'll largely be spending time in the region of a yawning chasm, lava boiling away at the bottom. not much to see here except for tons and tons of explosive barrels for no real reason, and a frantic ambush towards the end when hellhounds are sicced on you and you have to clear a safe space before a pair of gargoyle faces fill the chamber with fireballs. reminiscent of some of the later levels in episode 4, only not as fun.

E6M6: forbidden rituals (kevin kilstrom & james wilson) while obviously frankensteined together out of an alpha map, this is still an entertaining romp through a temple complex that's a little more detailed than some of the other maps in this set. a stone gargoyle jumps you again right off the bat but with luck you're better prepared for him this time. dynamite-tossing acolytes are out in force in this level, but they're almost as dangerous to themselves and each other as they are to you! the carnage culminates in you interrupting a creepy ritual and slaughtering all the participants, but even then you still have to make a quick excursion to get the key to the exit. they don't even bother to make you work for the secret exit anymore, though you'd be hard-pressed to actually find it if you don't know to shoot the symbol above the moon key door.

E6M9: forgotten catacombs (nick newhard & james wilson) catacombs so forgotten they're still full of cultists! this is one of the better levels in this particular set, despite the name and positioning as a secret level calling back to one of the main game's worse ones. a quick, twisty little map that won't eat up a lot of time, but you'll be faced with hordes of enemies. aesthetically it's pretty nice as well. a comparatively short map, but a bit of a breather after so much blanditude.

E6M7: the dungeon (james wilson & nick newhard) the last real level before the finale, "the dungeon" is a lengthy gothic nightmare modeled after the temple levels in the first episode. looking and playing a lot like a quake map, enemies come out of the woodwork as you try to clear out three distinct areas, each sealed off by a series of doors you unlock by matching symbols. it's a great-looking level that manages to be visually arresting despite its entirely subterranean setting.

E6M8: beauty and the beast (nick newhard & james wilson) the very last level in blood (if you did cryptic passage first.) you'd expect there to be a big, bombastic finale, right? hell, at least a lengthy ending level before a mediocre boss? not so much, no. the final level is essentially an arena map where you fight the cabal's newest chosen ones, who after taking a bit of damage turn into the werewolf-like "beasts" that serve as the game's final boss. provided you keep your distance and keep the pressure on, they're a pushover. all in all, a disappointing end.

final thoughts: much like today's DLC is typically geared towards maintaining engagement well after the game's release, so too does the plasma pak have the dual purpose of being an important patch to the game but also adding a fifth episode to justify charging for the update. given how much of the level design and aesthetic is left intact from the blood alpha, it's obvious that these levels were banged out in a hurry to pay the bills during the development of "claw" and "get medieval" -- neither of which anyone really remembers today. so while i can't say the episode really justifies its existence in spite of a few decent maps, it's the updates that the plasma pak brings that really make it shine.

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cungadero

sidenote i love posts that are like “remember to be critical of all ur interests!!!!!” bc they were created in a sphere that has absolutely 0 interests outside of the consumption of media so i just think damn. did i miss some problematic marine animals. did a national park make a bad tweet

There are some good points in the notes about how interests other than media are indeed worth criticizing – car culture, tourism, sports, etc. I’m hardly advocating the unexamined life. But I think it’s notable how many people simply cannot conceive of having interests that don’t intersect with political criticism in some way. Sit and listen to some birds for a while. Meditate. Go for a walk. Doodle. Internalizing the ~implications~ of every single thing you do and say is really not healthy. 

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cryptic passage: a level-by-level breakdown

CRYPTIC PASSAGE

the first official expansion pack, made by the legendary sunstorm interactive, and colloquially referred to as “episode 5.” as this was developed by a different studio from monolith, it has a distinctive style all its own, albeit one that's recognizable if you've played such classics as the duke nukem 3D expansion "duke it out in D.C." it's an eclectic mix of creepy european villages, dismal swamps and ancient ruins, offering a range of themes for you to shotgun cultists in. while a number of people had their hand in level design, the majority of it is by project director robert travis, who also had a big hand in designing the maps for the duke expansions. his style is immediately recognizable.

CP01: boat docks (michael beaulieu) the expansion starts off right with caleb fresh off the boat onto a dock. most of the level is a series of watery caverns, populated by ordinary trash mobs to start you off light. eventually you find a back way into a creepy fisherman's cabin, and from there, an old lighthouse. mostly linear, but you can sometimes open shortcuts to earlier parts of the level. fun encounter by the lighthouse.

CP02: old opera house ("WBB", who i'm going to guess is bill buchalter) given that duke nukem 3D's most famous level is an adult theater, it probably was inevitable that blood would have an opera house as a counterpart. after a short little path you come upon the town gates; beyond is a surprisingly well lit street, shops open for business. the opera house itself has seen better days, but it's currently being squatted by zombies and cultists. poking around in the auditorium uncovers a key to the back entrance down a long alley; from there you get to clear out the backstage areas, ultimately winding up in the cistern below with a surprise gillbeast in tight quarters. a little exploring and you'll find the lair of a certain phantom. one of my favorite levels in the expansion.

CP03: gothic library (robert travis & shawn swift) between this and "old opera house" you're not suffering for creepy urban locales, which outside of episode 3 were a bit rare. following directly on from the previous level, this is a small, yet fairly open layout that has you poking around in various wings of a 1920s-style library. lots of ambushes here behind every door, save one, behind which is a dark, foreboding mini-maze of bookshelves that has zombies lunge at you from the shadows when you grab the key within. great looking map that annoyingly has a couple of "find the button" puzzles blocking progress.

CP04: lost monastary (robert travis) true to blood tradition, we're running through a crumbling religious site, though this one is less "creepy ancient temple to a forgotten god" and more "defiled church." though it starts off linear, it soon begins to get sectioned off behind locked doors. a few good ambushes here, such as when you drop down a chimney to get ambushed by bloated butchers. lots of broad outdoor views too, especially in the back half of the map when you're forced on an extended river ride to get the eye key and back. fun hexen reference in the belltower.

CP05: steamboat (michael beaulieu) an unusual map for blood, seemingly more suited for redneck rampage, and yet it works. (amusingly, redneck rampage rides again has a riverboat level as well.) geographically it's quite small, but beaulieu has made great use of overlapping sectors to create a realistic-feeling vessel, with three decks on this tub to explore. lots of ambushes here, a few fun moments like a zombie climbing out of a toilet to come after you, a caged velociraptor(?) in the basement. just when you think you've won and you've opened the way to the exit, the boat repopulates, requiring you to clear it out again on your way out.

CP06: graveyard (tyler larsen) what's more of a blood staple than a spooky graveyard? this one's far larger than the iconic "cradle to grave" though. tyler larsen has crafted a sprawling collection of graves and monuments separated by hedges and walls and populated mostly by trash mobs. once you get the skull key and head into the mausoleum, the theme changes to a maze of tombs and catacombs with the occasional watery cave to keep things interesting. bloated butchers are out in force here, with a few hellhounds to keep you on your toes. cultists lurk around every corner, and the finale has you facing off against a mess of them, plus gargoyles, plus a hellhound, in tight quarters. at the very end you have a choice of going up some stairs to exit the tomb, or jump into a burning crematory chute to find the secret exit.

CPSL: boggy creek (robert travis) secret levels should be distinctive and memorable. while i don't know if this small, swampy map is distinctive compared to, say, "house of horrors" or "mall of the dead," it's certainly memorable, chiefly for the ruined house with its locked basement full of spiders, and the multi-gillbeast assault after you come back upstairs. similar to "crystal lake" in blood's 4th episode, wall textures looking like trees stand in for actual trees to define the boundaries of the map. charon ferries you around the swamp, but you'll need to find a key to your own boat to get to the ending, which leads you to the same spot the regular ending of CP06 would have taken you.

CP07: mountain pass (robert travis) reminiscent of some of the levels in blood's second episode, though with somewhat less snow. the cabal have set up some kind of bunker or another in and around some ruins set into the side of the mountains, and your task is to find and lower a series of obelisks (similar to what unlocked the boss levels in the main game) to gain access to keys. mostly fun except for an annoying bit where you have to wait for a stone platform that ferries you across a chasm.

CP08: abysmal mine (shawn swift) more cues from episode two, this is a relatively short little jaunt that starts you off underwater and makes you climb ashore right into an ambush. you'll be heading back and forth as each key seems to go somewhere else on the map. fun little scare when you break through a wall right into a phantasm-haunted tomb. the finale is a bit abrupt.

CP09: castle (jeff cleveland) your final destination is this gloomy castle in jeff cleveland's sole contribution to the mapset. compared to the relative ease of the rest of this mapset, cleveland really turns up the heat, throwing hordes of enemies at you, plus multiple boss enemies including a nest of stone gargoyles. starting off relatively linear, it branches out once you reach the castle proper; a trip to the dungeons prefaces a slaughter in the living quarters. after you clear out the big badasses and step into a portal you'll face off against TWO cerberuses (cerberi?) who serve as the final boss in a strange, otherworldly, vaguely egyptian-themed temple. after that, you're done!

final thoughts: quite the varied little adventure, though mostly thematically appropriate for a jaunt through the carpathians. difficulty generally starts off fairly light and doesn't ramp up much as you progress, but the final level will have you frantic. the design aesthetic is overall tighter and somewhat more realistic than the base game. it's clear that sunstorm has learned a lot from their duke nukem expansions, which were also great. though it's worth pointing out that many of the levels are surprisingly quite short. overall, though, while this won't bring anything new to the base formula, it's an entertaining romp with some original ideas.

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PEPPERONI NIPPLES II: THE RECKONING

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you are a devil. you will rot in HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL HELL HELL, HELL, HELL, HELL, HELL HELL HELL, HELL HELL, HELL, HELL, HELL

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blood: a level-by-level breakdown

episode 1: the way of all flesh

the first episode, and the one included in the shareware version. like a lot of shareware episodes, it's generally a sort of mishmash of themes and ideas to provide a reasonable cross section of what a potential buyer could expect from the full game, introducing a small selection of enemies (zombies, the basic cultist and his tommygun counterpart, gargoyles, as well as minor menaces such as rats, the zombie fish, bats and a single grasping hand) as well as about half of the arsenal (up to and including the napalm launcher.) the name is a euphemism (actually a mistranslation from hebrew) for dying.

E1M1: cradle to grave (james wilson) almost every classic FPS game's first level is iconic and the subject of many remakes in other games. let's face it, there's few things a mapper covets more than the E1M1 slot. so here we are with caleb RISING FROM HIS GRAVE. the level is a cemetary and associated funeral home, rather short compared to the immediate next level, but twisting nicely in on itself. the opening room is surprisingly non-descript, just a simple, small crypt. duke nukem 3D in contrast might have dumped you on a fairly blank rooftop but it was a much more dynamic introduction to the game.

after a short couple of encounters in a cemetary you enter the funeral home proper. the chapel is where you get your first taste of the game's tendency to have enemies ambush you from above. up the stairs, past the organ, and through the mortuary, eventually winding up in a small crypt behind the building that leads to the exit. short and simple, but introducing some of the basics -- combat, enemies, secrets, while also showcasing a bit of the game's blackly morbid humor. by 1997 standards it's a gorgeously realized opener, with excellent use of texturing to create a gloomy, creepy setting to shoot zombies in.

E1M2: wrong side of the tracks (craig hubbard) this is where the game really starts to pick up. flowing smartly from the first level -- you start in the same spot you ended the last level, only now the way you came in is sealed off -- you start the level working your way down some train tracks; zombies and cultists stand in your way, and they've been offloading barrels with corpses in them, visible through the glass pane in the side (a reference to the classic zombie film "return of the living dead.") eventually you wind your way around to the front of 'miskatonic station' (heh) and it's lousy with tchernobog troops. they're not just gunning for you either, the zombies are swarming the nameless sadsack innocents that the cult has enslaved.

shoot your way through the station to the incoherent sound of announcements over the PA speaker, answer obscene calls on the public phones, check out pickman's bookshop and stop in for a bit at cask of amontillado. some really good moments here, such as the swarm of zombies breaking through the walls in the foreman's office and the bats flying out of the access tunnel leading off the tracks. it's also one of the best examples of the build engine era's attempts at creating realistic, every-day places to shoot things in.

E1M3: phantom express (james wilson) you've boarded a train and now you have to find a way to get into the engine car. a great opener as the train runs over some hapless folk stuck on the tracks. while the level is literally linear by necessity, it's still a rip-roaring good time as you clear out the cars one by one, culminating in an all-out shootout in the dining car in the back. for 1997 this level was extremely technically impressive; using a conveyor belt effect, they've created the impressive illusion that you're on a fast-moving train across the country. if you fall off, you die, so don't fall off. the conclusion of the level is quite dynamic, as you overload the engine and it explodes, ending the level.

E1M4: dark carnival (kevin kilstrom with revisions by james wilson) blood's pitch black sense of humor is on full display here. after the train derails you pick your way through the ruins until you reach a dark carnival full of wonders. a ghastly ticket collector sics zombies on you after you jump the line, and more zombies and cultists (and mimes) crowd the carnival from end to end. the midway has games of chance -- a shooting gallery, or the opportunity to field goal some severed heads for a prize. in the big tent is the tightrope over a pit of snakes, the big act of everyone's favorite circus freak, jojo the idiot boy. this is also where you meet your first gargoyles, when the carousel comes to life -- a good scare, there. on the way out, you have your options of where to go, even though the bridge collapsed: take a dive and swim to the exit, or cross the remains of the bridge to the secret level, provided you've found and remember the passcode. also: a delightfully vicious secret duke nukem cameo.

E1M8: house of horrors (james wilson) in case you weren't done with the carnival theme, E1M8 provides you with the ultimate carnival ride. the opener is pretty great, with a big horrible clown mouth you have to climb through; the walls are fleshy and gross, giving you the sense that maybe this might be more than just a carnival ride... it's an extremely linear affair as the water ride ferries you down a long winding tunnel, complete with ambushes and a few hilariously ineffectual jumpscares. the finale has you jumping out a window into a back lot for a big showdown before finding your way back to the regular ending of E1M4.

E1M5: hallowed grounds (nick newhard, craig hubbard, terry hamel) a major thematic change, one taking more after doom or quake than the usual "duke nukem for goths" that this game is. on rare occasion (well, half of episode four does it) the game decides music isn't necessary and turns it off for a level. deep, gutteral chanting, wind and thunder are your only soundtrack as you blast your way through a creepy temple. the cult's armies are out in full force here, lurking around every corner and coming at you in packs, with lots of ambushes from above and below. it's a long, winding nightmare that repeatedly loops in on itself. there are a few hints on how to complete the level, and you'd better heed them, because choosing the wrong door at the finale means fiery death. it's all burning torches and glowing candles, making this level a dark, moody affair, and one of the best-looking in the game.

E1M6: the great temple (terry hamel with revisions by james wilson) the climax of the episode is a big quake-style temple in the mountain, initially a linear affair as you work your way through some caverns up into the temple proper, only to switch back on itself several times. zombies, cultists and gargoyles are absolutely freaking everywhere. the level is highly reminiscent of quake in both layout and aesthetic, though as you near the upper areas and get a good look at just how high up you are it takes on a different vibe. plenty of traps, indiana jones style; plenty of firefights too, the best one being a huge shitshow in a room with a ramp that lines the walls, every inch of it covered in assholes to blow up -- and there's a dual akimbo powerup right there for you to grab.

E1M7: altar of stone (james wilson) the grand finale is just a simple boss level, though it'd make a good bloodbath level with its round shape, height variations and small dimensions. other than a couple of trash mobs nothing much happens until you step onto the central platform, at which point the biggest enemy you've seen yet, the huge stone gargoyle cheogh, comes after you. he doesn't have much in the way of attacks -- mostly just flies around and shoots electric blasts out of his eyes -- but he takes an enormous amount of punishment, shrugging off even your napalm launcher. upon prevailing, you're treated to a CGI cutscene that's far darker than its goofy early-90s models give it credit for.

final thoughts: for a shareware episode this is a fairly eclectic offering. the cemetary level sets the tone for the rest of the episode, but it's the train station that most ties in with the game's roots as a horror-themed response to duke3D. the train level is a technical marvel by 1997 standards, but it's probably the carnival levels (which are a clear reference to "something wicked this way comes") that give the episode its most iconic images, as carnival themes keep popping up. the back half of the episode with its sprawling temples really drive home the gothic horror vibe that the game goes for, as well as showcasing some of the more creative level design. if you're in 1997 and you're trying to decide if this game is right for you, this grab bag of a shareware episode should give you a good idea of what you're in for.

episode two: even death may die

while E1M1 is iconic, the entirety of episode 2 is equally so. set in the frigid north, with whole-level references to some of the most iconic horror tales ever written ("frankenstein," "the shining,") it's a departure from the first episode in that the theming is consistent throughout. even the haunted house level is surrounded by snow and cold. it also introduces several new enemies: the bloated zombie, the giant fish monsters, spiders, and most notably, the phantasm, a terrifying ghost that's only able to be hurt when it's about to attack you. the arsenal gets filled out a bit as well -- you now can use the special dynamite types as well as the ever-popular aerosol can flamethrower, plus the voodoo doll.

E2M1: shipwrecked (craig hubbard) the frozen north theme hits you like cold wind in the face, starting you out on a tiny boat heading towards a big wooden ship, locked in the ice (and named the HMS victor, in keeping with the obvious frankenstein ref.) while there's a few treats in the water, most of the level is spent exploring the relatively small ship, moving from fore to aft and back again as you collect keys and open up new rooms. your first encounter with gillbeasts will probably be in the small, flooded room at the fore, a nasty place to meet such a dangerous enemy. the finale is nonsensical, but kinda cool, and a quick swim later you're at the entrance to the next level.

E2M2: the lumber mill (craig hubbard) a quick little romp around a lumber mill, as the title suggests. mostly a small compound of small buildings, you'll be working your way around and through them, visiting each one in turn and clearing them out. first introduction of "bloated butchers" -- fat zombies with toxic puke and big cleavers that they throw at you. these guys can take a hell of a beating before going down. fun, short little level that exemplifies the exploratory focus a lot of these older FPS games had. good bit of humor to be had by the outhouses.

E2M3: rest for the wicked (kevin kilstrom and craig hubbard) it took me a long time to figure out what the hell this was supposed to be. essentially it's a prelude to the next level, a small hedge maze and resort complete with pool, hot tub, and the like -- all frozen over, of course. it's very restful with between 43 to 105 enemies running around. the hedge maze makes up most of the first part of the level, before switching over to the resort area, and then looping back around, finally sending you back to the start of the level, where you unlock a gate that leads to the exit. looming in the distance is a big old house, with one light on upstairs, and something in the window watching you...

E2M4: the overlooked hotel (kevin kilstrom with revisions by craig hubbard) zero points for guessing what this level is a reference to -- especially with that frozen guy in the hedge maze. the hedges aren't all that interesting otherwise, but once you get into the hotel proper the level really opens up, with an extremely non-linear layout for you to explore. not only that, but a series of very obvious secret passages basically connect the entire hotel, making it possible to duck in and out of rooms at will. this is also another example of the game making secret exits require a little bit of thought -- you need to find five tomes hidden around the hotel to unlock a portal. some good scares and creepy moments in this level, mostly based on "the shining," but my favorite is the library, the stacks illuminated by suspended lanterns, except for one in the far back, the chain swinging uselessly, with phantasms lurking in the shadow.

E2M9: thin ice (james wilson) if you liked the frozen sea from E2M1, you'll like this level, a big twisting network of caverns and cliffs overlooking a frozen lake. not much in the way of civilization here, but plenty of goons to shoot through. not a very visually interesting level, but it's fun to throw a dynamite plunger and watch chunks of ice break off and float to the other side of the lake. towards the end things get treacherous as you have to make some daring jumps from one jagged ice peak to the next.

E2M5: the haunting (james wilson and kevin kilstrom) while blood is primarily an action game, the developers did not at all forget that this is a loving pastiche of the horror genre, and as such have crafted one of the creepiest levels in the game, and my personal favorite of this episode. a sprawling old manor with a detached guest house, the enemy count is surprisingly low for the most part, allowing for a slow buildup of tension as you first work your way through a creepy hedgemaze, past the guest house (the same house you saw at the end of E2M3 in fact) and eventually into the mansion proper. it's all dark tunnels and cobwebs everywhere, most of the windows boarded up. phantasms lurk about upstairs, you can hear what sounds like hundreds of rats in the walls of the basement, and when you finally access that mysterious guest house...

if there's a level that most exemplifies what a creative mapper can do to scare people with the limited technology of the mid-90s, this is it.

E2M6: the cold rush (james wilson) after the open-ended nightmare that was E2M5, E2M6's little mining compound nestled in the cliffs is a refreshingly short little jaunt that's somewhat reminiscent of E2M9. at first the camp building (the sole structure) is inaccessible, requiring an extended detour of hopping from ledge to ledge around some perilously steep cliffs, eventually finding the key in a cave, which allows you to access the building proper. lots of gargoyles flying about to irritate you, along with the usual zombie/cultist trash. fun little surprise flamethrower trap when you go to look in a mirror, complete with crawling hands coming out of the walls to choke the life out of you. opening up the locked gate to the mine proper offers a real sense of forboding for such a simple effect -- but we're nearing the end, now.

E2M7: bowels of the earth (james wilson) the penultimate level of the episode is appropriately epic in scope: a long, mostly linear journey through a dark, seemingly abandoned mine that's already partially collapsed. while abandoned mining equipment has been left lying around here and there, for the most part this is a generally featureless series of tunnels and chambers, though towards the end it starts taking on a more concrete identity with a big underground waterfall as a major setpiece and some long-abandoned temple ruins. trash mobs are everywhere, including a great ambush early on where the tunnel collapses and zombies break out of the walls to surround you. at the end of your journey you're rewarded with what looks like a huge temple, with a swarm of spiders (and a stone gargoyle) crawling out of the darkened entryway. the lair of shial is near...

E2M8: the lair of shial (james wilson) like E1M7, the final level of the episode is just a small arena, though in this case it's a much more convoluted knot of twisting tunnels and chambers, with a huge spider nest in a small chamber that overlooks the bigger starting room. in that nest is shial, mother of spiders, and your boss for this episode. compared to cheogh she's much easier to deal with -- she moves slower and mostly sends swarms of spiders after you. and unlike cheogh, it's much easier to send her bouncing around with napalm launcher fire, thanks to her much smaller size. once she's been squashed, you're treated to another CGI cutscene, caleb cracking wise with an andrew dice clay reference of all things.

final thoughts: episode 2 is probably my favorite of the four original episodes. it's a gorgeously realized trek through varied settings that fit very well into the far north/winter theme. while craig and kevin's early levels are all great, it's james' later levels where the episode truly shines. hinting at the guest house of E2M5 as far back as E2M3 with two, if not three levels in between, was a great touch, and the way it teases you throughout E2M5 until you finally find the house key adds a little bit of power to a scene that otherwise might have been just another grisly moment in a game full of them.

episode 3: farewell to arms

episode 2 might have been cold and dark, but episode 3, in contrast, is positively explosive. this is probably where the game comes closest to its roots as a horror take on duke nukem 3D. set predominantly in a town somewhere in france, you'll spend a lot of time fighting in and around the streets, working your way through commercial businesses and other things you would expect to find in a small city. the cabal have come for war, and with them they've brought a dangerous new enemy: hellhounds, whose flaming breath can sap your health in seconds. fortunately, you also get to use the tesla cannon for the first time, and it puts them down right quick.

E3M1: ghost town (james wilson) right off the bat you know this isn't the typical blood level. you're dumped unceremoniously in a small section of the city, with a number of the shirtless innocents running away from you in the distance. tall buildings surround you, and the streets seem clear of cabal. this all changes once you start poking around in buildings, as cultists and zombies start coming out of the woodwork and stuff starts blowing up. in true duke3D style, after surviving a shootout in a small office room, you get to watch from the window as the building across the street is reduced to rubble in an impressive explosion. the biggest challenge, however, is clearing the hotel lobby, which is just lousy with armed cultists, who've put up couches as barricades. if you're savvy and quick, a reflecting shots powerup will make this encounter a breeze. some other neat moments are the elevator that collapses with a super secret at the top of the shaft if you can climb to it, and the secret room modeled after the sloth murder scene from the film se7en, complete with air fresheners.

E3M2: the seige (craig hubbard with additional work by terry hamel) craig hubbard has pulled out all the stops for what's one of the most creative and brilliant levels ever devised. judging by the development notes, craig really enjoyed himself with this level, and it shows. right off the bat you get to watch as literal actual airplanes bomb the streets below (using some cool design tricks to make it look good,) followed by room-to-room fighting, shooting your way through the city as air raid sirens scream non-stop and explosions and gunfire ring out in the distance. it's a brilliant piece of work, atmospheric as hell and fitting right in with blood's overall theme as caleb's all-out war on the cabal escalates into full-scale mayhem. probably my single favorite level in the whole game.

E3M3: raw sewage (james wilson) obligatory sewer level. seems like almost every early FPS game had to have one, going at least as far back as doom 2's second level in 1994. in any case, this is a fairly linear but twisting shootout through a rather modern sewer system. the usual trash mobs are here, including plenty of zombies, but little in the way of higher-level enemies save a few bloated butchers and a poorly placed mother spider. not a lot to really write home about, though some neat build engine tricks like opening the machine that protects the eye key provide some nice visuals to an otherwise non-descript series of tunnels.

E3M4: the sick ward (craig hubbard and james wilson) probably the very first use of a hospital in an FPS game (or second, if you count system shock's medical deck) and it continues with episode 3's rip-roaring urban warfare setting. it's a sprawling, thoroughly modern (and anachronistic) medical facility, filled with the usual goons and ghouls for you to gun down. most encounters aren't too tough, though a surprise pair of hellhounds can catch you off guard as you round a corner. some good laughs with the "assisted suicide ward" being a torture room and some good creepy moments with zombies rising from their beds to come after you, among others. eagle-eyed players (or just anyone who played duke nukem 3D) can spot the button in the chapel that opens up the secret exit. all in all, a solid, well-rounded level that offers a decent challenge and takes a setting that's already kind of creepy and ramps it up.

E3M8: catacombs (james wilson and craig hubbard) normally you would expect a secret level to have some kind of gimmick or whatever, but unfortunately E3M8 offers very little of interest save for a few cool encounters (mostly tons of zombies crowding some of the back corridors, and a prominently-placed guns akimbo powerup to mow them down with.) it doesn't even really look like much of a catacomb, just a series of poorly-lit, underground corridors filled with enemies to mow down. feeling more like a doom level, it's the kind of abstract nowhere that games like duke 3D were intended to move away from with their focus on realism. a fairly weak outing, all the more annoying that it's a secret level. the end has some neat rotating sector tricks to lead into the far more industrial E3M5.

E3M5: spare parts (james wilson and craig hubbard) and now for something completely different. wilson and hubbard have crafted a convincing industrial nightmare here, some sort of foundry perhaps -- it's hard to tell as it seems to be generally a series of big rooms full of molten material, and most of your time will be spent traversing the catwalks and side passages surrounding it. good use of textures enforces a consistent theme, and there's a subtle style to the architectural detailing that makes it more than just a series of boxes. some fun encounters here, especially the security scanner which detects you as an intruder and first sets flamethrowers on you, then some zombies.

E3M6: monster bait (james wilson and terry hamel) continuing in the industrial theme of E3M5 we have a sprawling dam complex reminiscent of duke 3D's water treatment plant level. it's a little anachronistic, but it works within the context of the episode. like E3M3 and E3M5 it's a mostly linear affair with you blasting your way through a horde of trash mobs (including a ton of cultists) and the occasional hellhound or butcher. the turbine room isn't the most intense encounter, but it's certainly the most visually arresting. though you do get a cool vista from the dam.

E3M7: the pit of cerberus (james wilson and craig hubbard) it's fitting that an episode so focused on fire and explosions should end in an underground temple crumbling under lava flows. it's a bit less interesting, design-wise, than shial's lair; first you have to find four switches to start the battle against cerberus, who announces his arrival with cool collapsing walls and explosions. cerby is dangerous when his AI works, spitting fireballs at you that do incredible damage (and set you on fire.) when he gets stuck on architecture is when he's most vulnerable. other than that, it's a pretty straightforward fight, especially since he's relatively slow, so it's easy to lure him down one of the side paths for a breather.

final thoughts: episode three is, if nothing else, a showcase for the build engine. all kinds of little tricks are at work here to give the episode its look and feel; take a look at how the airstrike in E3M2 works sometime. while it's a bit more varied in its theming -- moving from urban warfare to industrial carnage, with a decidedly out-of-place secret level -- it's still a generally coherent trip, moving away from the grotesqueries of the first episode and the frigid nightmares of the second towards a modernist city setting. with a little creativity one could run with this theme for some interesting horror-noir stuff, but the all-out action we get for this outing is perfectly fine too.

episode 4: dead reckoning

the final episode of the original retail version, "dead reckoning" is like episode 1 in that it's a bit of a grab bag of themes, feeling overall like where the leftover levels and dregs of the design team's ideas went. the first half is a weird mix of mad science and a few whole-level references to classic slasher flicks, only to switch to a hellish setting out of doom for the back half. the hellstaff makes its appearance at last in this episode, proving itself a devastating top-tier weapon.

E4M1: butchery loves company (james wilson) starting episode 4 off right with a classic frankenstein-style mad scientist's castle. based on development notes this was one of the very earliest maps to be created, and it shows, as it's very small and doesn't really come up to the standards of, say, E2M5. at best we can see a few sights like what might be frankenstein's main lab, brain storage (no zombies allowed), a ritual and/or book club meeting in the front hall, and a lot of timing-based secrets that reveal themselves without the player even trying. despite its short length, you'll have to manage your ammo carefully, as the level is a bit stingy with weaponry while throwing a few high-level enemies at you like hellhounds. eventually you find your way into a back room and the exit, all too soon.

E4M2: breeding grounds (james wilson, craig hubbard, terry hamel) but wait! there's more! apparently not satisfied with the tiny mad scientist level, wilson et al. went on to create a much larger level that, thanks to the level transition, is very clearly part of the castle proper, despite its much more modern look. oriented around a pair of huge flooded fish tanks full of angry gillbeasts and bone eels, the level is a mostly linear affair that loops in on itself, with locked gates and doors eventually being reached from the other side. it's a visually striking level at times, with scenes such as the curved observation hallway with a view into the big round tank, or the forboding gate to the spider habitat that you must clear. combat is a steady drip with occasional hellhound encounters as well as a mother spider and stone gargoyle to block your way.

E4M3: charnel house (craig hubbard and james wilson) of course, if you're running an evil mad scientist lab and you're going through a lot of bodies you're going to need a place to deal with the leftover cadavers, right? the actual corpse-disposal facility is but a small part of the overall level, and much of your time is spent blasting your way through the tunnels and corridors of an aqueduct system the charnel house sits atop. fairly low-key for the most part, save for a few intense moments where gillbeasts come after you when you're in the water, though there is a moment where part of the map is repopulated by a troop of zombies. a decent little maze but nothing to write home about.

E4M4: crystal lake (kevin kilstrom and james wilson) ki ki ki ma ma ma

i mean, what else do you want me to say about an obvious friday the 13th reference? you can even find jason's mask and knife in a barn. in any case, this is one of those build-cute type levels that's mostly a series of tunnels and corridors where all the walls are plastered with a forest texture to give the impression that you're in an actual forest, punctuated by a disjointed collection of buildings to give the impression of camp grounds. it's largely very linear, your path through the woods eventually terminating at an outhouse, beneath which is a flooded tunnel that leads to the exit as well as to the infamous crystal lake, which is home to a school of gillbeasts. the lake itself has very little to distinguish itself from any big water-filled hole, though there's a hellstaff on a raft if you need it. also, though the secret exits of the first two episodes required a little thinking to work out, in this case they don't even make you look for a button. you basically have to know exactly what wall to blow up, because the classic cracked-wall sprite that indicates a destructable wall is almost invisible against the cave texture it's on, and the chamber is dark anyway. it's worth it, though...

E4M9: mall of the dead (craig hubbard) craig's solo act returns for a level that's easily as memorable as E3M2, if only for that goofy-ass mall music. no prize for guessing what movie *this* is based on... though there's curiously not as many zombies as you'd expect. it's not super huge, but there's some good encounters (including a twofer stone gargoyle bout in the fountain room) and there's a few laughs with the store names. a sudden swarm of zombies as you turn a corner reminds you of this level's inspiration, and to escape the mall you climb up onto the roof. it's anachronistic, but who cares?

E4M5: fire and brimstone (james wilson) the back half of the episode begins in earnest with james wilson offering a taste of hell in this jarring thematic departure from the early levels. (there's a possibility the regular ending of E4M4 naturally leads to this level, but it's not the cleanest transition.) essentially a big volcanic pit honeycombed by cavern tunnels and ancient ruins, your path winds through the caves, hopping over lava flows, through the upper rooms of a central tower and finally on to an underground temple of sorts. pretty steady drip of combat, though lots of hellhounds and an inordinate amount of gargoyles to blow up. not a long level, nor particularly intense, but thematically stands out a bit from the other ancient ruins of evil this game features.

E4M6: the ganglion depths (james wilson and terry hamel) while it's not the penultimate level before the final boss, it very much feels like one, reminiscent of E1M6 with its mostly linear traversal, high-above-the-clouds setting and sinister ancient ruins set into steep cliffs. lots of tough encounters here, including several spider mommas (notably a twofer in a tomb) and a nasty fight right at the start with gargoyles (including a stone one) and some goons with only a bridge and some ledges to fight on. lots of generic evil chambers as sinister chanting fills the air, but some creative encounters and setpieces help salvage what's largely a lot of narrow corridors.

E4M7: in the flesh (craig hubbard and james wilson) the penultimate level is by far the weirdest one, thematically. no ancient temples, no crumbling cities. just a huge cavern of flesh, filled with the sound of slow breathing. a shockingly low enemy count for the final non-boss level, but devoid of the usual trash mobs, instead throwing gargoyles and gillbeasts and hellhounds at you. a few distinct areas evoke actual internal organs, such as the heart, lungs, and, amusingly enough, the stomach. combat is either trivial or a pain, the latter especially when dealing with the stone gargoyle in the stomach area.

E4M8: the hall of the epiphany (kevin kilstrom) the game's finale, and the place you've been trying to get back to since E1M1. after a brief cutscene, you're treated to a tiny map that opens up in sections as you first have to fight another stone gargoyle, another mother spider, and another cerberus, in order, before finally confronting tchernobog himself. the battle is not as straightforward as you'd expect; aside from a hitscan attack that sets you on fire, he also shoots out devastating fireballs akin to a cyberdemon rocket in doom. it's largely down to who kills who first, though utilizing the high-level weaponry such as the hellstaff will help. a bit of a disappointing fight altogether.

final thoughts: for what's essentially the finale of the game, episode four is dissapointingly the weakest part of the game. while the final few levels have a coherent theme and transition among them, the first half feels like the design team had too many ideas they really wanted to put into the game and had nowhere else to put them. it's not to say they're bad, but E4M1 especially feels like a wasted opportunity and probably deserved to have been cut, or at the very least merged with E4M2. the mall level is truly great, though. the final boss was also disappointing, with a poorly-designed arena making matters worse. as a whole it's simply not as memorable as the rest of the game.

h/t to the blood wiki for the screenscreamshots

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