Awakening is a massive arena style
map with a ton of enemies and inescapable death traps. You don't even get a
moment to breathe as you wade through countless armies of angry cretins. On
Ultra Violence there are custom enemies borrowed from realm667, which just
adds to the carnage as many of them are over powered. However, turning the
difficulty down a notch to Hurt Me Plenty removes all custom enemies and
leaves you only with the ones found in vanilla Doom, which is a nice touch.
As you can see from the screenshots, the quantity of enemies isn't too
overboard, but the difficulty arises from navigating tricky areas and a
frustrating lack of more powerful weaponry. I could only find the occasional
rocket scattered here or there which were used up in a matter of seconds,
and neither the shotgun nor the chaingun were enough to survive! With a more
generous arsenal, I might have given this a higher score for Difficulty. I
like to try and play individual maps from start to finish without quick
saving, but due to the sheer size and brutality of this level, I wouldn't
recommend that to my worst enemy. Unfortunately I didn't have the patience
or skill to finish the map, so I challenge you all to put me to shame.
Design: 8
The map is well thought out and it
is obvious that loads of work has gone into producing it. The difference
between areas is fresh and exciting, with features such as underground
tunnels and conveyor belts (though don't ride the conveyor belt to the end
or you'll inexplicably die). This keeps the combat feeling fresh as there is
a balance of large open areas and tight confined ones. Although the texture
theme is mostly mechanical, some of the underground areas make use of the
Hell textures to really add a sense of foreboding. The lighting is okay, but
tends to rely on huge sectors all sharing the same light level, and could
benefit from a little more variety. When you view the stage map you can see
that the stage is comprised of a large encircled pentagram, although this is
impossible to tell in-game. We even get given some player-operated crushers
designed to ensnare large groups of adversaries, alas these weren't enough
to help me survive.
Playability: 5
There are several inherent problems
with this map which unfortunately bring the Playability score right down.
Firstly, it's for Doom 1 and not Doom 2. This means we are lacking the super
shotgun, and that would have definitely tipped the odds in our favour. As
Doom 1 has proven, taking out Barons with the standard shotgun is just
laborious – you NEED the super! I also can't understand why the author would
design a map for Doom 1 and then add custom enemies. He could have used the
much wider range of Doom 2 enemies to mix up the action, and then added
custom enemies on top of that if he felt it was necessary. Secondly, it
plays just like a Skulltag Invasion match, with new sections opening up
periodically throwing bigger and bigger waves at the player. This begs the
question: why wasn't it designed for Skulltag? It would have been so much
more fun as a multiplayer Invasion game, or standard co-op Doom at the very
least. I'm sure some people love playing these things solo, but personally I
found it overwhelming. There wasn't a clear indication of what triggered
which area to open up next, which did lead to confusion as I couldn't really
work out a clear objective.
Overall: 7
This map has some clear potential.
As I already said, I'd love to see it in a multiplayer setting and would
have given it a much higher score if it was, but as a solo map it just
didn't work for me.