Title : Invasion Filename : OGGI.WAD (for DOOM 1) Author : Oliver Nowak Email Address : Oliver_Nowak@t-online.de Reviewer : Never_Again IMPORTANT: to view this document properly with Notepad, go to «Edit» menu and select «Word Wrap»; and with Wordpad -- View/Options/Text/Wrap to Window i started off a bit sceptical , thinking "well, another my-first-wad". upon warping into e2m4 i was comforted a little that though the place was nothing out of ordinary, at least the textures weren't all screwed up and the music was great (one my favorite doom trax). on the other hand the brightly lit room didn't inspire confidence-- "gotta turn down the monitor's brightness, cause looks like this dude doesn't bother about light/shade stuff". this suspicion was however dispelled at once upon opening the door and stepping into next room. a timely triggered barrel and the seargent going up in a nice gory splash considerably cheered me up. his shotgun came in very handy in the twisting corridors that followed. gasping for fresh air , my scepticism somewhat undermined by the fact that helth was down to 30%, i stumbled out into the courtyard. the view was simple yet eye-catching. having first settled an argument with a couple of nervous Demons, i set about examining the landscape in detail, when my eyes fell upon a rocket launcher sitting innocently on top of a low porch. climbing up a few stairs and grabbing it brought forth a sense of power and a small army of envious seargents, who apparently had themselves been on a quest for a rocket launcher. however a few rockets completely persuaded them to abandon the said quest... i could go on forever, but instead i invite everyone to try it for himself. a few quick points that i'd like to make about this wad. first, the design is very solid and professional. it's hard to believe it's the author's first wad, but iit is! the textures are all aligned perfectly everywhere i could see. even the floor of secret rooms was a continuos extension of the main room, without breaking the flat's pattern even slightly. it is obvious that a lot of time went into making sure every wall and floor look good. the choice of textures is almost always "right", too, mantaining "classic" feel throughout the whole level. much thought has been paid to the layout of locations and positioning of monsters. not one item seems displaced either. it's a pity, though, that only one skill level is implmented, and that rather closer to hug-me-plenty than UV. there are plenty of enemies, but they're never sneaky and only rarely jump your back. the conclusion in particular is a bit of a letdown; maybe it would be nice to find yourself in a friendly company of a few specters when you teleport back to the yellow key door, with light out perhaps :). all in all, oggi.wad is a classic, imo. it's easy to see it as part of Serenity, which while being not too hard, had an organic feel, one location logically following the other. almost all secrets could be found with just a little observancy and, in a couple cases, by consulting the automap. for the less attentive to details, there is a computer map, conveniently provided towards the end. perhaps too conveniently; i would tuck it away into a secret nook somewhere -- let 'em bastards rack their brains! pros: -smooth classic play -good level layout -logical tasks at times requiring bactracking at times (won't just rush through this one in one run!) -no cheap cyber tricks -no monster overkill (i.e. hordes of enemies flickering in and out of sight / fighting each other) -solid architecture -very good taste in texture choice -perfect texture alignment -new design element: the Slime Forest (check it out!) cons: -only one difficulty level (UV is lacking!), insufficiently challenging for seasoned doomers (not that there's not enough to kill! :) -underdeveloped lighting -keys/automap a bit easy to get