What I learned playing Galaxia
Sept 28, 2017 11:19:24 GMT -5
Post by mistercornbread on Sept 28, 2017 11:19:24 GMT -5
www.doomworld.com/idgames/levels/doom/g-i/galaxia (Doom 1 version)
Galaxia, or "The Ultimate Czech Level," was a 1994 wad for the original Doom, although I chose to play the Doom 2 conversion which lacks the original music found in the first version (as well as the "epilogue" map) and adds a few Doom 2-centric weapons/enemies. It was released very early in the modding scene and is an interesting relic from a period dominated by mostly unremarkable output, as evidenced by the frequently lackluster Maximum Doom on which it famously appeared. I sat down and beat it last night after having flirted with it on and off for nearly two decades. Here's what I learned.
1) Simple visual and auditory changes can go a long way. Galaxia is based on a Czech comic which is reflected in the enticing splash screen. A new "menu skull" and replacements for several enemy/weapon sounds are quite evident, and are surprisingly fitting. A handful of new textures can also be found, and they feel right at home with Doom 2's stock assets. This gave the mod a very unique personality and even today, helps it to stand out, as these graphics and sounds are somewhat (if not entirely) unique to Galaxia. It ends up feeling like a very personal project as opposed to a factory produced mod which admittedly, some of today's maps can feel like.
2) There are for some reason no secrets, but it's clear that some of the closets would have served as secrets. Even without that signature source port notification, there is a sense of satisfaction in finding these areas, and goes to show that strong level design is strong level design.
3) Touches of realism require surprisingly little effort. Computer stations, a subway system and the starport at the end of the map are suggested with minimal geometry, yet create a palpable sense of immersion.
4) Careful use of hidden areas in the map not only create a navigational challenge, but evoke a sense of mystery, which keeps the player interested.
5) Texture use can be extremely diverse, even garish, without distracting from the gameplay. Galaxia gets downright ugly in a few select areas, but somehow it works, as the use of texture is consistent, even if it's sometimes tacky.
6) Even this early in modding, the author was aware of the importance of contextual clues. While this map stumped me in the past, I only got stuck a couple of times in this recent playthrough, and realized that nothing was really being hidden from me. Switches open doors in close enough proximity that minimal backtracking is required. A somewhat hidden elevator revealed itself through texture usage. Everything you need is shown to you directly, it just requires you to slow down a bit and take in the scenery.
7) A sudden spike in difficulty occurs in a prison-like area containing a large number of spider masterminds. There probably isn't enough ammo to dispatch of all of them, forcing you to make a run for it while dodging lower-tier baddies. This got me killed several times in a row before I found a strategy that worked, providing an interesting change of pace, a quick adrenaline rush, and a really nice against-all-odds moment that didn't feel unfair.
Overall, Galaxia has aged really well and serves as a great lesson for mappers even today. If you haven't played it, please do. It's a great snapshot of the earliest days of mapping and shows that a strong level of creativity as already in place, even that early in the scene.
Galaxia, or "The Ultimate Czech Level," was a 1994 wad for the original Doom, although I chose to play the Doom 2 conversion which lacks the original music found in the first version (as well as the "epilogue" map) and adds a few Doom 2-centric weapons/enemies. It was released very early in the modding scene and is an interesting relic from a period dominated by mostly unremarkable output, as evidenced by the frequently lackluster Maximum Doom on which it famously appeared. I sat down and beat it last night after having flirted with it on and off for nearly two decades. Here's what I learned.
1) Simple visual and auditory changes can go a long way. Galaxia is based on a Czech comic which is reflected in the enticing splash screen. A new "menu skull" and replacements for several enemy/weapon sounds are quite evident, and are surprisingly fitting. A handful of new textures can also be found, and they feel right at home with Doom 2's stock assets. This gave the mod a very unique personality and even today, helps it to stand out, as these graphics and sounds are somewhat (if not entirely) unique to Galaxia. It ends up feeling like a very personal project as opposed to a factory produced mod which admittedly, some of today's maps can feel like.
2) There are for some reason no secrets, but it's clear that some of the closets would have served as secrets. Even without that signature source port notification, there is a sense of satisfaction in finding these areas, and goes to show that strong level design is strong level design.
3) Touches of realism require surprisingly little effort. Computer stations, a subway system and the starport at the end of the map are suggested with minimal geometry, yet create a palpable sense of immersion.
4) Careful use of hidden areas in the map not only create a navigational challenge, but evoke a sense of mystery, which keeps the player interested.
5) Texture use can be extremely diverse, even garish, without distracting from the gameplay. Galaxia gets downright ugly in a few select areas, but somehow it works, as the use of texture is consistent, even if it's sometimes tacky.
6) Even this early in modding, the author was aware of the importance of contextual clues. While this map stumped me in the past, I only got stuck a couple of times in this recent playthrough, and realized that nothing was really being hidden from me. Switches open doors in close enough proximity that minimal backtracking is required. A somewhat hidden elevator revealed itself through texture usage. Everything you need is shown to you directly, it just requires you to slow down a bit and take in the scenery.
7) A sudden spike in difficulty occurs in a prison-like area containing a large number of spider masterminds. There probably isn't enough ammo to dispatch of all of them, forcing you to make a run for it while dodging lower-tier baddies. This got me killed several times in a row before I found a strategy that worked, providing an interesting change of pace, a quick adrenaline rush, and a really nice against-all-odds moment that didn't feel unfair.
Overall, Galaxia has aged really well and serves as a great lesson for mappers even today. If you haven't played it, please do. It's a great snapshot of the earliest days of mapping and shows that a strong level of creativity as already in place, even that early in the scene.