Doomsday of UAC

Doomsday of UAC

released on Jun 23, 1994

Doomsday of UAC

released on Jun 23, 1994

A mod for Doom

Doomsday of UAC (commonly known by its filename UAC_DEAD) is a single-level PWAD designed by Leo Martin Lim. As part of their 10 Years of Doom feature, Doomworld named it one of the ten best WADs of 1994. One of the first ever fan-made Doom mods, UAC_DEAD features an attempt at creating realistic-looking vehicles and environments. It contains a replacement sky graphic, and uses careful flat and texture choices in places to simulate colored lighting. It also includes the first known instance of the self-referencing sectors trick, used to create invisible stairs.


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The neat thing about Doom's classic mod scene is how easily you can observe the evolution of game design over time, as well as a community's priorities and preferences; it becomes clear what ideas had lasting power, and which didn't. As Doomsday of UAC approaches its 30th anniversary this summer, this early fan level retains its iconic status despite how unkind time has been to it. The minute I exit a cleverly sculpted wreck of an 18-wheeler, greeted by an industrial park teeming with demons and "realistic" features, that's how I know I'm playing something special.

Doom modding in its nascent days amounted to either (a) poking around in hex editors, trying to create a cogent WAD file through trial and error, or (b) wrangling the initial batch of pre-Windows map editors which loved to crash and/or corrupt your hard work! It's a miracle that something as fun, well-paced, and innovative as this map from Leo Martin Lim came together at all. (The other miracle is that levels this old are still preserved in their original archived form, and we have Ty Halderman and his successors in charge of the /idgames FTP archive to thank for that.) All college kids who played some version of id Software's original Doom in its launch days had many ideas for mods, but so little experience and precedent to build from. Lim wasn't even the first to release anything beyond a series of sketchy boxes with monsters and weapons—Invasion…: Level 1 - Contamination beat it to the punch by about a month, replete with special effects and new assets like music and textures. But Doomsday of UAC proved that you could make a similarly cinematic experience using just the base game and a host of magic tricks exploiting Carmack's engine. It helps that this map has solid combat and exploration in its bones, too.

After crawling from the wreckage, you're pressured from all sides by a trickle of imps, pinkies, and shotgunners ready to pounce before you can assemble an arsenal. This prompts a mad dash through a midnight maze of boxes, trailers, and enemy groups one might want to use against each other. We're far from the clean, abstract but believably efficient spaces that Romero designed for Doom's Episode 1…nor is this anything like the trap-driven dungeon crawling one finds in Sandy Petersen's levels. Doomsday of UAC marked the beginnings of what FPS modding circles call "Doom-cute": heavily kit-bashed replicas of architecture and objects like cars, toilets, etc. using only the original game's resources. The tipped-over truck with a spinning wheel looks impressive already, nothing like what id's crew displayed in the shareware and payware episodes. It gets even more exciting when you realize it took a lot of sector geometry manipulation and a well-placed texture animation effect on certain lines for this to function at all! There's just enough breathing room to admire the scenery while gunning down monsters and collecting the necessary ammo and key cards to proceed.

I shan't spoil the rest of Lim's one and only wonder-mod since it relies on a clever twist or two, but just know there's some trickery afoot, creeping up on players as they head further into this corrupted corporate complex. Hidden usable doors guard access to visible yet seemingly unobtainable power-ups. A conference of powerful baddies lies deeper within the offices, guarded by hapless imitations of the salarypeople who once roamed here. Even the bathrooms and parking garage aren't safe! Considering that Lim and other authors also had to build around the Doom engine's strict limits in this pre-source port era, the level of detail and scope in Doomsday of UAC matches and sometimes outdoes OG Doom maps like Mt. Erebus. I don't know that it exceeds the best parts of id's game, particularly Computer Station or Containment Area, but the ingenuity on display here always brings a smile to my face. Best of all, there's never too much going in the player's favor, nor too little. Weapon and encounter balance feels spot on, the secrets are rewarding to find (nor essential to a fault), and the sequencing of incidental combat into traps and back rarely feels awkward.

Doomsday of UAC is still a 1994 FPS mod, though, warts and all. It's very easy to get through for a modern Doom fan, even those who have only played the official games. Texturing and level of detail is mostly sparse aside from the aforementioned set-pieces. The famous "crystal sector" room can just end up feeling gimmicky or frustrating if you haven't kept a backup save ready. Nor is the original Doom's bestiary and set of player options as ideal for these large open spaces as Doom II's equivalents. I've warmed up to the original's emphasis on cacodemons, rockets, and copious cannon fodder thanks to later WADs like Beginning of the End and Doom the Way id Did, but the general experience for early Doom mods can feel underwhelming if you've played anything much newer. The best moment arguably comes right before the end as you deal with an elaborate cyberdemon trap to nab the red skull key, which involves tangoing with barons of hell and lost souls in the process. This would have been an intimidating puzzle for players of that period, and I get a kick out of it now. But in the back of my mind, all I can think is how much crazier I'd redesign this into, using modern tools like Ultimate Doom Builder and such. At least the transition from "invaded office space" to hellscape remains evocative today.

Overall, I'd say Doomsday of UAC more than deserves its lauded spot in the history of DIY world-crafting and FPS fandom. It features prominently on Doomworld, both in its 10 Years of Doom feature, with its close rival Invasion…: Episode 1 unfortunately absent. [1] Lim's mod was further recognized fifteen years later via the site's Top 100 Most Memorable Maps retrospective, the only map predating Doom II's release to rank in the top 10! [2] And if that's the consensus from community veterans, so often locked in debate over what classic mods and maps truly influenced what, then who am I to downplay the quality and significance of this one? Running through the infested UAC corporate park has become a rite of passage for many players seeking entry into the depths of Doom modding madness. I won't deny it seems quaint and clouded by nostalgia nowadays, yet even Romero himself has highlighted this as an example of the game's impact on future developers, if not id Software themselves. [3] The early success of mods like this and Slaughter Until Death paved the way for id (and competing developers) to hire these amateur designers, or simply license community projects like TNT: Evilution for commercial release as shown with Final Doom. My heart goes out to the unsung pioneers like STONES.WAD; it's simply hard to compete with a milestone like this.

[1] Tropiano, Matthew, and Not Jabba. “Top 100 Memorable Maps 10-1.” Doomworld, December 9, 2018. https://www.doomworld.com/25years/top-100-memorable-maps/page10/.
[2] Watson, Mike, and Andrew Stine. “The Top 100 WADs Of All Time: 1994.” Doomworld, December 10, 2003. https://www.doomworld.com/10years/bestwads/1994.php.
[3] John Romero (20 January 2015). "Devs Play Doom." YouTube. Retrieved 21 January 2015.

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