Doom WADsâ Roulette (2012): Masters of Chaos E1 (kind of)
Itâs time to take yet another detour to Heretic. We have another WAD for that game⊠a Polish one, I might add.
S2: Masters of Chaos
Main author(s): Caleb26 and Doom_Warrior
Release date: June 24th, 2012 (version 1.1)
Version(s) played: 1.1
Required port compatibility: ZDoom
Levels: 31 (around 10 maps per episode)
Masters of Chaos is a Heretic MegaWAD split into three episodes, each with ten maps (eight normal and two secret ones), aside from the final episode that has eleven maps (with only one secret map).
Its plot is that Corvus, the main character of Heretic, manages to return to his hometown. Five years later, a new serpent rider arrives to wreck stuff off, a secret, fourth serpent rider â Voltrog, who betrayed his brothers in the past, and now uses chaos crystals to suck planets dry. Iâll give you three guesses what you have to destroy to weaken Voltrog; not to kill him, but weaken him so you have a chance to properly kill him yourself.
Now, letâs see what the first episode has to offer.
The Dark Tower looks great. Say whatever you want about the WAD, we Poles are capable of making jaw-dropping locations. From docks and forests to caves and snowy areas, not to mention the titular tower itself.
Musically, most of the tracks are from Hexen, which kind of helps break the monotony. Otherwise, I simply mute the stocks.
There were some new sound effects here and there from what I can remember. The one I remember the most (for the wrong reasons) is the zogging thunder from E1M7 and 8, not completely cacophonic, but you could barely hear anything else, no matter if you are on the ground, under, or above it.
Now, this is where things start to get⊠interesting.
You see, from what Iâve experienced playing this episode, Masters of Chaos is problematic when it comes to the level structure. Not in how the maps themselves are complicated, because they are not; the maps are rather understandable enough to not get stuck (at least when it comes to the non-secret ones). My problem is how the maps (but mostly the secret ones and the second half of the episode) feel bloated.
Due to ZDoom being used, most of these maps are gigantic. While I find maps this big more tolerable when they are one-map WADs, it starts to get problematic when you have to play them one after the other. And these maps felt like they were dragging out, with the shit amount of locations to visit, and the shit ton of secrets to search for that most of the maps have. The fact that the Heretic weapons and enemies feel underpowered and like damage sponges respectively doesnât help.
Two secret maps, accessible from Ruins of the Shadowkeep and Chapel of the Fallen Moon respectively, are some of the biggest contenders when it comes to the problems with the level structure. And while Bleeding at least lets you get the Hellstaff and Phoenix Rod before, and after entering the map respectively, all Borderlands has to offer is a new weapon that you only get the ammo for on this map, and not even in E1M8, while also being the most bloated, mangled map in the entire episode.
Now, letâs change the tone to something more neutral. You can now jump and duck. Sometimes itâs mandatory, sometimes it lets you get to secrets.
You can also find disc of repulsion from Hexen; it pushes enemies and projectiles out of the way; I rarely used it.
Also, both the aforementioned Ruins of the Shadowkeep and Forest of Silence have an exit right next to their beginnings.
Now, you might be wondering â How hard is this episode? It is challenging, I guess? It can kick your ass, but, again, itâs such a slog to fight the monsters that I donât know if the actual challenge is mustering enough determination to finish it.
This WAD made me fully realize how flawed the designs of Hereticâs enemies and weapons are. I wasnât thinking about it that much when playing Curse of DâSparil, even if it was much more of a slog to go through than this WAD, because I thought that it was more of the authorâs fault that the maps there felt like that. Now I think that the problems with the enemies and weapons are more severe when it comes to making WADs for Heretic.
Like I said earlier, weapons feel underpowered when you donât use the tome, and the enemies have too much health. I didnât even mention how, among other problems, the flying enemies fly like balloons when hit (especially by hellstaff), or how Phoenix Rodâs fireballs fly through ghosts even if, by the logical standpoint, they shouldnât.
This WAD could benefit if the number of enemies from secret maps and the second half were cut by at least 1/3rd, even by half, for a better pacing.
As of writing this, Iâm around the middle of E1M5 on my second playthrough, and I think might throw a towel at this point. I am so done. I donât even think I want to talk about new weapons and enemies, because they replicate the problems the original ones have.
The first episode of Masters of Chaos is another case of a WAD that looks great, but thatâs it; everything else is compromised. It would benefit the WAD if it were made less like a Doom WAD and had better pacing.
Now, to not end this unfinished review on a hopeless note, there is a gameplay mod for Heretic called Wayfarer's Tome, which supposedly makes the pacing (at least when it comes to enemy encounters) better, closer to Doom. Iâll probably try it one day with other Heretic WADs, but by now, I think Iâll save the non-Doom WADs for the end of the decade, as in the end of the 2010s in this case, after dealing with all of the other WADs.
See you all next time.















