Ancient Aliens

Ancient Aliens

released on May 08, 2016

Ancient Aliens

released on May 08, 2016

Ancient Aliens is a 32-level megawad for Boom compatible source ports, created by Paul DeBruyne (skillsaw). It is a parody of alien conspiracy theories, particularly those from the TV show of the same name. The WAD features a large range of custom textures and a new palette allowing for radically different visual styles to what is usually seen in PWADs. Also featured are several maps by guest level designers, mostly found in the third and final episode. The entirety of the soundtrack was composed by Stuart Rynn (stewboy), though several tracks were re-used from previous WADs.


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map 18 is one of the most evil things i've ever played. in fact, this whole WAD is a malevolent spirit, made to torment the player with hordes of demons and intricate arenas. excited to finish this later. On the last episode now and cant believe that a doom WAD can be this good and make me start loving games again. good stuff.

cross that. Map 28 is fucking insane. lovely doom wad, so wonderfully cruel.

20/12/2023 - man this whole fucking thing is insane, unbelievably good.

Ancient astronaut theorists believe this is peak Doom

This is the best Doom wad I've ever played at the moment.

Its level design is both challenging and trying to be not too repetitive. Some levels are closer to what you expect from classic Doom level, the others feel like more closer to a somewhat narrow arena structure like in Doom 2016 (although the wad was released earlier). Also some levels are more about unusual object/monster usage (like using arachnotrons as turrets in a map 3, map 6 with an expanding space or map 27, which subverts the expectation of a usual "red-blue-yellow keycard" progression). Also it has levels, which are played like a slaughtermap with literal hundreds of enemies without feeling like a chore.

Visually the megawad is also impressive with the combination of ancient temples, sci-fi and otherworld-ish surrealism. I especially enjoyed the transition between planets mid-level in the second half, they are cool for a something for idtech 1 based game.

The only disadvantage is that the difficulty curve may seem pretty weird. I believe the earlier maps were harder than the later ones sometimes. Also some monster spawns (like archvile's one behind your back in map 8) are little too much for my taste, but it is a nitpick at this point.

Definitely recommend this mission pack, but be aware. It is really hard, and if I were you I would prepare myself for it by playing something like Plutonia before starting up this one.

Originally posted here: https://cultclassiccornervideogames.wordpress.com/2017/06/28/mod-corner-ancient-aliens-doom-ii-hell-on-earth/

Are aliens really out there, somewhere in the universe? Do they ever visit out ancestors hundreds if not thousands of years ago? Did they influence mythology or legends? Do they keep visiting us? And why do they keep abducting cows and giving people anal probes? We may never know. But in the mean time, lets look at a mod that might give us an answer.

Ancient Aliens’ basic plot setup has you going on a very tounge-in-cheek mission to investigate if aliens do exist, and is quite obviously poking gun at how silly a lot of conspiracy theories are at trying to shove aliens into every even slightly unanswered question of history. The story is simply the through line of the mod, but it delivers some amusing fluff to a mod that would have otherwise been a themed map pack otherwise.

All of the maps are pretty solid and well designed. It uses a mix of the earth tones of Mesoamerica for Earth levels and bright purples, teals, and pinks for the the out there alien architectures. It’s all hermetically pleasing and definitely gives the visuals some variety. The only downside is that the whole mod is on the more difficult side of things, with the mod having a ton of monsters on the later levels. While it doesn’t feel unfair, there are going to be a few more deaths for more casual Doom fans.

A few of the monsters from Doom have received a visual makeover to fit the aesthetic of the mod, and their new looks do a good job of mixing the original designs with what the mod is going for. There are a few new ones too, such as a fast moving invisible guy in a robotic looking suit who only appears when he’s shooting at you, and a hexahedron looking monster with faces on each side that shoots rockets.

Another thing this mod has is an original soundtrack that fits the mood of the mod, fitting the bizarre fever dream that is this mod, and is currently on sale for only a few bucks over on the composers Bandcamp.

Amongst all of these compliments, i have only one real complaint, and that is the mod does get a tad bit hard in the second half. All in all, Ancient Aliens gets a recommendation.

skillsaw can't fool me. Ancient Aliens (the doom wad) isn't a parody of Ancient Aliens (the history channel show), but is actually a complimentary vibe piece to the oft-forgotten VICE TV show Action Bronson Watches Ancient Aliens. Anyone who has watched the somehow-still-running History channel show can tell you how surprisingly boring it is. The stuffy safe-for-8th-grade documentary style is a bad juxtaposition to the literal head-empty premise of extraterrestrials being behind some of the world's greatest wonders. What the show is good for, as both Action Bronson and skillsaw have figured out, is serving as background-noise and aesthetic inspiration for a smoke session. "Damn, you're telling me E.T. built this bitch?" is a lot more engaging when you're already kinda tweaking.

So it's only fitting then that the first level in this parody would have Doomguy walk up to a vaguely ancient temple-esque entrance, pick up a pipe of peyote, smoke it, and then be teleported by spirit wolves to incoming Cyberdemon rockets. From here till the finale, skillsaw never lets up on the smoked-out loced-out buffoonery, with every level he designs offering some twisted gimmick or bizarre architecture. MAP16, "Leave Your Sol Behind", centers around an ascending light bridge that leads inside a literal spaceship, which bolts you to some delightfully cliche lava and ice worlds, on some Super Mario Galaxy shit. MAP18, "Illuminati Revealed" is a chaotic slaughter map with a giant pyramid broadcasting a spinning Illuminati icon, with the spinning Illuminati icon gradually clouded out by a swarm of endless Cacodemons. MAP 28 "Floating Arena" is an aptly named island that will have you circle strafing on the literal boundaries of the level to corral the brutal crowding at the start of the level. The total irreverence and creativity shown by skillsaw here posterizes the TV show way harder than any academic counterargument--who gives a shit about the conspiratorial implications of antediluvian visitors when you have mood pieces like MAP24's "Culture Shock"? If extraterrestials inadvertly inspires stuff like this, they should come around more often.

If the map design of skillsaw went unhinged, it's somewhat surprising that skillsaw's gameplay design is more subdued. Unlike Valiant, skillsaw isn't interested in changing any major parts of the DOOM formula--there are only two new enemies, one grounded and one vertical, and they are both fragile glass-cannons who require similar prioritization. The somewhat-classical mechanics are spruced up with a smorgasbord of encounter design--Tyson, sniper, slaughter, trappy, and puzzle encounters all mesh together, albeit rarely in the same level. skillsaw is one of the premier 'modern' DOOM designers, so tight encounter-design is a given--the guest mappers throw in good contributions, though, save the aforementioned "Floating Arena", they lack the same 'punch' of skillsaw's maps. Perhaps skillsaw should've passed the pipe around more often!

Some very grandiose Doom mapping skill can be seen at work here. One of the things I show people to convince them that Doom modding is actually still amazing.