Review: “Nickel Electroplate Facility” (WAD For “Doom II”/”Final Doom”/”GZDoom”)

2022 Artwork Nickel Electroplate Facility WAD review sketch

Well, since it’s been almost a month since my previous “Doom II”/”Final Doom” WAD review, I decided that it was time to review another one.

So, after clicking the “Random File” button a few times on the /idgames Archive, I stumbled across a WAD from 2003 called “Nickel Electroplate Facility” (also known as “Kaiser5.wad”) by Samuel “Kaiser” Villarreal. This WAD is apparently the fifth in a series called “Kaiser” – but it can certainly be enjoyed as a stand-alone level, which is what I did.

As usual, I used version 4.4.2 of the GZDoom source port whilst playing this WAD. Although, given it’s age, it will work on much older source ports than this. The readme file lists: “Boom, Prboom, MBF, SMMU, Zdoom, Eternity, Risen3d (LEGACY NOT SUPPORTED)”. And, yes, you’ll need a limit-removing source port for this WAD….

Anyway, let’s take a look at “Nickel Electroplate Facility”:

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“Nickel Electroplate Facility” is a single-level WAD that also includes new music and a small number of custom textures. One of the first things that I will say about this level is that it seriously impressed me 🙂

It has been a while since I’ve had this much fun with a “Doom II” WAD 🙂 I can describe it but, as long as you’ve had some practice with “Doom II” or “Final Doom” beforehand, this is a WAD that really has to be experienced. The pacing, design and difficulty curve of this moderately challenging level are truly excellent 🙂

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Seriously, mere screenshots really don’t do this WAD justice…

This is an intricately-designed level with a style of frantic and consistently thrilling gameplay that felt like playing a souped-up combination of “Doom” (1993), “Rise Of The Triad” (1994-5) and “Final Doom” (1996).

You start off in the middle of a frantic fight and the pace doesn’t really slow down much throughout the level. This is definitely a level with no “filler” or “padding” whatsoever, just pure quality.

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It looks very “1990s” but the gameplay feels faster and timelessly modern…

Seriously, I cannot praise the design of this level highly enough. In addition to a richly compact non-linear maze of corridors and rooms that is surprisingly easy to navigate, there are some well-placed arena segments (which even add a hint of more modern “Slaughter map” level design at one point) that really help to keep the level varied.

The sheer density of this non-linear level, when paired with its small overall size, also means that you won’t ever get stuck for too long whilst trying to find switches or keycards.

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Woo hoo! A “Slaughter map”-style monster horde! It’s a lot easier than it might look though, since there’s a ridiculous amount of space for dodging and it’s pretty clear where you’re supposed to run to.

Although the level relies more heavily on low-level enemies, it is more of a challenge than you might think, thanks to both the number of these enemies and the fact that you don’t get a Super Shotgun.

Not only does this make parts of the level feel like a souped-up version of “Doom” (1993), but it also pushes you to actually use a variety of weapons too – which makes the frantic gameplay a bit more interesting and strategic.

Yes, the SSG is the best videogame weapon ever but, once you get it, there isn’t really much point using anything else most of the time.

As well as lots of battles with ranged monsters at a distance, the level also has a good difficulty curve too – filtering in mid-level monsters in gradually increasing numbers before eventually adding in a well-placed Cyberdemon (who experienced players will have no trouble dodging and/or using for monster infighting) and a brilliantly frantic set piece involving an Arch-vile… who not only serves as a “turret” that you have to watch out for but – due to the lack of powerful close-range weapons like the SSG or BFG – also allows for a frantic “Press the button and RUN!!!!” segment too 🙂

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Woo hoo! It’s an Arch-vile 🙂 Not to mention that this segment is brilliantly fast-paced too.

Then there’s also just the general look of the level too 🙂 The custom textures are very unobtrusive and the level mostly looks like a “classic” level… but so much more beautiful.

Seriously, not only does the architecture feel beautifully detailed but – when you open some doors – you are greeted with some truly beautiful areas. This really does feel like an enhanced version of a classic “Doom” level in visual terms. And, in a neat touch, there are also a couple of “fake” horizontally-opening doors in one part of the level too. It is a work of ART.

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This may not look like much in a screenshot, but just the composition and scale of this area seemed surprisingly beautiful when I was playing it.

The custom music feels like classic 1990s videogame music and, along with the many claustrophobic fast-paced fights, reminded me a lot of the feeling of playing the original “Rise Of The Triad”, which is never a bad thing 🙂

As for length, this is a short-medium length level. The timer on the end screen claimed that I completed it in just under fifteen minutes, but allowing for a few deaths and re-loading saved games, my total time seemed to be about half an hour. Due to its intricately complex design, this level feels both larger and longer than it probably actually is. But in a GOOD way.

All in all, this level is superb 🙂 As I said earlier, it is something that really has to be experienced first-hand. It’s a thrilling, well-designed and surprisingly good-looking level that skilled players should definitely take a look at.

If I had to give it a rating out of five, it would get a very solid five 🙂 Play it!

One comment on “Review: “Nickel Electroplate Facility” (WAD For “Doom II”/”Final Doom”/”GZDoom”)

  1. […] terms of reviews, this month went better than I expected. In addition to the usual “Doom II” WAD review, I also reviewed “The Evil Within” (2014) and two of its DLCs (“The […]

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