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Catacomb Abyss

From Alfawiki
Softdisk
IndustryVideo game development and publishing
Founded1981
Headquarters
Shreveport
,
United States

Catacomb Abyss—also referred to as The Catacomb Abyss or The Catacomb Abyss 3-D'—is a fantasy-themed first-person shooter created and distributed by Softdisk in November 1992 for the DOS platform. It represents the fourth entry in the Catacomb franchise. After concluding their agreement with id Software, Softdisk maintained control over the 3D engine and the Catacomb 3-D intellectual property, assembling an internal development team to produce three follow-up titles collectively called the Catacomb Adventure Series: Catacomb Abyss, Catacomb Armageddon, and Catacomb Apocalypse. To promote the full trilogy, Softdisk issued a shareware edition of Catacomb Abyss.

The narrative picks up with the powerful wizard Petton Everhail, who must face newly arising dark forces surrounding a mausoleum erected for his late adversary Nemesis. Gameplay tasks players with exploring locations such as cemeteries and crypts, confronting foes using magical spells, and acquiring keys to open locked passages. A distinctive hourglass item temporarily halts time, providing a strategic advantage during combat.

In a 2021 review, PC Gamer characterized Catacomb Abyss as "remarkably rudimentary" while emphasizing its significance as an early example of FPS mechanics before landmark titles like Wolfenstein 3D and Doom established genre conventions.

Gameplay

Expanding upon the foundations laid by Catacomb 3-D, players navigate complex maze-like stages in search of keys necessary for advancement. Each level is accompanied by concise textual descriptions aiding orientation. Combat involves casting magic missiles to eliminate enemies and destroy breakable walls.

The game comprises sixteen primary levels along with three hidden stages accessible through a warp command from the final area. Diverging from its predecessor's dungeon-centric design, Catacomb Abyss incorporates varied environments including outdoor zones lit by lightning storms, submerged aqueducts, and infernal corridors. Returning adversaries are supplemented by new enemy types that appear unpredictably, such as zombies emerging from the earth and skeleton warriors bursting through walls.

Item pickups have been renamed to Zappers, Xterminators, and Cures, which correspond respectively to streams of magic missiles, radial missile attacks, and health restoration. Treasure chests yield randomized assortments of these items; players can carry up to 99 units of each type, though stray missiles may inadvertently destroy them.

A novel addition is the Crystal Sphere radar that displays nearby magic missiles and enemies; collecting up to five gems enhances enemy detection range. The hourglass item introduces tactical complexity by briefly freezing time, enabling precise targeting of immobilized opponents.

Plot

After Petton Everhail’s victory over the malevolent sorcerer Nemesis in the preceding installment, which also involved rescuing his companion Grelminar, followers of Nemesis construct a mausoleum adjacent to Towne Cemetery. Soon thereafter, malevolent forces begin spreading throughout the region, compelling local inhabitants to once again enlist Petton Everhail’s aid. The adventure commences within the town cemetery and progresses into crypts beneath the mausoleum.

Development

The origins of the Catacomb series trace back to programmer John Carmack, who developed Catacomb, a 2D top-down title for the Apple II. In 1990, Carmack joined Softdisk, a software firm based in Shreveport, Louisiana, where he worked on Gamer's Edge, a bi-monthly disk magazine featuring PC games developed full-time by Carmack alongside John Romero, Adrian Carmack, and Lane Roathe, with design contributions from Tom Hall. Carmack adapted Catacomb for DOS in the magazine’s inaugural issue.

In September 1990, Carmack devised an efficient side-scrolling graphics technique that caught Romero’s attention for its potential. Using company equipment without authorization, they secretly developed Commander Keen in Invasion of the Vorticons, which Apogee Software released on December 14. Employing a shareware distribution model—offering the first episode free with paid subsequent episodes—Commander Keen achieved commercial success.

Although Softdisk CEO Al Vekovius discovered their unauthorized use of company resources for an external publisher, due to reliance on subscriptions to Gamer's Edge, he negotiated terms allowing them to continue producing games for Softdisk. On February 1, 1991, John Carmack, John Romero, Tom Hall, and Adrian Carmack officially founded id Software.

Under this arrangement, id Software created several titles for Softdisk utilizing side-scrolling technology while also advancing their skills with a 3D engine used in Hovertank 3D (April 1991) and texture mapping implemented in Catacomb 3-D (November 1991). After completing their contract with Softdisk at the end of 1991, id Software began work on Wolfenstein 3D for Apogee.

Because Softdisk retained rights to both the 3D engine and the intellectual property of Catacomb 3-D, they assembled a new internal team under designer Greg Malone—known for work on Moebius and Windwalker. Programmers Mike Maynard and Jim Row joined Malone on this project. While some enemy designs by Adrian Carmack were reused in Catacomb Abyss, most artwork was newly produced by Jerry K. Jones, Carol Ludden, and Steven Maines. This group developed Catacomb Abyss along with its sequels Catacomb Armageddon and Catacomb Apocalypse throughout 1992.

Toward the end of that year, Softdisk ceased publication of Gamer's Edge. Maynard and Row departed to form JAM Productions, where they worked on titles including Blake Stone: Aliens of Gold. Greg Malone later advanced to become creative director for Duke Nukem 3D.

Release

Although Gamer's Edge, a disk magazine, amassed around 3,000 subscribers, it never achieved commercial success. Inspired by the popularity of the shareware game Commander Keen, Softdisk embraced the shareware distribution approach for Catacomb Abyss. Players were allowed to freely access and share the shareware edition, which included an electronic catalog promoting the full registered version of Catacomb Abyss along with its two follow-ups, Catacomb Armageddon and Catacomb Apocalypse. Purchases of these titles could be made directly through Softdisk. The registered edition provided a hint booklet but featured identical levels to the shareware release.

In 2012, the rights to the Catacomb franchise were acquired by software firm Flat Rock Software, which offered the games as digital downloads via flatrocksoft.com. By March 2013, the collection was launched on GOG.com under the name Catacombs Pack, packaged with the DOS emulator DOSBox to enable compatibility with Microsoft Windows and Linux operating systems.

Contemporary reviews

In its May 1993 issue, American publication Computer Gaming World described The Catacomb Abyss as "very enjoyable" despite its basic EGA visuals and audio. The magazine noted that some users might experience motion discomfort due to the game's smooth 3-D scrolling effect.

British periodical PC Zone, also reviewing in May 1993, commented that its 3D graphics did not scroll as fluidly as those in Wolfenstein 3D, potentially causing irritation during extended gameplay. Nonetheless, they commended the engaging gameplay and atmospheric tension, regarding it as a strong representation of shareware offerings.

The German magazine PC Games reported in March 1993 that Catacomb Abyss entered Germany’s market as an alternative to id Software’s prohibited Wolfenstein 3D (codenamed Hundefelsen 4C). The review praised the well-animated 3D perspective but cautioned that a high-performance computer was necessary due to demanding system requirements. It emphasized how the impressive 3D graphics greatly enhanced both ambiance and player enjoyment.

In November 1993, German publication PC Joker reviewed the Catacomb 3D Adventure series, lauding its hidden secrets, bonus collectibles, visuals, and sound design for cultivating an immersive atmosphere. They concluded that the title held its own within the full-price market segment.

Retrospective reception

PC Gamer’s 2021 retrospective on Catacomb Abyss characterizes the game as "incredibly primitive," particularly criticizing its low-quality wall textures. However, it acknowledges the title’s distinctive design decisions compared to contemporaneous shooters, providing "an interesting glimpse at a direction shooters could have taken" if not for influential games like Wolfenstein and Doom. The time-freezing mechanic receives praise as an "extremely cool" feature akin to bullet time.

On gaming platform GameFAQs, it is noted that Catacomb Abyss offers graphical improvements over its predecessor Catacomb 3-D, including enhanced color schemes and dynamic effects such as animated walls and weather conditions. Despite these upgrades, it is criticized for lacking sufficient challenge.

YouTube reviewer GmanLives highlights modest graphical enhancements alongside a broader variety of enemies and environments relative to the earlier installment. He expresses dissatisfaction with concealed keys placed behind unmarked destructible walls and remarks on the brief gameplay duration, which made it feel more like an expansion pack than a standalone game.

Catacomb Armageddon

Catacomb Armageddon, also referred to as The Catacomb Armageddon 3-D or Curse of the Catacombs, is a fantasy-oriented first-person shooter developed by Softdisk and launched in 1992 for DOS. It represents the second entry in the Catacomb 3-D Adventure Series.

The plot picks up after Catacomb Abyss, with the player chasing their nemesis, Nemesis, who has regrouped in the "Towne of Morbidity". The journey takes players through areas like the "Dark Forest" and the "Lost City of the Damned".

Gameplay closely mirrors that of its predecessor, though it introduces new enemy types and settings. The title includes sixteen stages featuring a variety of environments such as a shadowy forest, a torture chamber, an enormous ant colony, and the "Demon's Hold" prison where players must free two-headed demons by destroying force fields. "The Crystal Maze" level challenges players to maneuver through invisible barriers.

Opponents encountered include giant twitching ants, flaming malevolent trees that pursue the player, deadly rabbits, skeletons, succubi, evil eyes, and mages. The climax pits the player against Nemesis and his multiple clones.

Originally distributed solely through direct orders from Softdisk in 1992, it was reissued in 1993 by Froggman under the title Curse of the Catacombs. This version featured a redesigned introduction screen and added a cartoon frog to the HUD—a modification that PC Gamer criticized for detracting from the game's overall atmosphere.

In its October 1993 issue, Computer Gaming World described Curse of the Catacombs as providing "more of the same monster bashing and maze crashing excitement" as its predecessor. Despite its basic 16-color EGA graphics and sparse sound effects, it was deemed a worthwhile purchase given its low retail price.

Catacomb Apocalypse

Catacomb Apocalypse, also known as The Catacomb Apocalypse 3-D or Terror of the Catacombs, is a fantasy-themed first-person shooter developed and initially published by Softdisk for DOS in 1993. It serves as the third installment in the Catacomb 3-D Adventure Series, utilizing an early version of the Wolfenstein 3D engine.

The storyline revolves around Nemesis employing time travel to summon futuristic foes such as mechanical flies, android mages, and drones to fight alongside traditional fantasy adversaries like wizards and skeletons. The game features varied locations including gardens, submerged cities, and computer cores. Notably, Catacomb Apocalypse reintroduces a non-linear hub system enabling players to choose different level paths and incorporates pass-through walls that appear solid.

At release, distribution was limited to direct orders via Softdisk. Later in 1993, Froggman issued a retail version titled Terror of the Catacombs. A 1994 review in Computer Gaming World acknowledged its familiar gameplay and visuals but pointed out its restricted 16-color EGA palette. Nonetheless, it commended the title’s enjoyable gameplay and value.

Legacy

Following the release of the Catacomb series on GOG, Flat Rock Software made the decision to release the games' source code under the GPL license in 2014. This move enabled various source code ports of Catacomb Abyss to be created, such as Reflection Keen (which later evolved into ReflectionHLE), allowing the game to run on a variety of platforms including Windows, Linux, macOS, AmigaOS, and Android.

In 2018, the introduction of CatacombGL, a source port featuring OpenGL hardware acceleration, initially targeted Windows users. Subsequently, native Linux compatibility was added in 2022. These advancements have significantly broadened the availability of the series across contemporary operating systems.

Sources

  • Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner, Random House, 2004, ISBN 978-0-8129-7215-3
  • Shareware Heroes: The Renegades Who Redefined Gaming at the Dawn of the Internet by Richard Moss, Unbound Publishing, 2023, ISBN 978-1-80018-110-6

External links