Doomworld Speedmapping Compilation #24|
Various (uploaded by Solarn)|
The products of Doomworld's 24th speedmapping session, started by Solarn. The session was held over five weekdays from May 24 to May 28. The theme was "metal" and only one map doesn't conform to it, but since it was made for the session and has good gameplay, I decided to include it anyway.|
Some maps have difficulty settings, but others don't.
New from scratch|
100 minutes per map, although some went over the limit.|
Doom Builder, Doom Builder 2|
Several people have complained about dying to imp scratches on MAP03 when there were no imps around, but I can't find any reason for this.|
|Anonymous||I don't know how to say... not so bad, but not good too. I give up on Map04 because I tired to dodge a lot of monsters in a small room/hall/walkway. Many maps are full of that shit, even worse, put 2 cyberdemons on a not big room or wide walk way. I hate them, even it's speedmapping... 2.5/5 -playerlin||x|
|Anonymous||only normal shotgun vs nood-monster? I can't understand..||x|
|Anonymous||It seemed like the authors either couldn't understand that Speedmapping is not Speedrunning. I had to haul ass through some of the small maps. Get keys, get to end. After I think map 9 I had to turn on iddqd because of the sheer insanity with the maps. The one that is the odd one out with non-matching textures matched the default map name (O of Destruction). It was a bit too much for me. Good effort, but please.. keep the amass of monsters to the Nuts.wad. 2/5||x|
|Anonymous||Possible the best speedmapping compilation that Doomworld could offer 5/5||x|
|Anonymous||Unfortunately half of the maps aren't completable, because of unpressable switches and doors. Also softlocks in the maps occur often enough.
you guys should fix and reupload, because the idea of the maps aren't that bad.||x|