Title: Zyq
Filename: levels/doom2/Ports/v-z/zyq.zip
Size: 62.65 KB
Date: 03/08/11
Author: XutaWoo
Description: Another speed map, this time taking place in an infected base.

This one is also a map that mains with the chaingun and rocket launcher. There's a secret super shotgun, making the only secret in this map, but without it you can't just gun wildly.
Credits: Jimmy, for making morose.mid, and whoever made the starry sky that's pretty much everywhere.
Base: New from scratch
Build time: Waaaaay too long for this simple map.
Editor(s) used: Doom Builder 2, Slade 3
Bugs:
Rating: (6 votes)
Download here

Download mirrors: /idgames protocol:


Reviews:
Anonymous
For a speedmap, it's actually quite good. I must've missed the shotgun, though, and I also found that you can get stuck behind the tentacle walls near the rocket launcher (in GZDoom). 3/5 - ZZx
Anonymous
For speedmap it's good. Plays fun but only one problem for me - the cyberdemon. I think it ruined this wad at all, why put this BOSS monsters without enough ammo? Yeah, I know there IS monsters infighting but fuck this, I want to become a pussy and just go to exit before got gibbed by cyberdemon. 3/5 -playerlinx
Anonymous
Short and tough would be my summation, but only tough in the sense that you need to work out how best to crack the situations you end up in (aside from the abstract-y blood area). Seemed to me that, much like with Dementarium, the only real threat is that you might go down in a shot or two due to the powerful enemies, but not getting hit makes it all feel pretty safe. Pretty nice job all round when played in ZDoom, barring what looked like a slime trail at the very start. 3* -Phobusx
Anonymous
its good! 3 *'sx
Anonymous
Speedmapping is like DaVinci drawing a vetruvian man in 5 minutes. Even though he's a great artist, chances are it's going to suck. Change that to the art of mapping. It's still pretty much the same scenario but plug a mediocre modder in the equation and you have a boring map that has nearly no testing at all, if there was any in the first place. The critical bug above takes stars away, and you could have made the sky a generic starfield in the palette like in a hundred other wads instead of a PNG.x
Anonymous
Even if you weren't going to test your "Boom-compatible" map properly in Boom, you could at least have checked that it didn't crash at start-up. If you had done that, you would have discovered that Boom doesn't support PNG graphics. Once the sky is removed, the map appears OK, though I haven't checked it much more thoroughly than the author. :px

View zyq.txt
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