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Doomworld Speedmapping Compilation #7

   (5 reviews)
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About This File

This is a compilation of the WADs entered in Doomworld's seventh speedmapping exercise. Participants were given 100 minutes to create a Doom 2 level on a certain theme. This week's theme was to build a Doom 1 level in the episode 1 style.


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Nine levels dated July 2001. It feels like an actual 1995 megawad, which is either a good thing or a bad thing depending on your outlook. E1M1 is a fun intro; E1M2 is trivial (basically just two rooms); E1M3 has more baddies, but it's pretty bad; E1M4 looks promising but is again just two rooms; E1M5 has four rooms, but a good monster rush; E1M6 and E1M7 taken together are easily the best two levels; E1M8 is potentially good but bugged (SLIGE?); E1M9 is just dull.

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It's for Doom1. Read the TXT file.

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Fun for a little speedrun map. Should try this one day too.. 3/5 - Optimus

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These are okay for speed maps. I suppose they are organized by difficulty because there aren't any barons in the last level yet you get some earlier. The last level has a high-damage floor in a central room with a non-liquid which makes it a deadly map. "Boom compatible" sounds like bullshit unless I messed something because I played each level with vanilla. This seemingly false flag forced me to play level by level in case they broke, instead of in one go. ***

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  • File Reviews

    • By NuMetalManiak · Posted
      this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.
    • By Doomkid · Posted
      Okay, I get it, it's a megawad mainly for speedrunners who are intricately familiar with the mechanics of the game down to the nitty-gritty. A series of challenges/obstacles that, for the most part, seem to be possible but are generally ludicrous (and sometimes outright laughable, in a good way).   This was is not a "pile of junk" as a few have said however it's really, really lacking in a lot of ways. I get that the wad is meant to have a fun-and-not-serious tone despite it's overall extreme difficulty but the texturing looks like the insides of a toilet bowl after a Taco Bell buffet. Seriously, these maps are jealous of how beautiful and futuristic maps like UAC_DEAD look. The DWANGO series looks like fucking Ancient Aliens compared to this.   The MIDIs are lighthearted, silly and fun, which adds a layer of appeal for me personally. I loved seeing Patrick Stewart at the intermission too, rofl   I had some fun with this IDCLEVing through the whole wad and giving each map a try or 2 before moving on to the next but I seriously doubt I'll ever be back. The same idea with better texturing and overall taking itself just a tiny bit more seriously would warrant a higher rating. Ass-ugly texturing, silly MIDIs and a silly titlepic/interpic are fun in their own right so don't take me the wrong way but a lot of it crossed into "looks like the authors gave 0 fucks" category and I just have to take points away for that.   Also,   lol wtf is this bullshit is this a terrywad or somethin i mean jeeeezus   Overall, this is worth a peek just for some fun but unless you're a highly skilled speedrunner that also doesn't mind looking into a crapchute map after map, this probably doesn't really have much for you.
    • By mArt1And00m3r11339 · Posted
      If it were renamed "Garbage Dump," I would have given it a better rating.
    • By StormCatcher.77 · Posted
      A large, but not very prolong map, which is interesting to explore. I liked the author's strategy to place strong weapons in well-protected places. To get them the player need to pass a kind of test. The difficulty depends on the player's luck. It is important not to miss the shotgun at the very beginning, otherwise entangled corridors can lead the player to a situation in which he will be easy prey, left without ammo. Visually, the map looks neat, another good example of using standard textures.
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