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Doomworld Speedmapping Compilation #5

   (7 reviews)
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About This File

This is a compilation of the WADs entered in Doomworld's fifth 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 co-op map set in an outdoors environment.


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NuMetalManiak

  

for the fifth iteration of dwspd, the theme was build a co-op map in an outdoor environment. co-op isn't what it used to be, that's for sure, and if you're looking to play these maps in singleplayer, well you'll be prepared to noclip most of the time. only a few of the maps can be fully completable in singleplayer, others will rely on switches that will open faraway doors that you'll never ever reach in-game. combat of course is scaled to be much more difficult as it ought to be for a co-op map. I can see MAP01 and MAP05 being SP-compatible, and the same for MAP11 and MAP09 despite the slaughter settings and the switch that's so far away, but the others need at least two players. skip MAP04, this is a throwaway map with no exit. why is there not one, but two E1M8's? both are pretty average though, as is most of the set except MAP04 and Pablo's E1M8 which just fails the theme.

 

there's not a whole lot of co-op only levelsets and this speedmap set sure isn't the best thing you can find.

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Unknown date

  
"This week's theme was to build a co-op map set in an outdoors environment." "Cooperative 2-4 Player : No" Um...

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Unknown date

  
Map 10 was the most fun out of the set in my opinion. Map 4 is a room that would make Gamorra proud. Being s speedmap and not a map of quality this earns ****. This is a Co-Op mapset. I had to use noclip to do it singleplayer.

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Unknown date

  
I was able to make my way to most of the exits on single player on UV. I like the tech base levels better than these. 4/2/07

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Unknown date

  
c'mon, its frederick. Its gotta be alright, right?

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  • File Reviews

    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
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