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Doomworld Speedmapping Compilation #2

   (4 reviews)
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This is a compilation of the WADs entered in Doomworld's second 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 map without using a grid. Some of the maps pretty obviously use a grid, but whatever.


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NuMetalManiak

  

so for the second of several early Doomworld Speedmapping session, the theme was to build a map "without using a grid" yet somehow "Some of the maps pretty obviously use a grid, but whatever." um, ok. it would seem pretty hard work to manage without a grid, and it shows in the levels. the monster count is much higher, or it is much lower, really depends on the level, but the quality is nonexistent.

 

MAP01 is another good start to the session, amazingly enough, with a few areas seemingly without the grid and a decent key fight. you then get the linear MAP02 and the even worse MAP03. MAP05 has promise being an arena map, but it appeared that monsters never really teleported into the map for some reason, plus the imps are useless. Fredrik attempted to hit it out of the ballpark with the rather tough MAP06, but following that we have the unfinished MAP07, which seems to require jumping and crouching but also has no exit to speak of. the remainder of the maps from MAP09 onwards all try their hardest to be impressive, with MAP09 somehow having custom textures for some reason and actually being perhaps the overall best actually, while MAP14 is a proto-slaughter linear crawl where all your supplies are at the beginning. MAP16 lacks an exit but is otherwise decent. I would say apart from 1, 6, 9, and much of the latter half, this set can be passed, as it's just not as fun as the previous speedmapping session.

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Unknown date

  
Some are good for 100 minutes and some I could make in about 10. I like map 6 the best and I like the last one too but the exit switch doesn't work, come on people. 4/1/07

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Unknown date

  
hmmm close game i say no.14 won allthow i liked no.4 too

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  • File Reviews

    • 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.
    • By Walter confetti · Posted
      A basic and nice looking showroom type of map where monsters are trapped inside glass prisons, no exit and no way to play this with any modern source Port like DSDA-Doom and GZDoom, but works really well in Crispy Doom. It was a pleasant experience.
    • By Walter confetti · Posted
      Conceptually not bad, it's a pretty imposing tower with some decent lighting, but no ammo at all despite having the guns and a VERY obscure way to rise up the floor in the lava pit? That's a big downer. But overall, it's ok.
    • By eanasir · Posted
      Well, the map is pretty basic. The map is quite challenging, with there being 0 ammo pickups (excluding the backpack) outside of the starting room. There are also nazis for some reason. I will give it 2 stars only because this really wasn't meant to be played to be enjoyed, but rather just a example of how to build a map in DEU.
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