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Doomworld Speedmapping Compilation #2

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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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