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Doomworld Speedmapping Compilation #14

   (4 reviews)
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This is a compilation of the WADs entered in Doomworld's fourteenth speedmapping exercise. Participants were given 100 minutes to create a Doom 2 level on a certain theme. This week's theme is described in rules14.txt. : This wad was compiled by Julian (julian@doomworld.com)


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NuMetalManiak

  

as we work our way through the speedmapping compilations, #14 gives us something different, this time certain rules were in play and a certain layout out of three must be sketched and made playable. there were three of these things, and in the end we got some interesting maps made. the most used layout is the one seen in the first few maps, featuring what looks like a gauntlet hallway likely to be filled with enemies in each spoke while big room is just east of that. the quality is naturally mixed, but for the most part I enjoyed whichever challenges were given here, especially with MAP02 and its painful encounters in the big room. the previous review on this page details much of everything you need to know to be honest, and especially for the final two levels which are sadly lacking an exit. but this is so far the most intriguing of the dwspds.

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Unknown date

  
Nine speedmaps from August 2001. The concept is that each is based on one of three diagrams that seem to be from a Dungeons & Dragons sourcebook. I don't have space to evaluate all nine, but sadly there are no hidden gems. Map01-03 are shockingly poor; Map04 is decent but half-empty; Map05 is very brown (stone walls and imps); Map08 is unfinished, with just one zombieman and no exit; Map09 has some decent detail in the middle, but again there's no exit.

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  • File Reviews

    • By Darman Macray · Posted
      These levels are short, sweet, and pack a lot of punch. Complete with a humorous end-text-screen containing a healthy dose of silly shock-humor, this is a masterful triumph of Heretic map-making, and most certainly a must-play wad.
    • By Walter confetti · Posted
      A really frantic and fun DM map with pretty neat stuff like invisible pillar in the middle of the arena, doesn't have anything to do with the title but the level can become a BFG spamming fest soon, especially with bots. Less fun in SP but the arch-ville+bunch of nazi combo is a nice feat.
    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.   EDIT: Just discovered this is a ideally a DM wad… haha, for that purpose, it seems good. My original rating was 2/5, will change it now.
    • 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.
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