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SargeBaldy Speedmapping Compilation #2

   (7 reviews)
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5 Screenshots

About This File

This is a compilation of the WADs entered in SargeBaldy'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 make a map based off this scenario:

"In a strange twist of events, the Doom Marine's small boat has crashed on the shore of a large island full of hungry tribal imps. Hmmm... that toolshed off in the distance might just contain the lumber and tools needed to fix your boat..."

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stuck on an island, with lots of imps! cool theme. that third map was hilarious but MAP05 is the real challenge of the wad.

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Unknown date

Some of the maps are good, and some are not. This wad is worth having for map04 and map05, and map02 is not too bad, but the rest of the maps suck. Map01 takes about 1 second to complete, and map03 requires you to BFG through a grand total of 3,621 imps. The included Zarcyb.wad is stupid also.

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zarcyb is ahhaha map01 is extremely short map02 is boring with very huge areas map03 is unbalanced!I killed only 3400 imps!Not enough ammo.But funny map anyway. map04 is nice kamasutra-styled map map05 is awesome because you can finish it in a few seconds.Old e3m6-trick :) My record is 2 seconds. 3/5 for having a good time.

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10