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SargeBaldy Speedmapping Compilation #1

   (13 reviews)
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About This File

This is a compilation of the WADs entered in SargeBaldy's first speedmapping exercise. Participants were given 100 minutes to create a Doom 2 level on a certain theme. This week's theme was for to recreate phobos anomaly.


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NuMetalManiak

  
E1M8 everywhere! quite fun actually. MAP07 is very unfinished though.

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Unknown date

  
Average but... hey it's 100 minutes. It's the start of many different kinds of mapping contests, with various constraints. Cson

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Unknown date

  
this is not decent. This isn't even good. There are many bugs. Many texture issues. Poor gameplay, little ammo. It's very poor. The texture usage is circa-1996.

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Unknown date

  
Oh boy. This is the first speedmapping competition that I know of, and it shows pretty well. Only bother playing for historical purposes.

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Unknown date

  
thair are a few decent levels in here but when you play this you should use your own musick wad becaus the same musick on evry level gets old after a wile

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Unknown date

  
1 star. If the first battle in the first level is a pile of shit, I'm not going to bother with the rest.

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  • File Reviews

    • 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
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
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