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Exquisite Corpse

   (30 reviews)
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About This File

The phrase "exquisite corpse" originates from a surrealist game in which sentences were created by a group of people, each person not knowing what the previous words were.

In this WAD, each of the 12 authors was given a block of space 1024x1024 units big and asked to create a part of a larger level. However, all they were given to guide them were small slivers of the previously created pieces adjacent to theirs.

The Exquisite Corpse WAD was conceived by Linguica and created by members of the Doomworld forums in early September 2004.


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TimeOfDeath

  
liked except for the fatal zdoomism with sector 650

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NuMetalManiak

  
an interesting concept and it made for a pretty cool map.

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Lightning Hunter

  
Connectivity is better than expected with this map, despite all the different sections combined in one. The visuals are great, minus a few dull sections (mostly 4 and 8), as well as unaligned textures in sections 10 & 11 (seriously, who blows texture alignment with such a small section assigned?). Game play is a good challenge. The switch hunting at the end is annoying when you have already explored the whole map.

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Guest

  
@ ^: you're unfair, that cybie can be killed easily without using weaponry. Having said that: interesting concept of type 1 + 1 = 3. Despite the crampiness, most of the submaps work well, and the combination makes a nice adventure. Sadly it looks like some of the authors try to outperform the others in terms of monster placement (mostly barons & AVs), and of course there is the unevitable 2nd cybie. Sigh... Overall: obviously not legendary at all, but well done.

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Guest

  
first minute cyber demon? ok. 0/5

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Guest

Unknown date

  
Whoa! Just checked this beast out and is it insane or what! 12 guys and one map. Amazing. Damn archviles! Muahaha! I'll be playing this again.

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Guest

Unknown date

  
that was pretty interesting.

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Unknown date

  
funny level

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Guest

Unknown date

  
A fun concept. The resulting map is a bit of a mitchmatch of different styles, not surprisingly, but in this case it could be well considered a strenght as well. 4/5

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Unknown date

  
Lots of fun. Yay for concept! -- Brun Ohn

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Guest

Unknown date

  
very pretty wad, lots of fun

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Unknown date

  
I hope everyone likes it, I really liked how it turned out and I assume the other authors think the same way too :) - Scrum

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Unknown date

  
you forgot to tag one of the doors and you can't grab the plasma rifle in most ports. either actually test maps with something other than zdoom or just say they're for zdoom and save people some time and effort. from what i saw it's pretty nice, though the extreme inconsistency hurts it somewhat. *** -sargebaldy

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Unknown date

  
Great idea and great map! 5/5

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Unknown date

  
great gameplay, seamless transition and and great map overall, especially for the concept of such a project

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Unknown date

  
Great stuff. To guy w/ HD crash : There's no way in hell it was the WAD's fault. Jeez .. :P

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Unknown date

  
an amazing work of art. as a huge fan of surrealism i really love this WAD.

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Unknown date

  
Sometimes you "feel" the passage from one part to another, but overall it's a surprisingly coherent map. The good amount of details and editing ideas is constant in all parts of the map. It's not one of the easiest maps, and you better choose the right way at the beginning, or else you'll end shred by some Hellknights. But in the end, the map is hard but very fair. 4/5 -Milian

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Unknown date

  
Excellent map. Also likely a classic for being the "founder" of the 1024 concept, IMO one of the greatest types of Doom mapping concepts in existence (the bottom line: longer NOT= better)!

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Unknown date

  
Nice, I give it 4 stars because of the extra novelty value. I'd like to see this concept revisited sometime for sure. //Erik Alm

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Unknown date

  
Plays pretty good.

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  • File Reviews

    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
    • By Summer Deep · Posted
      Played on UV, GLBoom+   This is a very decent map for its era, but is not without its flaws. Plenty of enemies and traps, but more than enough health, armour and ammo to deal with them. The trickiest bits are the section near the beginning, where a couple of the chaingunners appeared to be able to shoot through solid barriers, and an 'infinitely tall' imp can cause problems, and the encounter with a couple of archviles later on, which needs to be dealt with promptly and effectively.   The lyrically-related puzzles are an interesting element and work pretty well. The elevator device near the end is clumsy though - it takes an eternity to go up and down, and the situations it engenders are predictable and tame.   If you want to experience a more challenging and polished map by this author, try his later Hidden Mountain Factory wad.   Around 65/100 for this level though.
    • By pritch · Posted
      I can't in all conscience not give Sunlust 5 stars.   This was my first run through, I'm late to the party but don't have as much time for Doom nowadays. But if something like this were released every week, I'd probably never play any other game again.   I've gotten so used to playing such great maps and megawads created by this community that I can honestly say commercial games routinely feel lacklustre in comparison. And these are free - the best things in life truly are.   Sunlust isn't perfect. I dislike the glut of killed-to-end maps in the late teens and twenties - I think once an episode is enough to rebuild from a pistol start, especially when most of the weapons are given to you anew quite quickly due to the difficulty. I do get it though - the mappers want that BFG back at times, to force you to do it the hard way. I personally don't like too many maps that prevent you backtracking for health or armor that you save for later. Some of the later maps are, in my opinion, a bit too hard, and a bit too hit-switch-for-slaughter, too soon. Some of them are only average for design and visual appeal and I dropped below 60fps in places with a relatively fast CPU.   These, though, are minor niggles in context. This is a great mapset, and in particular one of, if not the best map 30s I've ever played. Map 30s are usually so constrained by the need to have a demon spitter - it's just not a very good final boss and we've seen every variation on a demon spitter map under the sun now. Far better to do a grand set piece finale with a four figure monster count - and that's what we get here. The final arena when the lost souls spawn above the main battle is visually one of the most impressive experiences I can remember in years of playing thousands of wads. It's not just the final arena - the entire map has a deeply impressive and imposing ambience and deceptively simple yet awesome architecture. It was a fitting end to a great set.   Too many good maps to state them all. I guess a special mention to map 13 - I love the flow and feel of this one, and it has a banging track. The music is very good throughout, and feels tailored to a lot of the maps. They modified one of the PSX Doom tracks for map30 and it is just perfect.   4.9/5 then - I wish they'd do it all over again...
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