Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Congestion 1024

   (116 reviews)
Sign in to follow this  

Guest

4 Screenshots

About This File

32 maps no bigger than 1024 X 1024. Some maps have areas outside the 1024 X 1024 block but they are not part of the playing area. The idea was to focus on quick and fun gameplay.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Horus

· Edited by Horus

  

An interesting concept, and one with a multitude of different mappers that had very different ideas of how to use the cramped space (e.g. verticality, cramped corridors, arenas, ammo starvation, the 1024 take on Dead Simple and IoS). This makes for a varied WAD, albeit one of varying quality (simply put, some interpretations I liked and others I didn't) and not overly balanced in difficulty (with some of the hardest maps in the set's first half). Map 27 is my pick of the bunch and feels like a 'magnum opus' map

 

 

Share this review


Link to review
CapnClever

·

  

Playability notes: Everything works fine in PrBoom+ with -complevel 9. Pistol start on each map is recommended by the text file.

 

Congestion 1024 is the first of its kind, at least in megawad form, and it triumphantly conveys how unrefined the craft of packing a map into a small space was at the time. As with many limitation projects, it contains notable examples in regards to visual complexity, but a dynamic gameplay experience in such confined compartments must be difficult to achieve if this set is anything to go by. There are a few diamonds in the rough, but the rough is rough indeed.

 

The concept itself is quite simple: limit the player's area to a 1024x1024-unit square. While enemies and architecture can extend wherever it is desired, the player must not be allowed to step foot beyond their relatively small enclosure. For an example of how little this is to work with, I present Doom II's MAP07, Dead Simple:

Spoiler

MAP07_map.png

The available area is not the outer square, which is available by the end of the map; nor is it the square within that, which is what the player has available to them from the start of the map. Every map in Congestion 1024 confines the player's movement to the square circumscribing the exit and the four mancubus turret squares (in actuality this square is 960x1088, ignoring the lips, but the surface area is about the same). It's a hefty burden, but the goal should be (as with any limitation project) to create a level that plays without the player noticing any limitation at all: here, the player should feel like they can go anywhere, even though there is only a small space to actually go.

 

Unfortunately, as I anticipated even before playing, many of the levels expose their bottled, boxy boundaries quite brashly. Some even go so far as to abandon typical mapping fundamentals to desperately squeeze their idealized map, tighter and tighter, until it's crushed and crumpled beyond recognition. However, in spite of this expectation, I was impressed by several maps that expertly provided space and progression to the player.

 

Highlights:

  • MAP02 and MAP04 are a step in the right direction, with layouts that keep your focus on the action rather than the limited motion. MAP08 and MAP11 are contrary to this direction, as there is plenty of action available but far too little area to enjoy it.
  • If I recommend outright avoiding maps: MAP09, MAP13, MAP14, and MAP22. These aren't even tiny rooms connected by tiny hallways, but the opposite: hallways upon hallways, with the occasional room to break up the monotony. MAP13 in particular is titled "The Focus II" and it's embarrassing to believe that it was in any way inspired by the original.
  • MAP15, MAP32, MAP17, and MAP28, on the other hand, are all worth a playthrough (two of those levels are part of the demo reel). They're constrained without being cramped, and difficult purely from a dynamic standpoint.
  • MAP07, MAP16, MAP27, MAP30, and (eventually) MAP21 are arena encounters ala Dead Simple. Of these, MAP16 is the most interesting, as the intensity increases over time and can be taken at a variable pace.

 

I recommend skipping around with pistol starts: MAP01-MAP06, MAP15-MAP20 (including secrets), and MAP25-MAP28 are the most interesting stretches of at least decent maps.

Share this review


Link to review
NuMetalManiak

· Edited by NuMetalManiak

  

it's pretty weird looking back at this wad in 2020 and wondering just why did people like it back then. Congestion 1024 is perhaps the first full-length megawad emphasizing crampedness in 1024x1024 spaces, and the maps here, at least today, are quite mild. there's a difficulty curve as always, but nothing all newer wads can do better. it's got some strict arena maps, which I frown upon now because they just aren't as fun as other types of maps (except MAP27 which excels in its spiderdemon encounters). the novelty in MAP22 is interesting, as is MAP23 and its mostly starvation-based gameplay. MAP24 and MAP28 are appropriately tough, and the entirety of MAP29 will keep on the toes. still though, it's a neat piece of history, and depending on your take, may be better than some of the more creative children gameplay-wise. basically it's got a little bit of everything inside the little bits of maps you'll find, and although it's feasible to beat these maps in just above an hour at most, there's always at least once little enjoyment factor out of it all.

Share this review


Link to review
Spectre01

  
It's ok tbh. Very few maps are actually memorable and a lot of the gameplay is annoying rather than difficult. Still some good maps here and a nice OST. 2.44/5

Share this review


Link to review
Combinebobnt

  
Pretty good for the limitation. Some maps were extremely cramped in movement however.

Share this review


Link to review
Guest

  
1024 was a good starting point in 2005 but it does lead to crampedness that will annoy some. So I think nowadays 2048 is the more balanced limit (which has me interested in PCCP2, but that's for another topic). Plenty of nice maps here still, if you don't feel too cramped - and a good debut into the whole limited map space concept that still shows up from time to time a decade later.

Share this review


Link to review
Guest

Unknown date

  
Now, this is very inventive in demonstrating how a level can be great even with little room available. If only it had been playtested a bit more... 'Cause balance is fairly off in the latest levels. A well deserved 4 stars, though. -- x_MaimerFagen_x

Share this review


Link to review
Guest

Unknown date

  
You thought Alien Vendetta was good? This wad freakin kicks its ass. Alien Vendetta had good maps but not all were good and it didn't keep my attention for long. When I begin playing this, I couldn't stop! The maps arent too big or too small and the atmosphere is great and level design is so damn detailed.

Share this review


Link to review
Guest

Unknown date

  
Thanks for the Wad! :D! I LOVE DOOM! Are you guys still working on wads? :o

Share this review


Link to review
Guest

Unknown date

  
No less than awesome. -Tango

Share this review


Link to review
Guest

Unknown date

  
Lots of fun, memorable little maps. Something about this style of map is just so much fun to play. Can't remember any bad maps here, only lots of excellent ones. MAP32 aka Nullspace Junior, however, is the only one that meets Scythe 2 quality and is one of the very best Doom maps ever released. Astonishing visual design, and superb gameplay. 5/5

Share this review


Link to review
Guest

Unknown date

  
32 maps of awesomeness. Never would have guessed that small maps could be this fun. 5/5 -Dancso

Share this review


Link to review
Guest

Unknown date

  
This is an interesting concept, some of the maps are good and I had fun with them, some were too easy (all maps until 9, excepting 7), some were TOO FUCKING HARD (10,11 and 12) as I was very low on health most of time in these maps, I kept dying (around 20-30 times) because there was no health around and kept me starting some levels with very low HP if I managed surviving! At least ArchViles in later levels weren't a problem. Played with AEOD 6.02. Final verdict: 4/5 -Doomer95

Share this review


Link to review
Guest

Unknown date

  
I like it! But why is it not in the megawad section?

Share this review


Link to review
Guest

Unknown date

  
Wow what a fun megawad, one of the best ones I've played recently. Each level here is short but quite detailed, and not too hard with some great gameplay. I'm about halfway through the set right now, the only one I really didn't like much was MAP11, couldn't figure it out for the life of me and was just uncomfortable. I highly recommend this to people who have short attention spans, like me. :D 5/5

Share this review


Link to review
Guest

Unknown date

  
This was awesome. Small-medium sized maps rule! 5/5

Share this review


Link to review
Guest

Unknown date

  
Three maps of this set made PrBoom crash, so I cannot comment on them. The rest was really great, though. Definitely one of this year's best! -- 5/5

Share this review


Link to review
Guest

Unknown date

  
The maps may be small, but the are full of incredible details and fantastic gameplay!

Share this review


Link to review
Guest

Unknown date

  
On paper it doesn't sound like much...turn up the hardness with -fast and pistol starts and you have an interesting challenge. Some maps struggle for ammo (and map 10 doesn't have enough without the secret) but aside from that pretty good. I'm sure it would fail hard if not played from pistol start though.

Share this review


Link to review
Guest

Unknown date

  
Masterpiece in little size! - Daimon

Share this review


Link to review
Guest

Unknown date

  
Awesome! This is one of my favourites. *****

Share this review


Link to review
Guest

Unknown date

  
Easter eggs in Map 22 are a riot!

Share this review


Link to review
Guest

Unknown date

  
Very good wad, just played through it. My favourite maps are Focus 2, House of Shadows, Monday Morning (because all three consist mostly of narrow passages, making the map seem much larger than it is) and Bantam, because the medieval theme reminded me of Quake. I did notice that towards the end the project seemed to have run out of steam a bit. The maps were still pretty, but they were nothing more than very small Doom2 maps with nothing to make them stand out from the crowd. Still worth a 5/5 though.

Share this review


Link to review
Guest

Unknown date

  
This is one of my all-time favourites! 5/5 - Svartravn S

Share this review


Link to review
Guest

Unknown date

  
One of now two excellent megawads in this style; this one is a bit inferior to the other one (Claustrophobia) on detail, but it still looks pretty nice and plays just as well. I really love the 1024 concept of maps; short, refreshing, but sometimes intense levels. 5/5, easily.

Share this review


Link to review
  • File Reviews

    • By elend · Posted
      What a set of maps. At first I only expected random maps that use use Mario textures, but this is so much more. From the cutesy bullet puffs of the weapons, to the plasmagun sprites, there have been more changes than "just" textures. All together they form a very, very coherent picture which makes you almost disappointed, that there are no Mario enemies in the game.   Even then, the actual quality of the maps surprised me quite a bit as well. Very, very fun to play from the beginning to the end, with admittedly frustrating parts (the map featuring only Archies and Revenants or the map featuring ice and wind. Oh god, the ice...). These are not just simple techbases given a Mario texture paint, these maps are well thought out and tailored to the textures, ranging from grass lands, over desert to impressive castle scapes and even an air ship. I played on TYTD not only because I am a wimp, but also because those maps are really, really hard and have some frustrating moments. It speaks for this mapset's quality, though, that you can live with those moments and still enjoy the maps.   Try it out at least.
    • By P41R47 · Posted
      I really dig it! Its feel like a Ultimate Doom take of TNT, but its not at that level either.
      Its a great adventure mapset, leaning more to the  atmospheric and realistic architecture.
      First and second episodes are amazing. Introducing the new enemies as the maps unfold. But midway around episode three it start to lose steam, with a serie of really short maps and then maps really similar to the originals, this is not bad at all, just feels a little uninspireds. Fourth episode on the other hand, feels extremely rushed, with a lot of monotexturing and undetailed areas. Its not bad, but coming as the ending episode it could be much better, specially with the degree of detailing the author showed on the precious episodes.

      All the episodes offers a good challenge, even on Hurt Me Plenty, but don't expect anything near the difficulty of NEIS.   All in all, being one of the few complete Ultimate Doom megawads, its pretty good and i liked the new enemies sprites and the music used, almost all the time.
    • By chlef · Posted
      No, this is not good by any stretch. First 25 levels feel like they are all the same - colorless, flat, dull and bland. Next 3 look like deathmatch arenas with a handful of monsters. Again, all pretty much the same. The last two are pitch black mazes - oh what fun. As for the secret levels - I abandoned both. Map31 is a maze alternating between pitch darkness and flashing primary colours and map 32 is simply an incomprehensible mess. Possibly acceptable if you just want to kill some time with mindless point and shoot, but not what I would call an enjoyable Doom experience. At least it avoids degenerating into slaughter.
    • By aargh · Posted
      Pros: Straightforward, lot of action, no button madness. Plays smooth. Classic Doom feeling.
      Cons: Lots of invisible lines blocking monsters. Lots of hitscanners and not enough health packs.
    • By MuratMikal · Posted
      An enjoyable set of maps of easy difficulty (MAP 07 is medium) in UV with simple design that worked well for me. Finished the whole set in 02:40 min. Certainly worth a shot!
       
×