Congestion: 64

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1337 Doomer

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32 maps not bigger than 64x64.

Base

New from scratch




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Unknown date

  • 5
  
Not too bad, decent idea, not enough score. 5/5. XP

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Unknown date

  • 5
  
Best. Megawad. Ever.

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Unknown date

  • 4
  
Creative. 4 stars

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Unknown date

  • 5
  
WAD of the year! ***** -sargebaldy

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Unknown date

  • 3
  
That was so shocking! It's like every level was a game in and of itself! REVOLUTIONARY!!!! Seriously, it was good for a laugh. 3/5.

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Unknown date

  • 5
  
Best wad EVER.

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Unknown date

  • 4
  
Liked it. Shows what's possible in a 64x64 space. Done in 7:43. 2:43 minus MAP14. 4/5 -Some Soviet

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Unknown date

  • 4
  
Lol, the average one of these maps is 1.3 kilobytes. MAP25 is my favorite; it's cool how you can get 3 rooms in a 64 by 64 playing area. 4/5

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Unknown date

  • 5
  
gold, gold, gold.

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Unknown date

  • 5
  
This is how you do a joke wad right. 5/5

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Unknown date

  • 2
  
Mmm...not as amusing or interesting as I thought it might be. Might have been enjoyable if it was executed better, but as it is it's disappointing. 2/5

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Unknown date

  • 3
  
Amazingly detailed for such small space, there are actual things you have to do in a 64x64 square to continue. He really takes the names of the levels and the original concepts of the levels into play when creating his little squares. There is even an Icon Of Sin level, which was a great laugh and is actually playable. I'd love to give this wad five stars. I really would. Problem is, I really can't let that level 14 glitch go. Or is that the joke? Inconvenience? 4/5 - Skunk

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Unknown date

  • 5
  
"Five stars because it made me laugh, and there is some inventiveness. But I got stuck on level 14; no amount of pushing, shooting or pressing would let me go on." I totally agree! 5 out of 5. I bet 1024 are cut bad =P And I got stuck on 14 too. I think everyone that said they finished this is a liar!

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Unknown date

  • 3
  
This is what I expected. Most levels are a tiny room with a single exit switch in them, but a few levels pack a few surprises too. A waste of time to play but quite funny too. 3 Stars -PC

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Unknown date

  • 5
  
Congestion 1337 ain't got nothin' on this!

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  • 4
  
A good lol. 4/5 - Belial

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Unknown date

  • 5
  
at least this maps shows how much can you do in 64x64! Theres alot! lifts... wrong lift kills... elevators... and even stairs! nice!

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Unknown date

  • 3
  
I beated it without cheats :) Quite fun 3/5 for cognition, what can u cram into so little place...

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Unknown date

  • 3
  
What can you fit in 64? Just a button to finish each level? 256 would be more interesting, but 64? I gotta see this..

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Unknown date

  • 5
  
Better than 1024

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Unknown date

  • 5
  
veryveryvery best! 1024 sucks look'd at that.

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  • 2
  
I'm surprised that whoever made this bothered to do all 32 maps. I'm even more surprised I bothered to 'play' them all.

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Unknown date

  • 3
  
Funny, but otherwise pointless. 0/5 + 3 for funniness/concept = 3/5 But if you want tiny, tiny maps that are actually still at least something you can legitimately play, I suggest trying Congestion 384; for most of you, the 1024 wads are the best bet.

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Unknown date

  • 5
  
Got lost on map 02

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Unknown date

  • 4
  
um - not half bad, if it was bigger, i think it would be good 4 stars

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  • File Reviews

    • By Zalewa · Posted
      Was there a texture limit imposed here or what? It's all red rock. Shooting is straight forward, geometry is the same irregular shapes with height variation that only slightly goes up and down. The map is very short and not boring, but it's very, very basic.
    • By Zalewa · Posted
      Nothing spells meh like recycled IWAD geometry. And it's recycled a lot. The level is crampy, plain in visuals and the combat stalls at times.
    • By Zalewa · Posted
      A graveyard/mausoleum level built only out of Doom 2's stock textures. Weapons stop at chainsaw, shotgun and chaingun - there's no SSG as far as I know. The level is short and mostly not difficult. A nice map, all in all.
    • By CapnClever · Posted
      Playability notes: The mapset appears to have been tested only in ZDoom, so use that (or ZDoom-derived). Pistol starts are recommended.   Confinement 512 has a number of fun encounters and difficult matchups, but lacks the refinement to do so over its entire length. Veterans will immediately note some missing textures and odd handling of monsters under the floor, laying bare the inexperience of the mapper during this creation, though it doesn't significantly impact the gameplay. Aside from one or two major stumbling blocks, however, I consider this a good first attempt and it shows considerable thought put into the set's progression.   Much like the binary-powered iterations before it, the limitation of this mapset is to only allow the player to move within a 512x512 square, a mere quarter the size of more typical 1024 projects. This tends towards very small arenas  in which fights can take place, but with the right mindset it can be to the mapper's advantage. For example, a map can focus the player into one or two well-designed encounters instead of drawing itself out with numerous mediocre ones. Such appears to be the philosophy behind these maps.   The first four of seven maps are quite amusing, with the player bombarded at every turn. Even barons manage to become semi-interesting at such close range! Maneuvering against various enemies is a challenge unto itself, and yet there's still plenty of action through the progression of a map. Skipping a bit, the sixth map is very rough in its start, but with a few attempts you learn how to play along and it ends up an exhilarating choice of combat.   The biggest issues here are the fifth and seventh maps, for very different reasons. MAP05 is simply too constrained: there's basically one streamlined approach and it ultimately depends on luck. (I'd like to think it was me simply not learning the level well enough, but it's a really awkward map regardless.) MAP07, on the other hand, tries Dead Simple and, while the first half is actually a decent fight, the teleporting of Arachnotrons is completely trivialized (keep in mind this is ZDoom, and berserk fist is quite manageable against large opponents).   It's a small set, and its amateur placements are refreshing under the self-imposed conditions. My recommendation: try to get through it all, but feel free to skip MAP05 if its challenge isn't to your liking.
    • By CapnClever · Posted
      Playability notes: Designed for vanilla usage, so take your pick. Play with pistol starts.   Congestion 384, though quite small in stature, is solidly refined in both aesthetic and encounter design. While no level is all that hard, each one fits an interesting fight into the space available, and I can't ask for much more.   Inspired by Congestions 1024 and 64, this limitation is something of a middle ground, only allowing for the player to navigate within the confines of a 384x384 block. Needless to say this is very small, and at its very boundaries the player can only move within 12 widths of one's self along either axis. Still, it's enough to fit a fight or two, as this mapset eloquently shows.   The encounters really are well-handled, perhaps due to the limitation itself: each level has to pull its own weight, lest the entire mapset come across as filler. There are a couple stumbling cases wherein an otherwise difficult enemy can be skipped by exiting a level early, but played as-is they would be a fun challenge. The aesthetic also plays enough of a role to benefit encounters, stealthily giving the appearance of a full map but eventually revealing a new group or two.   I'd mention highlights but in the time it would take to read one you could finish its respective map, so instead I'll mention my favorites: MAP03, MAP05, MAP08, MAP10, MAP12-MAP15, MAP18. It's a fun little mapset worth a quick playthrough and an excellent primer for those just stepping beyond the difficulty of Doom1 or Doom2.