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.

1 Monster Megawad

   (201 reviews)
Sign in to follow this  

Guest

17 Screenshots

About This File

In the spirit of 1024 Congestion and 10Sector, 25 new maps from the Doomworld community, each limited to only one monster type.


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

Guest

Unknown date

  
Map 5 music is horrible.

Share this review


Link to review
Guest

Unknown date

  
What a stupid idea. The community needs to stop wasting time with retarded ideas like this.

Share this review


Link to review
Guest

Unknown date

  
No varity is a good thing

Share this review


Link to review
Guest

Unknown date

  
I likeed the short maps like 01, 03... and more. 3.5/5

Share this review


Link to review
Guest

Unknown date

  
Fighting hundreds of the same monster is a chore. Most levels are boring.

Share this review


Link to review
Guest

Unknown date

  
Great concept, and very enjoyable to play. It's not perfect though, and is let down somewhat by some of the stupidly oversized maps (MAP17 and MAP19 made me want to murder someone for the absolutely hideous repetition and time taken -- they look great and have some very memorable designs, but at that size they are 100% wasted on a gimmick WAD no matter what). However, generally speaking it's very well-made and great fun. MAP15: Spookhouse is an excellent example. A strong 4/5 for 1Monster.

Share this review


Link to review
Guest

Unknown date

  
The semi-HR style Map19 alone (Cacophony) is worth waiting to play through the rest of this megawad. I didn't like the hitscanner maps that much though (ugh, ~310 Chaingunners), but the rest of it was pretty good, had no trouble with health and ammo for the most part. The concept works pretty good in most of the maps, which is why this wad gets 4 stars and a reccommended play out of me.

Share this review


Link to review
Guest

Unknown date

  
Good maps but the concept gets old. 4/5

Share this review


Link to review
Guest

Unknown date

  
So cool !

Share this review


Link to review
Guest

Unknown date

  
The Concept seems simple a monotonous. But the maps quality makes it a very good megawad though the restriction. Map 22 with only three monsters is a masterpiece. 4/5

Share this review


Link to review
yylow30

Unknown date

  
the game can be broken on map04. by that it means I can get to a point where I got stuck in an area of the map and was unable to get out of it without using ways which the original doom games were not meant to. the only way to get out of that area was to strafe-run... and since strafe-running wasn't an intended design of the game, i had to deduct some points. Some of the musics were horrible, and i got bored sooner than expected. I didn't enjoy this.

Share this review


Link to review
Guest

Unknown date

  
This had some good ideas that were stifled by the rule of the wad. This proves that these dumbshit themed projects keep great maps from ever being actually great. Best played with a monster randomizer, or not played at all. Map14 is obviously the best one in the set, it's got Holy Smoke as the background music after all.

Share this review


Link to review
Guest

Unknown date

  
A lot of fun to play through

Share this review


Link to review
Guest

Unknown date

  
lvl 1 and 2 are great but lvl 4 and 5 i cant complete. best Doom to run it under?

Share this review


Link to review
Guest

Unknown date

  
Actually pretty cool given the concept. I'm gonna go with a safe 3/5 here. --Ceeb

Share this review


Link to review
Guest

Unknown date

  
It works with Boom, ZDoom, and I think Skulltag but I am not sure. Good set but some maps were kinda annoying.

Share this review


Link to review
Lizardcommando

Unknown date

  
The levels were good, but they were completely ruined by this 1 monsters concept. 3/5

Share this review


Link to review
Guest

Unknown date

  
4/5 For the most part, I enjoyed it, but there were a couple of maps which just really sucked, such as map04 (What kind of idiot makes 95% of his map a series of hall ways that are 64 units wide anyway?)

Share this review


Link to review
Guest

Unknown date

  
THE community project released in 07. Or maybe it's the only one? Bleh, it's great anyway so don't give a damn about my semantics and play this instead.

Share this review


Link to review
Guest

Unknown date

  
I didn't like it at all. I thought the maps were goinng to be short and creative, not long and repetitive. Oh well.

Share this review


Link to review
Guest

Unknown date

  
Excellent. Map 11-14 are my favourite ones. 5/5 -Glassyman

Share this review


Link to review
Guest

Unknown date

  
1 Monster type for each map gave this wad zero stars. Why can't you people just make NORMAL maps anymore?

Share this review


Link to review
Guest

Unknown date

  
Its adequate.

Share this review


Link to review
Guest

Unknown date

  
This, as a set of regularly populated levels, had so much potential. Which incidentally was wasted on the rigid theme of the project. Hell, you could have preserved the general theme and made the maps more fun by changing the rule to the main monster takes up 50% or more of the monsters while at the same time allowing some other monsters to spice it up. This should be remade (or at least repurposed since the maps are architecturally sound in and of themselves).

Share this review


Link to review
Guest

Unknown date

  
I love this!!! I liked the Demon map, the Cacodemon map, the first imp map, the chaingunner maps and several other ones. 5/5 - Optimus

Share this review


Link to review
  • File Reviews

    • By dei_eldren · Posted
      The map designs in this WAD are unique and decent to the eye, but what really sets this apart is the gameplay, involving a high percentage of time used finding switches - which are not particularly obscure or difficult to find, but results in a lot of running around.  For me, the combat is nothing to complain about, just solid incidental encounters, and in the eight maps that i played i didn't die a single time.  i also idclev'd to couple 'teenage' levels to see if anything would change, but everything seemed to be exactly the same in those.   The problem is i was basically done by map06, which is a good example, as the map has an interesting central section and four labyrinths to the sides - a good design conceptually, only it got very tedious.  Not because of the easy combat, but it simply became repetitive, 'oh no, do i really have to go through those same kind of labyrinths too??'  If the level design in general suffers from something, it's the copious use of symmetrical structures, and i also got tired of not knowing which part exactly was i in.  It would be fine in a level or two, but not constantly.  Even more frustrating, though, are levels in which you have to randomly run around looking for a new switch.  This kind of switch-hunting should only work if the levels were suitable for exploration, but these sadly are not.   i agree with an earlier reviewer who said that this is like an example WAD, many of these mechanics and ideas could be used in better set of levels.  The two stars are for the ideas and execution, whilst the missing three are for lack of variety and tedious gameplay.  Still, not a poor set by any standard, and i wish i could give it a better score for what is good in it.
    • By Arrowhead · Posted
      This is basically 1squares.wad for Doom1. If you're not familiar w/ 1squares, it is arguably one of the earliest true slaughtermaps ever released. The map consists of a very large middle area, which is surrounded by a ring of nearly identical square rooms.   There are 500+ monsters in this map, w/ almost all of them taking residence in the external squares 'ring' surrounding the large open area in the middle. There are many spidermasterminds in the middle area that torment you from long range, so I recommend taking them out w/ the plaz at the first given chance.   There's an abundance of ammo and power-ups in this map, w/ no real attempt at ammo-balancing. This makes this map a bit of a power-fantasy. It took me about 20 minutes to UVMAX, and was not exceptionally difficult - likely due to the lack of Doom2 monsters...   The final showdown pits you against 10 very angry cybies. Thankfully, the author was kind enough to provide a multitude of invulns, and there is more than enough cells in this map to wipe the floor w/ them.   Overall 3/5   The only gripe I have w/ this map is that the texture work and geometry is so basic. I would have liked to see some more variance in design. Once you've looked at the first room, you've basically seen the whole map...   The gameplay was actually quite fun, though - so maybe give this one a try? :)          
    • By Arrowhead · Posted
      I quite enjoyed this map. The opening shot of the castle is quite atmospheric, (see rd.'s screenshot below) even now. There has been obvious attention to detail here, as the map has very few unaligned textures / other visual bugs.   The numerous vanilla attempts at 'DoomCute' really won me over, especially the red felt pool-table, and shower complete w/ soapbar.   The map suffers a bit in the gameplay department - mainly because of its very low monster count. Difficulty is lukewarm at best, and power-ups are quite plentiful.   Navigation was a little bit difficult at first, as much of the map's main progression is hidden behind secret doors - I didn't initially read the readme where the author was kind enough to state: "Hint look for secret stuff in the billiard room." Once I started humping a couple walls, I figured it out.   Overall 4/5.   Some clean design in this map. You can really tell the authors put their hearts and best effort into this one.   This WAD is based off of an earlier WAD, "bcdeath5.wad". That version was apparently far less polished, and was created to run w/ Doom1.  
    • By Endless · Posted
      Quite interesting maps with a unique aesthetic and an attractive design in most levels. 10 maps, 4 more than the previous session and with a particularly nice theme but somewhat explosive and terrible for the end. The gameplay is usually quite fast and explosive, but manageable, until of course, the ending, which I feel ruins the main essence and turns this into a joke. But it's ASS, these maps are usually jokes (some bad or some good) even so I think it's better than the previous session and has a few quite memorable scenes. Xaser and Darsycho create some pretty interesting maps with an appreciable magnitude that I think it's worth trying if you don't want to play the full session. There are certain maps that have a rather cryptic progress and I'm not even sure if they can be completed without some form of cheating (MAP02 and MAP04) but still, I had fun. I would've probably give this map 3 stars if it wasn't for the horrible arch-vile traps at the end of each map.   Xaser is just great at creating this kinds of levels.
    • By Arrowhead · Posted
      Great '94 map - unusually competent in visuals for the time.   Gameplay is pretty easy nowadays, but still enjoyable.   Only reason this doesn't get 5 stars, (for a '94 WAD) is that there are a couple unmarked secrets. That's really the only complaint I have. That, and the final fight on UV can be a bit of a slog - make sure you grab the invulnerability sphere in the cyber's room, as the weapons provided in this map aren't really adequate to take out a cyber. I had to wittle him down w/ single-shotgun blasts - not the most fun in the world...   Regardless, great map - anachronistic in the sense that the visuals are so great for '94. :)   Crying shame the author only made 2 maps, and the other one seems lost to time...
×