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13 years of Doom

   (21 reviews)
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13 years of Doom doesn't have a consistent theme. It was just a project to get some of the mappers together to make a tribute to Doom style map. The map is built inside and around the letters "13 YEARS OF DOOM", with each letter made by different author. No, I don't know what you're talking about. What do you mean "late"? Anyhow, I'm not 100% sure of the credits, as the development cycle was rather long. Apologies to those who I may have forgotten. Have fun! It's never too late to celebrate Doom's 13th birthday!


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Guest

  
Brave attempt, but has imo too many flaws. Textures that don't fit together making ambiance ugly, layout often too cramped without reason, way too many lost souls, secrets without decent awards, automap almost not updated making progression unnecessary difficult. Frequently endless searching. Switchhunt could mostly have been implemented smarter via walkover lines. Monster placement is often uninspired. Overall despite the effort: meh. It's a pity...

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Lightning Hunter

  
I tried to like 13years, but it is just too sloppy. The only good looking rooms are in the word "Doom", and even one of those is a blatant rip-off of Doom2 Map11 (and the original is better). Texture alignment is awful. Game play is too unbalanced, with the only hard fights consisting of in-your-face monsters when you teleport from one letter to another. There were numerous bugs that could have been caught with a little playtesting. Definitely a failed community compilation.

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Guest

Unknown date

  
First, the wad is not really coop-compatible, first the teleporters and some doors do the thing once, second the first sections were pretty low-detail compared to rest of map, third in the boss fight the teleporting monsters do get stuck, 2,5/5 - Alter

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Unknown date

  
Thirteen or fourteen years? I'm confused. This is a single large map (602 monsters) with each section designed by a different person. The design is generally simple, with some cute touches. I could have done without some of the lost souls, I hate lost souls. I got trapped in a secret lift in the 'P'. The gameplay is entertaining although it's never very hard. The second 'O' seems very familiar. Conceptually clever boss fight; wobbly execution.

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Unknown date

  
Sorry people, apparently a slightly old version was uploaded here, in which the lift and teleporter bugs have been fixed. You can certainly play the map, though. And Alter, the monsters are intended to get stuck in the boss fight. Fatal

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Guest

Unknown date

  
Boring switchhunt.

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Guest

Unknown date

  
Enjoyable fairly large map, which does its concept very well indeed, but suffers slightly from gameplay issues in places. 4*

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Guest

Unknown date

  
Meh.

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Guest

Unknown date

  
I like it, well done, really worth playing 4/5

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Guest

Unknown date

  
I like warm body massages.

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  • File Reviews

    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
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