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Void Deathmatch Set (Preview Release 1)

   (13 reviews)
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About This File

Deathmatch map set inspired by Cyb's Void and American McGee's Alice. More maps are in development; map11 here is actually map12 in the final pack. At least 3 maps are missing from this release.

This map pack is designed for new-school configuration (freelook and jump especially, and also no infinite actor height); attempts to do play with other settings will be painful.


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Guest

Unknown date

  
love the look

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Unknown date

  
Oh fuck off with your call for SP starts. You realise that's as preposterous as asking someone to put DM starts in an SP work right? This is a really stunning piece of work and only has a couple of maps that actually suck for deathmatch. Cyb should be flattered - Cybershark

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Unknown date

  
Awesome, I would also like to see a SP version of this! 5/5

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Unknown date

  
Pretty Cool

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Unknown date

  
Very creative, I like it. I hope the final version would have single-player starts on each map. Because I play it mainly to take a look on the maps when I'm bored.

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Unknown date

  
The appearance is really well done! 5/5

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Unknown date

  
These are cool maps but to be fair some of them don't play very well. They are well made however...

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Unknown date

  
Oh wow! This is so creative and cool! Gameplay lacks but hell, 5/5 because people need to see this! Evo

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  • File Reviews

    • By rdwpa · Posted
      The custom textures are fantastic. If you're a mapper seeking a change of pace from the usual Scythe 2 Egypt, both ISIS.wad and Osiris.wad, which provided some resources, permit use of their assets. (Although they would need cleanup to gel with the most polished of modern styles.)   By modern standards, ISIS.wad hasn't held up, either the name or the gameplay. Outside of a few moments, it stays at a difficulty that makes the early parts of Doom 2 feel like a TimeOfDeath map. The bigger issue is that it is also huge and confusing, with progression being lightly marked at best. Near the end, I unwittingly teleported to the start, and I had to reload a save to avoid minutes of backtracking. All the monsters are stock, so if forced to replay it, I'd either use -fast or throw on a gameplay mod that buffs monsters. The saving grace is that the textures make the outdoors and caves look pretty.
      The text file suggests using Doom Legacy, but few people in 2020 know what that is. Fortunately, the wad ran perfectly for me in GZDoom. It requires jumping and swimming.   Bumped up a star for the cool assets, especially since many were crafted by the author.  
       
    • By Walter confetti · Posted
      "Aah, that hurts!" It hurts indeed, annoying (movie?) sound clip used for player pain, it hurts a lot. This map is not that atrociously bad, actually. Layout is nice and pretty open, and the "throne" room (without a throne) is the best part of the level, but unluckily there's this teleport crazy thing that runs troughs the various sections of the... castle? Tomb? I see more some kind of castle theme here, but i digress, let's return on topic. Ok, there is this teleport travel stuff all around the map that join together the various sections of the map, at the first time it works fine and it's a pretty cool thing, but then things starts to going crazy after you reach the yellow key door (that is, for some reason, hidden from a computer panel and the switch to reach it is hidden too in a alcove that i had to noclip for reach it) and the teleport in the middle of the rooms that randomly spawns you in some random place, and this by touching a complete random teleport line. Wonderful, you don't have the idea. Also, after taking the red key, i've been stuck for quit a long in the already mentioned "throne room" and i had to cheat for finding my way by noclipping almost half of the map. Gameplay is not hard, but... this thing is unforgiving with you. Forget to take the computer map in the cyb's cage? Forgive even to proceed in the damn map! Miss a switch, a teleport line, anything? Game over, man. Also the thing placement looks like is all around the place sometimes, but that's a (really bad) habit of old time maps... Also, is most probably me that i missed out something, but this map have a exit? I didn't find out in any way! Ah yes, the sound effects are mental, this weird ass shit turns you crazy, if not the bad choices with teleport sections didn't it already. Top class. Also, it uses somes of the zombie voices from Eternal Doom (and before that Laura Bayer)? Ok....   In short: a pretty forgettable 1994 map expect for a pair of locations with some of the ugliest sound effects you can ever heard.    
    • By rdwpa · Posted
      This is a clever early-career speedmap by Obsidian, in one of his favorite settings, a small archvile-infested library. It has a couple of puzzles and much of the combat is unconventional: stuff like tysoning, pacifism, and forced partial invisibility.    The gimmicks aren't bad, and a lot plays well, but I disliked the blue key section:   Two other reviews contain factual misrepresentations: the early revenant can be comfortably skipped until stronger weapons are attained a short time later, and a certain vile trio never appears if you stay pacifist during that one segment. (The map even warns you, through unmissable sector letters that spell "silence.")
    • By rdwpa · Posted
      In early 2014, in the more innocent landscape BTSX hadn't fully colonized, Memfis invested his quirky energy in making enjoyable maps rather than LARPing as a forum villain. You could say he yakfaked himself before he bzzraked himself.   In Continue, barrels and rockets and plasma -- plus the overpowered SSG -- make for a satisfying five-minute lark through a utility plant. Monsters are skillfully placed for pure satisfaction. The visuals are oldschool, from the Kama Sutra era, and later progression is cool: you parkour like a goat over features that initially seem decorative, and the final area can be accessed in two different, involved ways.
    • By iconofeggsafe666 · Posted
      has some good music and somewhat good jokes.
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