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Congestion 384

   (49 reviews)
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About This File

20 levels with play limited to a 384x384 square!

The player is often able to see a larger area and monsters may cross these boundaries. The only exception is where an exit line lies close to the edge of the square, possibly allowing the players' toes to cross over before the exit is triggered.

I've also followed the intermission scheme breaking it into three eps, though the theme in the final ep is not as consistent as it could be for reasons outlined below.

All maps were developed and tested to be played in UV from a pistol start. Playing through should be possible but health may be very tight. Pacifist is at least theoretically possible but space is often meager and you may have a hard time moving forward without clearing a path.

This was originally intended to be released in Early 2007 but got left to waste after a hard disk cock-up meant half the maps were corrupted. However a couple weeks ago i was forced to take a few days bed rest due to a minor operation and, laptop close at hand, had nothing to do but catch up on some Dooming. So i resurrected the working maps, rebuilt some others and have spent another few evenings since polishing it off. Enjoy!


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Guest

Unknown date

  
Fun. Some of these maps (such as 16 & 19) are actually very hard. Lots of cramped fights and plenty of action, not to mention a fun concept. 4/5

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Guest

Unknown date

  
Really good and hell funny. Congrats

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Guest

Unknown date

  
Good concept, good execution. 4/5

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Unknown date

  
I like it! The first levels felt a bit bland, but the challenges in the later ones turned out to be really interessting - esp when played without vertical mouselook. What a pitty this wad ends after 20 levels. 4 Stars!

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Unknown date

  
Interesting. I never knew that weapon pickup time could be so costly. The lava room with imps on pillars was too much for me. Having to go Tyson on the imps while simultaneously hopping between pillars, all the while dodging revenant missiles, was just too hard.

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Unknown date

  
Pretty fun, good quick game. 4/5

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Guest

Unknown date

  
If I had to describe this set of maps with one word, that word would be 'genius'. 5/5

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Guest

Unknown date

  
I liked it, very well done. 4/5 -Some Soviet

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Guest

Unknown date

  
Decent megawad, but nothing special. 3/5

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Guest

Unknown date

  
better than the shitty 1024 concept

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Guest

Unknown date

  
Very fun for the few minutes it lasted! Although I couldn't figure out the last level so I used idclip and punched Romero's face. 4/5

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Unknown date

  
Hey, pretty nice, actually. 384x384 is *very* limited already, but you still managed to make these levels quite entertaining. Kudos!

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  • File Reviews

    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
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