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Claustrophobia 1024

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Claustrophobia 1024 is the community-made, inspirational sequel to Congestion 1024 which was released back in 2005. It's comprised of 32 brand-new maps restricting the player's movements to a 1024x1024 space. Decoration and monsters were allowed outside of this 1024 squared area. The player is allowed outside of the 1024 boundary given he is killed instantly. The focus of the project was to create a set of fun, quick & good looking maps while being able to work within the boundaries that were set. All of the maps were made to be played pistol start but it also plays just as well map-by-map.


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CapnClever

  

Playability notes: Worked with PrBoom+ at -complevel 9. I didn't find any secret exits, so expect to warp directly to 31, 32, and 33 if you want to play them. Pistol starts are recommended.

 

Claustrophobia 1024 takes after its predecessor, Congestion 1024, and shows over three years later that quality can improve given time. Enough issues in the mapset hold me from suggesting a thorough run of it, but there's more good than bad this time around. Many of the rough edges in deciding how to build combat in some confines are gone, and the final stretch really shows off what can be done when you want an exciting challenge in a small space (for better or for worse).

 

I've already explained this limitation in my Congestion 1024 review, so take quick peek there if you require an understanding of it. In brief, mappers have very little room to maneuver the player around, though decoration and monster placement is allowed beyond the player's reach if desired. Unlike the first megawad, however, the usage of this extra space is more deeply explored to the benefit of the gameplay, always a plus in my book.

 

Some of the maps contain the same problems seen back in 2005: incredibly cramped locations, trying to fit a "normal" map into a much smaller space, with the end result diminishing the thrill of encounters. In direct contrast, however, most map do a far better job by either embracing minimum maneuverability or replacing normalcy with eccentricity. There are quite a few gems here, though they only shine through entering the second half of the set.

 

What follows are some highlights:

  • The first five maps deliver a solid opening, and MAP01 in particular helps to drive the point that this mapset is a marked improvement over the original.
  • From there, MAP06-MAP12 are among the weakest in the set, with mediocre combat and layouts at best.
    • MAP07 is a good try at Dead Simple, but the arachnotron fight is completely redundant and wastes time between superior encounters.
    • MAP09 is easily the most uncomfortable in this group, forcing you to take cramped cover or hope that meatshields are in the way of lethal damage.
  • MAP13 is truly excellent in giving steady pressure over the course of the map without relating it to a lack of space. MAP28, by the same author, is similar in this regard but tries a little too hard to keep the player on the straight and narrow, leading to a more elongated and tedious playthrough.
  • MAP31 is amusing at best but far too stuffy to fit interesting fights into; MAP32 is MAP31 if you remove the amusing part and throw in a couple Cyberdemons as doors with health.
  • MAP17 is a very odd case: in spite of being condensed corridor combat, most of the fights play pretty well! It's possible to get screwed with archvile rez, but I found it generally worthwhile to experience.
  • MAP19 opens what I consider the strongest batch of the set, continuing all the way to MAP26 (with one stumble in MAP22 due to repetition).
  • MAP29, while geometrically fascinating, tries too hard to emulate penultimate combat, and by the end you really just want to skip to the next map. Not that MAP30's a great Icon of Sin, either, but at least it's over quickly.
  • MAP34 is meant to be a joke, but it's actually quite an interesting play (albeit terribly unbalanced).

 

It's easier to recommend which maps not to play: MAP06, MAP08-09, MAP11-12, MAP15-16, MAP18, MAP22, MAP27, MAP31-32. The rest are worth a look!

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Guest

  
Masterclass demonstrating how DooM gameplay is nót intended to be. Definitely. OMFG, all those horribly stupid and uninspired, not to say: ultimately lazy, sudden monster popups in cramped areas... This has nóthing to do with gameplay, it just creates huge irritation. So from a gameplay perspective this is IMHO a complete WOT, and after that conclusion the other aspects obviously don't mind anymore. Overall: 1* for the on places technically inventive effort. Man oh man... /nofi, obviously, but :shakes_head:

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Guest

  
A stunning small and compact bunch of levels. Bucketloads of cool textures, with great gameplay all round. Still stands up today. -TRRobin.

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Guest

  
I prefer this over Congestion by a little. The only thing I take a point off for is crampedness at times, but it didn't bother me all that much. (The other Claustrophobia 1024 pretty much hits me exactly the same way, maybe just a tiny bit below this is overall quality.)

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Unknown date

  
5/5, even the spambot agrees with me (2+3=5)

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Unknown date

  
HOW CAN YOU DOWNLOAD THE SOUNDTRACKS FOR THIS GAME?!?!!? a 5\5 its a wonderful WAD but i'd LOVE to be able to listen to the many entrancing songs on it. i think the music made me able to run past this; gave me a rush each time.

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Unknown date

  
Well i think the last level should be the pinnacle of excellence in the wad, even better than the rest of the levels. I frankly think that the last level doesn't do it for me, much like for everyone else.

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Unknown date

  
Great piece of work!Best map#7 I've ever played!5*

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Unknown date

  
Too bad my map didn't make it into the final incarnation of this. Of course, pretty much all these maps are far better than mine. :) Excellent mapping all! 5/5 (Also, there's something weird with the .txt file below...)

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Unknown date

  
awesome stuff! 5*

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Unknown date

  
Not worthy of being called a successor to the masterful Congestion 1024. It's okay, but it's also riddled with sub-par textures and level design. It also gets way too hard, way too fast, even on Hurt Me Plenty i had to cheat constantly as i just kept dying. All in all, it's not very good. 3/5.

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Unknown date

  
Hoooooly crap! This wad is pure awesomeness. I didn't expect it to be this good. One of the best megawads of our time, and far better than its predecessor Congestion 1024. It's a bit hard and filled with really nasty traps, but is also one hell of an excitement and fun! Very original and creative, map design is wonderful (best I've seen yet), music is great, everything is perfect. There should be more wads like this. 10/5 - no question.

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Unknown date

  
not what i would call "amazing". here's why: gameplay 1. teh rest is ok tho: design 3, music 5 3/5 -tehdrunkdemon

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Unknown date

  
Gameplay sucks. If you like to get ambushed in a tiny room with no place to hide every time you press the switch/grab the key - this one is for you, but not for me. And maps in general are much worse than in its predecessor. The whole megawad is still can be completed in one day though, so it haven't consumed all of my time... 3/5 - Demonologist

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Unknown date

  
Finally! a zdoom wad that I actually get to play instead of getting murdered on the spot! great puzzles to solve, watch your back, hmmm I missed a secret.. go back try again, found it! This is what the game should be, and I dont need god mode IDDQD to survive!!! FUN! Thanks to the awsome designers of these levels! 10 out of 10 !!!!!!

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Unknown date

  
My favorite of the three 1024 megawads. With the size limit these are also good 'short map' megawads but in a rather different vein compared to something such as Scythe where the maps are naturally short rather than being designed within specific limits. I don't know, the 1024 megawads just have a feeling of their own, but I'm not complaining. In fact I'll give a 5/5 here.

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Unknown date

  
I like this one much more than the original 1024 (not to say there was anything wrong with it). The levels are very creative. They are never too small or cramped to see up and down stairs like in the original. The new textures are great. It is at just the right level of challenge on Ultra-Violence. Interesting Icon of Sin level too. 4.5/5.

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Unknown date

  
ayy lmao

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Unknown date

  
Some good and some bad maps in here! It strikes me how somone can make a 1024 map that leaves the player wondering where to go next like Map22 and there were some more of this type. I also had to quit the game after flipping several switches in map30 wich seem to have no purpose at all, while hordes of enemys raped me from all possible angles. 3/5

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Unknown date

  
^Some maps are better than others, but it definitely deserves more than a 3!

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Unknown date

  
a god damn masterpiece. 5 stars

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Unknown date

  
I seriously thought the maps were too cramped. At least the difficulty was fairly well balanced as a result.

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Unknown date

  
Great work.

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Unknown date

  
This is a worthy sequel to Congestion 1024, well done team! 5/5

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Unknown date

  
This should have been done by March. BLERG oh well :P -Mek

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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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