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Time Of Maps - Part 1

   (19 reviews)
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About This File

TOM is a boom compatible wad that uses only doom2 format line actions (except some boom light transfers) and sector effects. -complevel 9 in PrBoom-Plus is required for some rising stairs and "floor lower to 8 above highest floor" behaviour. Some maps don't work properly in ZDoom.

This isn't intended to be a traditional map set. Instead, it's a compilation of random maps and mapping experiments (for me) with random themes that are sorted by date (mostly), rather than difficulty. Each map is intended to be learned and memorized from a pistol start and recorded on for max runs (not all maps also have an intended speed route). I imagine playing most of these maps without learning them would probably be pretty annoying. The point of the maps is to learn them, plan a route, and record a demo as fast as you can. Most of the maps are bfg-oriented or rocket/plasma-oriented and most people probably won't like the gameplay.

Most of the maps are remakes of levels from other games. All of the remakes were built by looking around in-game in the original levels, counting floor and wall tiles to figure out heights and lengths, standing in corners and seeing where other corners line up, using a ruler and the in-game map to figure out general room sizes, etc. The Quake remakes were also built that way (I didn't look in a Quake editor). Though, there are still differences in appearance between the originals and remakes. If you're a fan of any of the games I did remakes of, I think it could be cool to check out these maps even if you don't like the gameplay (play on skill 3 - hurt me plenty - to play the maps without monsters).

Intended to be played with these options, if you want:

CATEGORY 1 (INTENDED) - prboom-plus 2.5.0.1+ - kills/items/secrets/timer HUD (with "smart totals" turned off) - any resolution + uncapped fps - custom key config for weapons - -longtics - no TAS features (unless you specify your demo is TAS) - turn180 if you use keyboard only

CATEGORY 2 - zdoom - freelook + jumping turned on - infinitely tall actors turned off - no bfg aiming - custom key config for weapons - no crouch

My key config in PrBoom-Plus is:

WASD movement, M1 fire, SHIFT shotgun, R chaingun, Q rocket, E plasma, F bfg, SPACE use, ALT strafe on, MOUSE turning (sometimes arrow keys with my right hand for long sr50)

My key config in ZDoom is:

WASD movement, M1 fire, M2 jump, Q prev weap, E next weap, SPACE use, ALT strafe on, SHIFT center view, always mouselook, never auto-aim, no BFG aiming, dot crosshair.

///////////// // MAPLIST // /////////////

MAP01 - released April 7, 2009 Don't wake up the revenants

MAP02 - released April 12, 2009 Silent Hill 2 remake of the first part of Rosewater Park

MAP03 - released April 16, 2009 Silent Hill 2 remake of the start area

MAP04 - released April 22, 2009 Silent Hill 2 remake of the Courtyard in the Woodside Apartments

MAP05 - released April 26, 2009 Doesn't work in ZDoom

MAP06 - released May 11, 2009 Doom2 format version of smedley.wad. Doom2.wad map01 remake built from scratch (no copy/pasting) exactly like the original, with some new areas. A secret area is a remake of the starting room and a hallway in Quake E3M3. Rocket jumping is required to reach that secret area in ZDoom.

MAP07 - released May 19, 2009 Quake E3M4 remake of the first room

MAP08 - released May 27, 2009 Doom2 format version of first part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree.

MAP09 - released July 2, 2009 Doom2 format version of second part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree.

MAP10 - released July 3, 2009 Doom2 format version of last part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree.

MAP11 - released July 18, 2009 For practising 2-bfg-shot kills on cybers and long sr50. Similar design to Espi's pe.wad

MAP12 - released June 6, 2009 Doom.wad E1M1 remake from memory, after not having played/seen the original map in about 1 year, with doom2 monsters. It was Creaphis' idea. Also appears in e1m1mem.zip, e1m1mem2.wad map01.

MAP13 - released March 6, 2009 Doom2 format + single player version of my 2 sectors deathmatch map in 2sector.wad (map07) from July 2006. Originally released as seaburt.wad in March 2009

MAP14 - released July 30, 2009 Doom2 format version of map27 from chips19.wad. Remake of level 27 from Chip's Challenge. Also turned out to be a 1024-style map.

MAP15 - released July 16, 2009 Doom2 format version of my first five maps put into one map. The original maps are from dib28a.wad and were made in 2005

MAP16 - released September 1, 2009 My attempt at making an Oblige-like map from scratch.

MAP29 - demo map Map28 from dib28a.wad. My unfinished attempt at making cave architecture from 2006.

MAP30 - released September 20, 2009 A map with 2 sectors that will certainly be hated by most, if not all.

MAP31 - released July 30, 2009 Map11 with the cybers facing you.

MAP32 - released July 30, 2009 Doom2 format version of two of the last rooms from flanagan.wad. Also shows a Doom "bug" (?) where you can walk through certain impassible walls if your map takes up 32768 units or more, either south-north or west-east. Doesn't work in ZDoom.


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Marcaek

·

  

Pretty good set of odd challenge maps, with some overly sloggy fights here and there. Nice tribute to rosewater park.

 

Shame the screenshots on this page reflect the time ToD pulled a bunch of his maps off the archive for reasons I never knew

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Nine Inch Heels

· Edited by Nine Inch Heels

  

As the author states, these maps are aimed at a specific target audience, with a certain mindset. If you're the kind of player who is looking for something that is accessible and intuitive to get into, this will not be for you.

 

The idea of the set is not to go in, drop your saves, and overcome scenarios by way of chance eventually, but rather to study the maps in their entirety to ultimately conduct a full deathless run of a single map. That said, many of these maps can keep you busy for several hours (your mileage may vary) until you reach that goal, provided you have some expertise with slaughter/challenge maps to begin with.

 

The reason I like to play stuff like this is the sense of accomplishment that comes with beating a map after doing the necessary "homework". If what you're looking for is a set of maps to hone your skills, or try your limits perhaps, then this is well worth a download. If you're new to slaughter, this is not the place to start, get your feet wet elsewhere and come back to this set later, if you want.

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Gato606

  

Horrible maps, even being slaughterfest, maps have many deffects and broken teleports, doors, switches, cards that can't be found, etc.  Got stuck on several maps with no way out, no solution.  I question if it was a good desicion to put hidden buttons inside torches?  How you were suppossed to find them?

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Guest

Unknown date

  
HOLY SHIT THESE MAPS TOTALLY TEAR MY ASS UP!!!!! Anyway, something I would expect from TOD, expectantly after experiencing play DIB on Skulltag online. Most of these levels feel like they are made for coop but after looking at the demos, they seem doable in single player. 4/5-Philnemba

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Memfis

Unknown date

  
looks like the correct file is back

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Guest

Unknown date

  
Extremely hard maps, slaughterfests for the most part. Some areas drag on for too long, some are too dark or plain confusing unless you look at demos or check out the map in an editor first. Architecture is decent in some maps and poor in others, with an abstract feel to it most of the time. It could be a really great wad with a few refinements, but even as it is it's worth checking if you like that kind of gameplay. 4/5

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Guest

Unknown date

  
Don't download. For some weird-ass reason, the drama-queen author decided to nuke his maps from the archive. Moron.

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Guest

Unknown date

  
INFINITY BILLION STARS + ALL THE STARS IN THE UNIVERSE + ALL THEIR PLANETS AND MOONS + 1

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Guest

Unknown date

  
@ first reviewer - each map was released on doomworld forums when it was done, so people could've made suggestions if they wanted. People can modify these maps if they want, and change gameplay or architecture or whatever. Authors MAY use these maps as a base for modification and reuse. Go for it!

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Guest

Unknown date

  
@ above person - thanks for telling me stuff I was already aware of, but I'm afraid just because I took one minute to type a constructive opinion doesn't imply I'm interested in modifying someone's else maps. Why wouldn't I use that time to create my own maps ? I guess some people don't like criticism, I'll stick to "OMG THIS ROX/SUX LOL 30493 STARS FOR U!!!11" next time.

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  • File Reviews

    • By Kain D. · Posted
      I think should write something here, since some of the sounds are used in my recent wad.   Although, everything relevant has been said already. Here's "golden star" for proving, that even dubious mods have something intresting.
    • By Cottonmouth0309 · Posted
      One of the more underrated doom mods out there. The levels have a lot of detail and great use of 3D sectors, used for railings and other things. Not a lot of mods that I know of has these attentions to detail back then other than KDiZD. I like how the first gun, not weapon, first gun in the mod is a quad barreled shotgun. This might be bias but I don't see any other mods or games give the player a quad barreled shotgun as a starter weapon.

      The cutscenes and artwork used for them are REALLY well made. I like its story and the protagonist John Logan. His design looks like a cross between Daniel Garners from Painkiller and the Doom Marine from well, Doom 3.

      Speaking of Painkiller, the mod uses tracks from Painkiller, which is a nice touch. Admittedly, there are things in Legacy of Suffering that I don't like, such as the Painkiller/Serious Sam arena wave sections. Not all of them are bad, but the later levels that uses them are the worst offenders. Often spawning mancubi, pain elementals, and revenants that just makes the fights more tedious.
      DISCLAIMER: SPOILERS AHEAD
      END OF SPOILERS:
      In conclusion, Legacy of Suffering is a really well made mod and I really want other people to try it out. I would suggest to start on the easiest difficulty, do NOT get fooled by the normal difficulty Ultra Violence, it will kick your ass, and anything higher will probably break your soul. Other than that, I would highly recommend you to play this mod. It can be played on GZDoom, Zandronum, and Skulltag. That is the end of the review, have a nice day :)
    • By Bitofu · Posted
      Enigma is not exactly my cup of tea; the mandatory secrets are a bit annoying and the confusing layout of the maps doesn't help much. Still, the maps are fun to navigate and they feature some great architecture that lead to unique gameplay encounters. Overall, it's decently fun.
    • By Bitofu · Posted
      Nothing better than baiting the Bazooka Man into blowing himself up! Obituary doesn't pull any punches; you'll be facing tons of hitscanners and plenty of nasty traps, but you'll get to appreciate the fine work the Möller brothers did with this WAD. The maps are intricately designed with a judicious use of textures, some of them custom-made. The new array of weapons is great, especially the flamethrower, which can shred down a cyberdemon in seconds! The low point might be the plain secret map and icon of sin fight, but overall, Obituary strikes home more often than not.
    • By Michael Jensen · Posted
      In recent years, general opinon of MM seemed to move towars negative, moreso than any other classic 90's megawad. It's nice to see it recieve some positive attention and even though I'm not exactly a reviewer, I figured I'd join in. Aside from couple rough maps, it remains a great experience today. Generally good and varied vanilla visuals with beautiful highlights like Maps 05, 13, 14 and 21, certainly helped by some great, really cool custom textures, which fit in with the classic ones incredibly well, much better than any other 90's custom stuff (aside from Eternal Doom, but that's a completely different aesthetic). The maps are quite varied without the whole thing becoming incosistent/all over the place and the variety really helps blaze through the whole thing. In comparison, while I prefer MM2 in terms of individual levels, it has a ton of long or similar maps back to back, which can get tiring and take much longer to geth through. Another aspect of MM I really like is some really, unique and fun design choices, or even whole map designs that you don't see much these days for some reason. The Innocent Crew's maps especially are very creative in fun and refreshing ways. Incredibly underrated mappers. Literally everyone knows this already, but Mark Klem's music is amazing. 
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