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Speed of Doom

   (249 reviews)
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33 challenging maps of a megawad.


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seed

  

"Straight into oblivion, full speed ahead!

Forward, and demonspeed...
This is the Ultimate Death... 
" (Excerpt from Demonspeed, by Craft).

 

But is it fast enough? We shall find out soon enough. Or maybe not. Speed of Doom has been finished, played through PrBoom+ 2.5.1.5 on UV difficulty. Let's see what this is all about.

 

Speed of Doom is a 32-level megawad designed by 2 guys with pistol starting in mind, one handled the first half, the other one the second part. It comes with new fonts, status bar, menu background, music, intermission screen, and textures. SoD takes places mostly on techbases and Hell, and features suicide exits at the end of the respective episodes.

 

The gameplay is largely skill focused, relying on the player's ability to get the best out of the encounters due to their usage and placement. Although it was designed by 2 guys, there doesn't appear to be a whole lot of difference between the episodes, primarily because all maps play very similar and there isn't much in terms of design to create contrast between them, with one possible exception: The first half appears to strongly emphasize the use of the Berserk fist, as suggested by its presence at the beginning of most maps and the amount of resources placed in the level. This however, can be worked around on many occasions, as one can also rely on enemy infighting for instance and let the monsters kill each other, thus saving ammo and being able to kill the survivors with the weapon of your choice. This seems to change in the final episode, as seen on MAP21 where the player is tasked with punching a good amount of enemies after committing suicide at the end of the previous level. There are weapons, but you will not be able to kill much with them as there's very little to no ammo.

 

This brings up the topic of difficulty. The difficulty curve in Speed of Doom is basically nonexistent. Despite starting relatively easy and getting more difficult as you progress, there are many difficulty spike down the road, so you might end up playing a map that's rather easy only to end up in an absolutely murderous map next, and then repeat. This is also the main problem of the megawad, the difficulty is pretty much all over the place. Some maps are very predictable, thus dealing with enemies does not prove to be problematic in general, while others go cheap on the player by having deadly enemies hidden in the shadows, resulting in easy and sometimes frustrating deaths as you might end up dodging projectiles and not knowing where do they even come from exactly. It doesn't help that sometimes enemies just pop up in front of you or behind you with no warning. The most frustrating maps are going to be MAP21, MAP22, and MAP27, for all the wrong reasons. In fact, all problematic parts of SoD could have easily been better if they weren't designed for a very specific gameplay style, the author thus forcing you to do them his way, not however you'd like to, sucking plenty of enjoyment out of them in the process. This sometimes works in SoD's favor, but once you're nearing the end the problem becomes apparent. Additionally, many maps can be done blind without putting a lot of effort into them, whereas those like MAP29 require previous knowledge due to the overall amount of ammo in them and nasty traps which will be very difficult if not impossible if you mismanage your resources, but by the time you realize this it will be far too late and your only choice will be to either skip the level, or redo it from scratch. After all is said and done, the journey ends with a slaughter kind of IoS map with 2000 enemies. A fitting finale, and yet, it could have done just fine without the IoS, but since it's more akin to blowing up a reactor, it presents a somewhat interesting take on the concept. My favorite parts are going to be the first 2 episodes, and MAP28.

 

To sum up, the reputation of Speed of Doom is justified as it is indeed a high quality megawad, but due to its flaws (of which the most important have been mentioned above) it does not get a rating higher than 3/5 from me. It is worth one's time, especially for veterans and players who are into demo recording, but it proves to be pretty difficult to recommend it for players who are just looking for something fun and challenging to play as some maps are extremely frustrating with their encounters and traps. You are also forced to abandon your play style in SoD since the authors force you to do it their way, not yours. It explores many different types of maps and styles (slaughter and survival are only 2 of them), has a pretty interesting story, and it gets a lot of things right, but it could have been better. If you want to try it out, go right ahead, but know what you're getting yourself into.

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Poncho

· Edited by Poncho

  

This is an example of a WAD that almost everyone liked and that I couldn't bring myself to enjoy. Of course, that isn't to say that there AREN'T any good maps (there certainly are), but the whole package is ridiculously uneven.

 

Speed of Doom was made by Josh Sealy (Joshy) and Darkwave0000, both making 16 maps (well, Joshy made 17 if you include the semi-official Map33). Their two mapping styles are very distinctive, which is nice; I could immediately tell whose map I was playing. Mind you, it's easier to know by which number the map occupies than the mapping techniques (Joshy made the odd numbered maps, save for the secret levels and Darkwave made the even ones, again except for the secret maps). Joshy favours more cramped battles and lower enemy counts while Darkwave goes all out, with large, beautiful environments and large monster swarms.

 

What's also cool is that SOD is not a slaughter WAD, so variety is present here. The issue is that a good half of the WAD (mostly by Joshy) simply isn't that good. While Darkwave gives you space to run around and pick your strategies, Joshy almost always forces you to play one way: HIS way. Otherwise, you'll end up taking a lot of unnecessary damage or dead. This makes progress in a lot of his maps more frustrating than fun, especially with his gimmick levels like Map21 (being Tyson, with 5 Arch-Viles and a few other high-tier enemies) and Map13 (practically no armour to be found). He makes the occasional decent level, but most are too cramped to be considered amazing both aesthetically and in terms of gameplay. Since the enemy placement in most of his levels is simply there to piss you off, it makes it annoying. Though, with low body counts, you could say it isn't absolutely torturous (besides Map23 and Map32).

 

Luckily, Darkwave swoops in to save the thing. Of course, not all of his levels are good (Map22 is a sort of "Darkwave-goes-Joshy"), but the maps themselves are fantastically detailed and nice to simply gaze at. The enemy placement feels more organised and poses a difficult yet fair threat. The larger enemy counts and the lush surroundings also make Darkwave's maps more engaging to play.

 

Favourite Maps: 31, 16

 

Good Maps: 02, 03, 04, 06, 08, 10, 11, 14, 19, 26, 28, 29, 30

 

Average Maps: 01, 09, 17, 18, 20, 24, 25

 

Not-so-Good Maps: 05, 07, 12, 13, 15, 22, 33

 

Proper Bad Maps: 32, 21, 23, 27

 

Overall, I'd give Speed of Doom a 2 / 4 (rounded up to 3 since I'm feeling generous). An average WAD.

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RonLivingston

  

I'm possibly thinking map30 looks kinda distructive and slaughter mapish if I say so. yet I tested out that map with various weapon mods too

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Gallic00

  

Very high quality mapset.  Some maps are hard in the end but are still enjoyable.

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Demtor

  

This isn't perfect by any means but there are plenty of cool moments, interesting visuals and unique design choices. Even within the worst maps. It's damned hard so steel yourself fools. The insta spawns and pop-ups are infuriating at times but they do provide interesting and new ways to ambush a player in the open you otherwise couldn’t do as well as limiting the aggro range of large groups of enemies before a player crosses a certain point. There are a few too many AV’s perhaps but, eh. That’s debatable.

 

Overall I’d have to say this isn’t my favorite style of Doom but it is fairly solid stuff throughout all 32 maps and really captures it's own feel and bottles it nicely as the level of quality given from just two people is impressive. They trade maps back and forth through the whole thing. Check out the club's play through for a more in depth look.

 

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galileo31dos01

· Edited by galileo31dos01

  

Done on UV/continuous/saves

 

This is a hard megawad, not for everyone. It combines two styles from two different authors, both who like to perforate the player from every angle, though Joshy's approach to attack the player is, since the beginning, brutal as a headache, meanwhile Darkwave lightens the gameplay but he's rarely forgiving. After like 10 maps, both mappers styles differences become really notorious, and I happened to enjoy more of Darkwave's maps. Joshy's on the other side did leave me with a sour taste and anger moments. That is not to say he's style is unbearable, he knows how to surprise the player and make them shit in their pants, but sometimes I wished I knew what I was going to face before dying unexpectedly. 

 

Visuals are mostly red, green and brown, some very nice layouts, map 02 looks really good. The hellish episode also looks very well done, the hexagons in map 24 are nice. Midis (uhh I don't remember them) are good. Secrets are fine, except the archie-jumps one, I loved the Keen hunting in map 31, even though it consumes a lot of time in a blind run. 

 

My favourite maps are 06, 10, 31, 24, 28, casually only Darkwave maps, yet some of Joshy's map are very good like 05 and 17. I did not enjoy map 32 and I remember rage quitting frequently, some stuff there like the invul sphere via archie-jump are pure luck based.  

 

So, be patience when trying this, and expect a sort of roller coaster in terms of gameplay styles. Overall, I'll give this an 8/10

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blod

  

Pretty hard but it adds to sweetness of victory.

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jvogtle1

  
I honestly would have paid money for this one. Speed of Doom is one hell of a trip.

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Spectre01

  
Pretty good wad with some annoying traps / monster pop-in. Map 28 also runs like crap and is needlessly large. Lacks in atmosphere and memorability aside from the music.

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Combinebobnt

  
Would be better if every key wasn't a deathtrap

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Squadallah

  
I had to play it on hurt me plenty and still had difficulty to go through and couldn't beat map30 without cheat. This said, I still enjoyed the whole thing because imo the maps layouts are clever, it's a good wad doing it's work at being "challenging" without being unfair. Also, rating it bad just because the style of mapping doesn't suit you is uncalled for.

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Guest

  
Seems like most folks consider this to be a modern classic. I really gave it a chance, but aside from few early map I really cant find any enjoyment here, only annoyance and tedium.

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NuMetalManiak

· Edited by NuMetalManiak

  

Speed of Doom, basically more like Hell Revealed than Alien Vendetta, despite all the touting that it's "the new Alien Vendetta". two guys make a full megawad, and to make matters cooler, they decide to alternate level slots, joshy getting odds and darkwave getting evens. and you can see some major differences in style here, joshy's maps are more compact, and somehow nastier than you'd be led to believe, while darkwave's maps like to put arch-viles in many places as well as having designs that easily remind me of The Mucus Flow (Cchest2 MAP24), yet at the same time more spacious and somehow a lot easier. blazing a trail through this wad is gonna be quite a challenge, and the difficulty will ramp up to slaughter levels.

 

did I say joshy had the nastier levels? I did, MAP32 is significantly harder than the maps it got inspired by, as well as darkwave's techno-slaughter that was the previous level, while in my opinion, MAP23 is the most grueling of these levels, especially from a pistol start (the cyberdemon guards all the good weapons). MAP27 also is close behind, the main hall is crazy to survive in due to the mancubi and possible RNG with arch-vile attacks, but it's easier on the two wings of the level. MAP21 is one of the worst forced-pistol start maps too. MAP07 has a unique concept, take the names of three IWAD levels that occupied the MAP07 slot and make a fun level out of them.

 

on darkwave's end, MAP28's memorable as hell for a large-scale six-key slaughtermap, but is much easier than it is given credit for. many of his other ones are lesser than that of course, but still wonderful to run around in. secrets can be quite hard to figure out. still though, the difficulty irks me more than it should, so I'm not really changing my rating here.

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Guest

  
I wanna download it for all the convention goers to enjoy ^^

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Guest

  
Absolutely loved it! 5/5

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Guest

  
I am baffled by the high ratings for this WAD. It's often aesthetically ugly (lots of flat greens and browns), the music is generally dull, every switch and item pickup is a trap or mass teleport trigger, and, worst of all, a large proportion of your adversaries appear out of thin air right in front of you, which to my mind is unforgivable. Most maps feel like empty shells, with rooms populated by scripts rather than actual monsters. It's like playing through a dress rehearsal: there's no atmosphere.

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Guest

  
"Starting at Map 5, it goes downhill completely. Plutonia is easily one of the worst things to happen to Doom. Instead of crafting well-designed levels, we get nonstop waves of powerful enemies crammed in small environments. It becomes a chore to play when enemies spawn in your face. It's simply not fun." Couldn't agree more.

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Guest

  
A contender for best megawad ever, along with Alien Vendetta. Joshy and Darkwave0000 are incredible.

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Guest

  
One of the best mapsets to ever grace the doom community.

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Guest

  
Starting at Map 5, it goes downhill completely. Plutonia is easily one of the worst things to happen to Doom. Instead of crafting well-designed levels, we get nonstop waves of powerful enemies crammed in small environments. It becomes a chore to play when enemies spawn in your face. It's simply not fun.

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Ezepov

  
super

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Guest

  
A modern classic

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Lingyan203

  
Amazing and well-worth playing wad! :)

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Guest

  
Deserves a spot among the great slaughter classics, together with HR, AV, Scythe and the like. Unable to play map 28 due to game breaking lag, but the rest blew me away. Can't wait to replay!

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Guest

Unknown date

  
Early maps spammed monster popups and teleports, and later maps spammed redundant boring monster hordes. The last map combines those both in the worst way imaginable where you can't see ANY of the mosnters that are constantly being spammed at you and you're forced to wait it out in a tiny space (or rape cage) for 15 longass minutes.

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  • File Reviews

    • By MuratMikal · Posted
      An enjoyable set of maps of easy difficulty (MAP 07 is medium) in UV with simple design that worked well for me. Finished the whole set in 02:40 min. Certainly worth a shot!
       
    • By chlef · Posted
      I rarely quit a wad in disgust, but this one did it. It was pushing a 5 star experience, but then the slaughter stupid started ~map19 and only got worse. It's not clever, not amusing and absolutely not entertaining. It ruined an otherwise good wad and left a very sour taste. Why do mappers do this? Played on HNTR and it really was that bad.
    • By P41R47 · Posted
      I have a real blast while playing this megawad. Think that Quake is not brown enough? You will get the ultimate browness here. I think that, beside the simplistic ugliness of it, it gives a good cohesive look to all the maps. And this one are really big and fun to explore. The ideas of cities, fortresses, islands, canyons and caves, and finaly tech base on moon, are really neat and some looks really good. The story of the wad is pretty good, too. I love the liberties that the author takes while doing this mapset. As i played a lot and i found this kind of ideas in a few wads along the way.
      What i didn't like it much, is that there wasn't other skies than the episode one sky from Doom 2. Again, i think it is that way for a cohesive storytelling, but anyway, it would be cool to feel the sense of time in the maps with different skies and shadows deploying in differents ways along the maps.

      This could be the Eternal Doom of doom stock textures, but the linearity of the maps, aside from the somewhat empty but interesting areas to explore, departs slighty from the formula, and there are not soo much details as one might expect from a mapset like this. Don't get fooled by that, even with the somewhat Heretic-like linearity, the maps are fun, gorgeous in its brownway and pretty challenging.
        I recommend this megawad to anyone that likes to explore and have a challenge in the vein of the best of team TNT mapsets.
    • By DharmaForOne · Posted
      I liked it better than Claptrapino. Maybe because I'm a novice level maker too. Obviously it's the work of a newbie, but I absolutely understand how it might have taken 10+ hours. I think I've spent at least that long and haven't even completed any levels yet.   I actually thought it was an interesting basic concept to start in the middle of a maze, with areas you've previously cleared not guaranteed to be safe anymore with the portals and spawns. I died twice in my attempts and finished the third time. When I realized that staying in place, conserving resources and clearing wasn't working I took the invulnerability and just ran through the halls spraying high damage weapons.   The level did seem unfinished though. What are the keys for? Are there secrets in the level that contain locked doors?    
    • By aargh · Posted
      Yes, this is a legendary megawad. Yes, there is a lot of positives to say about it.
      But I can't ignore the button madness present in many levels. In the second half of the games this gets utterly insane - you WILL spend most of the time bashing and shooting every inch of every wall to find yet another hidden switch to be able to progress. Many switches open hidden doors in an unrelated location on the other side of the level without even telling you. Some levels have switches completely invisible and one of them even hides switches in random decoration sprites like trees. I'm sorry but this was no fun and in the end it ruined the entire megawad for me.
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