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Doomworld Speedmapping Compilation #24

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The products of Doomworld's 24th speedmapping session, started by Solarn. The session was held over five weekdays from May 24 to May 28. The theme was "metal" and only one map doesn't conform to it, but since it was made for the session and has good gameplay, I decided to include it anyway.

Some maps have difficulty settings, but others don't.


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NuMetalManiak

  

and here we are, finally at the end of dwspd wads unless a new one gets made soon enough (but we have several different names for speedmapping this time around, so it's perhaps unlikely). the main theme? METAL! although I can't help but think that making each metal map a slaughtermap or perhaps a segmented slaughtermap was also a secret rule nobody knew, as all of these maps can qualify for slaughtermaps. only MAP11 doesn't adhere to the theme of metal, but still has slaughter to it. these maps are also characterized by having loads of forced arena fights (where the headaches of having to wait rear its ugly head quite often, especially in MAP03), cyberdemons at the exit, and usually macro-architecture that accomodates the fights well. MAP06 is an exception to that last one, it's notably cramped. MAP01 sucks, doesn't give adequate resources to combat enemies especially arch-viles later on, while MAP02 is actually the best here. the rest tend to arena or segmented slaughter and hit or miss for the most part. just like all other dwspds really. there's still a few bugs like one-time only doors and such that didn't get noticed.

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Unknown date

  
Unfortunately half of the maps aren't completable, because of unpressable switches and doors. Also softlocks in the maps occur often enough. you guys should fix and reupload, because the idea of the maps aren't that bad.

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Unknown date

  
I don't know how to say... not so bad, but not good too. I give up on Map04 because I tired to dodge a lot of monsters in a small room/hall/walkway. Many maps are full of that shit, even worse, put 2 cyberdemons on a not big room or wide walk way. I hate them, even it's speedmapping... 2.5/5 -playerlin

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Unknown date

  
Possible the best speedmapping compilation that Doomworld could offer 5/5

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Unknown date

  
It seemed like the authors either couldn't understand that Speedmapping is not Speedrunning. I had to haul ass through some of the small maps. Get keys, get to end. After I think map 9 I had to turn on iddqd because of the sheer insanity with the maps. The one that is the odd one out with non-matching textures matched the default map name (O of Destruction). It was a bit too much for me. Good effort, but please.. keep the amass of monsters to the Nuts.wad. 2/5

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Unknown date

  
only normal shotgun vs nood-monster? I can't understand..

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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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