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MAYhem 2012

   (14 reviews)

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About This File

One fine day two years ago MionicDonut decided that a megawad made in one month would be a nifty idea. Then he forgot about it for two years. Before doing so again the idea was pushed forth that the month of May 2012 would be an open call to make some boom maps, and put everything together into one 32-map megawad. What was not accounted for is that May is a busy time for people doing college exams so they can become lawyers and businessmen. Accordingly, only 12 maps we completed by the end of the month. But they are an enjoyable bunch of maps, and we are still about five times more time efficient than the CC4 crowd.

At least we have that.

The maplist is!

01 - Vigilance By Phobus

02 - The Golden Age By Walter C

03 - Derpman 3D - The Other Game By Walter C

04 - Eerie Canals By TheMionicDonut

05 - Iron Industries By Scypek2

06 - The Metal By Phobus

07 - Red like Jungle By Walter C

08 - Hell's Ravines By Scypek2

09 - The Grudge By Ribbiks

10 - Infiltration By Cannonball

11 - A cold day in Hell By Cannonnball

12- Thematic Terror By Moti and Kongming


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NuMetalManiak

  
interesting maps overall, some good mappers involved.

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purist

  
A definite mixed bag. Some levels are pretty accomplished, while the worst can be described kindly as failed experiments. Worth playing once out of interest.

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Guest

Unknown date

  
First 7 were hit and miss but fun enough, map 7 in particular. Map 8 must be a joke, I left the wad there. Needs quality control.

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Guest

Unknown date

  
"Advanced engine needed: BOOM" LOL

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cannonball

Unknown date

  
12 levels ranging from average to very good. It's not bad a romp. Credit personally to phml for making my maps in this remotely playable :P. 4 stars for the maps which are not mine. lols for the textfile.

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Zahid

Unknown date

  
Got a Crush on it:) almost all maps are awesome...esp map 4... and cannonballs.... eagerly waiting for mayhem13

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Guest

Unknown date

  
some good, some bad.

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Zalewa

Unknown date

  
The maps range from bad to very good, and similarly so does the difficulty level: from easy to slightly insane. The last 3 maps completely outshine anything bad that occurred before therefore it's 5/5 - Zalewa.

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  • File Reviews

    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
    • By Argenteo · Posted
      Dario Casali siege-carnage adventure. There's maybe a thousand monsters in here, so better find those weapons and start to think how to digest it all. Watch out for those nazi ghost. Built time about two. Funny.
    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...
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