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Monochrome Mapping Project

   (21 reviews)
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A collection of maps experimenting with the concept of simple textures in order to emphasize the fundamentals of level design (lighting, elevation, thing placement, simple contrast, etc.)


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Musk

· Edited by Musk

  

Love the unique twist of taking on visuals straight out of a comic, it's a breath of fresh air to blast demons in a purgatory like esque, instead of hell for the dozen time.

 

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Asking4Id

  

Visually this wad is very ugly because it uses monochrome. I don't understand this design choice. Absolutely a turn off. 

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Player Lin

  

Played with UV(skill 4) with GZDooM Dev. build(3.3pre-48)...warning : it's long.
 

Spoiler

Map01 : I love when textures are monochrome and keep moving, wow! lol
Map02 : Classic example of "Using shotgun and chaingun only on Hell Barons just so boring", well, it's not that boring but you get my idea, but aside from that, it actually plays well, just a little dark. :P

Map03 : Boring slaughter mazes with 2xx of enemies total, Cyberdemon in narrow passage with Invincible ball, really? Well, at least I found SSG and BFG9000.

Map04 : Unable to 100% kills because "Classic enemy(Lost Souls) respawning bullshit", and it give a lot of ammo but you can just run to exit.

Map05 : Looking nice, plays OK, archviles fight in the end just surprised me.

Map06 and Map07: Nothing to say, just normal levels, looks nothing special, plays just okay or meh.

Map08 : THEY'RE COMING AND DIEEEEEEEEEEE! Then I got some serious, fast-paced fights with shitload of ammo, with Cyberdemon as final fight, after that, the stupid "escape from light(or shitload of rockets)" just kills my poor Doomguy. Silly scripted battles with boring looking arena, what can I except?

Map09 : At first just so-so, but I found the route changes after hit switch does interesting.

Map10 : Plays good, just narrow passages mostly, got 72/73 kills due to a trap door failed to open(Tag #11 to Sector #389).

Map11 : Ending with Spidermastermind and secret room with Cyberdemon, how great the level is.(At least BFG9000 isn't secret) :P

Map12 : It plays good, nothing special.

Map13 : The secret normal exit is surprise me, but the secret flag line seem not working on GZDooM for some reasons, I don't know, and the ending just old with two BOSSes on the proper normal exit room, whole level just plays good and fun.

Map14 : Just a like Map12, nothing special.

Map15 : Can run out of ammo if you're not careful on first-half part of level, after picked SSG and 2 shell boxes and it should be fine unless wasted too much of ammo.

Map16 : Needed Monsters infighting and wisely using Invincible balls, and don't forget BFG9000 for the final battle.

Map17 : Flash lighting show! And many cool sliding door/sector lifting effects...and holy shit...the room of full of floating and bouncing items(also effects player too which annoying if it happens when deal with monsters...and finally the shitty cutscene which matched the level's name: a crap. Gameplay just also OK.

Map18 : I feel I did played this map but can't remember, just plays well, the armory room is funny.

Map19 : Hate its atmosphere, just played some and then give up, sorry for skipped this level.

Map20 : Nah, I feel so-so, the balcony looks beautiful but everything else just okay or meh, and some fights just boring, unbeatable of inescapable battles if I did not find enough ammo before enter the room with blocked way for go back, its maze design even make shit worse, just skip would better(but I still beat it and have no feel of accomplishment).

Map21 : A city with white and black, looking and plays good too, funny signs and epic final battle but why using invisible archviles, seriously!

Map22 : Nothing special, big map with blue textures city, just dark enough, looking good but just feels blend.

Map23 : Final map of this mapset, the part of begining looks cool(those symbols), but the rest of level just a cyberdemon fight in a room just not big and usual IoS fight with monochrome style.

 

Overall, a mapset just so-so with some few levels so good and others just meh to average but this mapset still has its own thing, but if someone except something awesome, this mapset may not what he/she want.

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Combinebobnt

  
good for an art project. too bad this is a doom map pack

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NuMetalManiak

Unknown date · Edited by NuMetalManiak

  

another mixed bag much like every single community project in existence, this one attempts to monochrome things, which doesn't reach its mark due to the fact that pretty much every map isn't actually monochrome. first map for instance definitely has two colors, black and white, and many others follow suit. notably the majority of maps here are just nothing but gray and gray everywhere. Membrain had the most fluid maps, MAP21 was the best map overall, and MAP22 failed to deliver in gameplay but was very well put visually and melodically. having no music in a lot of the maps in this version of the wad was another letdown. seems that Jaws in Space and Scypek2 were the only mappers who didn't bother with the ZDoom scripting, opting for simple Doom levels that are mostly monotextured; all others bothered with it and most of them are actually not all that difficult.

 

apart from MAP21 and MAP22, the real highlights are of course the scripted levels, but not all of them were fun. FractalXX's maps are simplistic, but offer a number of monster spawns. whatever the fuck is up with the infinite spawning lost souls in MAP04 for instance? the entirety of MAP08 makes little sense. MAP17 by gggmork seems cool with the tricks but the tricks are only part of the game, and I honestly don't like Phendrena's MAP18 at all. it's an odd combination of ZDoom maps with others, you can see quite a lot of effort done with some levels here, but apart from initial impressions excitement factor will dwindle easily.

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Guest

Unknown date

  
Waste of Time

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Tarnsman

Unknown date

  
Some cool maps (5, 18, 21) and some decent maps (Membrain maps) and then a whole bunch of terrible crap.

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Jaws In Space

Unknown date

  
This wad is mostly crap & it has a lot to do with inexperienced mappers making most of the maps here, along with a project lead who didn't enforce strict rules. No map here is perfect, but 5 & 17 are the best. 18 & 21 have a great style, but major issues with their gameplay. Membrains & Schwerpunks maps are decent, but are simply regular Doom 2 maps in Monochromatic texturing. Looking at them now I'm pretty disappointed in my maps, except for 19, but because of a bug in this wad it's almost unplayable.

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Guest

Unknown date

  
One star is a little in-generous to be honest, although indeed many of the maps just don't make the mark. But everything commented above above is decent (or better) work, and who can forgot Map15 (as it's by the project leader no less!), and possibly Map22 and 23 as well. Not for someone who wants a general type wad though.

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Guest

Unknown date

  
Maps 1, 5, 18 (already in the archives), 21, and 23 use high-contrast textures that look well done, Map21 even resembles the original version of Bad Toys 3D. Stock sprite graphics clash badly and should have been redone with high-contrast palettes. The other maps bring the rest of the WAD down, they just use textures with a single color range (brown/grey) which was a shitty aspect in Doom, codified by Quake, and standard today. 2/5 overall.

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Pure Hellspawn

Unknown date

  
ratings spread throughout: 5/5 for Map 21 (i nominated this map for a cacoward due to it's architecture and detail as well as size) 4/5 for Map 2,5,18,23. Map 8 is essentially a really basic invasion map. didn't like the others - or I just skipped them. this review doesn't include map22 - might have been updated since i d/led the wad. imo a wad with 1 great level and 9 crap levels is still download worthy for that 1 great level - so the mapset gets a 5/5 for the gems and ONLY the gems.

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Pavera

Unknown date

  
I must have misinterpreted the original intention of this project. I thought it was going to be a wad full of layouts focusing entirely on flow, bone structure, architecture, and unique gameplay situations unmarred by the need for 'moar detail'. Some of the maps do seem to follow that paradigm, and they are very good.. But it seems that the majority of this collection is just typical community project filler with a fresh coat of boring textures.

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Membrain

Unknown date

  
To the above reviewer: No, you didn't misinterpret the concept. There was just a lack of people sticking to the theme, so it ended up having a lot of maps that were thrown together without much thought. I like a lot of the maps, though I have seen a few that just didn't feel like they were meant for this kind of project and more still that just didn't seem to be much more than "rooms n' hallways." 3/5

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Guest

Unknown date

  
This is one nice looking wad!Don't think,just play it!

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cannonball

Unknown date

  
Some great maps in here (maps05,17,21), some good maps too but also some which either play very badly or completely miss the aim of the project. Given recent fixes to the wad I shall up my original thoughts up to 3 stars. There are some real gems in there.

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Snakes

Unknown date

  
Incredibly uneven mapset in which the good stuff is great and the bad stuff is horrible. Worth a download to have a glance at the stronger maps (Map18 is crazy-fun, for example). No need to go into specifics - you'll know which maps are the good maps almost from the start. 2.5

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Guest

Unknown date

  
mish mash of themes, not as good as it could have been but overall, still OK, with good lessons in gameplay flow

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Guest

Unknown date

  
I truly enjoyed this for the unique design, though there were 2-3 levels where I was totally lost. 4/5 - Optimus

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Guest

Unknown date

  
2 stars for some really fun maps. Most of them are not worth your time though.

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  • File Reviews

    • By Pechudin · Posted
      First two levels are Wolfenstein 3D - tier corridor fests (albeit quirky), not very engaging, but after that the maps become much better. Huge vistas in an underground cavern, silent teleport fu***ry and heaps of small neat details. Very oppresive atmosphere at times.     DooM maps have a langauge of their own. You know what you expect from a DooM map. Monsters, keys triggering traps, there is an assumed flow. I love it when maps subvert these expectations, and while these maps do not go full chaotic (and there is a balance, it cannot be too random, there does need to be a theme), I love how the world seems to be tearing at the seams, and about the only thing you can cling to as familiar to a DooM map is killing Demons.     So yeah, I guess you could say I liked it. Too bad it's so short. Hopefully Shrooms 2 exit the Mordeth hell.
    • By MadGuy · Posted
      When I play WITHOUT this mod all colors feel washed out. It's a really amazing color pallet mod. 
    • By SilverMiner · Posted
      Final Doom that it was meant to be I want the TNTR 2
    • By SilverMiner · Posted
      This is a one of wads that inspired me to map for Doom. 
    • By SilverMiner · Posted
      I feel the taste of 2000s
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