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Marbland

   (10 reviews)
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2 maps for Boom with castle-style design. Textures: Memento Mori II, Requiem, Plutonia, Kuchitsu, Greenday, Gravity, Nordhell, Kobal, VooDoo Guns. Music: map01 - "Rage" by Mark Klem, map02 - untitled track by Eternal from freak4.wad map07. Sliding door idea: VooDoo Guns.


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Buhseo_

·

  

Enjoyable, I liked the aesthetics and the fights 
My only complaint is that the final fight disrupts the flow of the world by being too difficult

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baja blast rd.

· Edited by rdwpa

  

Plut is a Russian speedrunner who has released a handful of maps, mostly small ones like these. In Marbland, one learns that basically every room is bugged with some sort of point-blank trap, most containing just a few monsters. Both maps are relentless with these traps, far past skillsaw or the Casalis or whoever you consider trappy, to the point that I even started laughing. If you are focused on survival, the meta shifts towards preemptively deciding where to run upon hearing the fizzle of a teleport flash or the clunk of a lowering floor, rather than engaging the encounters on their own terms.  

 

But despite the crude staging, I thought the encounters themselves were consistently enjoyable and well made, like Crumpets stripped down, or cramped takes on Skepland skirmishes. (Now the name makes another layer of sense.) If you blur together the fights into an average pictorial representation -- like those "face of the average human" composites -- you'd probably get a 4.5-monster encounter with an imp and a hitscanner and a revvie and a hell knight, the latter with a suspiciously pink torso. Oh, that still leaves the 0.5 to account for, so toss in maybe half an archvile (the lower half of course) or caco horns mixed with pain elemental arms. Mancubi and arachnotrons are conspicuously absent, being too thicc to navigate these claustrophobic rooms. 

 

The aesthetics aren't bad. As the stamp-sized versions of the screenshots might hint, the attractive texture choices and pleasant combinations of natural colors go a long way. The looks don't hold up quite as well to closer inspection, though. Although there are nice-looking areas, the mix of assets in a scene can be sloppy, and distinct textures and flats aren't always separated in tidy ways.

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Zalewa

Unknown date

  
Difficult, but fun and pretty. A bit claustrophobic, but it works here quite well. Nice application of textures.

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Guest

Unknown date

  
Two short maps. Layout is very compact, feels a bit like 1024 maps. Texture use & decoration are quite good. Gameplay (UV) fails imho on two aspects: 1) too many popups, and 2) too little variation in choosen monsters per popup; all-over it feels very uninspired. As gameplay is the most important aspect of a wad: 2/5. BTW HOM @ transparent door (map01) on open/close.

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Guest

Unknown date

  
I liked it. The cramped fights were awesome, and the detail was pretty good as well. Hope to see more stuff from you in the future.

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Guest

Unknown date

  
Shit. Enter the path and you fall 200 monster . uninspired . I want to play , no magic tricks to practice . no one to play with .

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Guest

Unknown date

  
If you like warp teleport ambush traps, you'll like this one. Personally, I am more of an room ambush traps person. Map looks a bit small, but pretty good. Yes, there is a possibility of death. ~2/5

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  • File Reviews

    • By Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
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