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Abyssal Speedmapping Sessions: Session 12

   (7 reviews)
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10 maps made during the twelfth Abyssal Speedmapping Session in the space of two hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Each mapper had 3 themes to choose from:

- Predominantly liquid flats - FIREBLU exit with a metric ton of Arch-Viles - Circular architecture(Jimmy's pick!)

I think mostly everyone used the Alfonzo Treatment this time around. 0_o


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Endless

  

Quite interesting maps with a unique aesthetic and an attractive design in most levels. 10 maps, 4 more than the previous session and with a particularly nice theme but somewhat explosive and terrible for the end. The gameplay is usually quite fast and explosive, but manageable, until of course, the ending, which I feel ruins the main essence and turns this into a joke. But it's ASS, these maps are usually jokes (some bad or some good) even so I think it's better than the previous session and has a few quite memorable scenes. Xaser and Darsycho create some pretty interesting maps with an appreciable magnitude that I think it's worth trying if you don't want to play the full session. There are certain maps that have a rather cryptic progress and I'm not even sure if they can be completed without some form of cheating (MAP02 and MAP04) but still, I had fun. I would've probably give this map 3 stars if it wasn't for the horrible arch-vile traps at the end of each map.

 

FtYOPYt.png

Xaser is just great at creating this kinds of levels.

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Walter confetti

  
very cool maps in this session! Too bad i found myself without any ammo on map01 and map02... uhm, there's also too much archviles for my taste...

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Guest

  
FOA guys, have all the fun in the world creating this. Having said that, it looks like you were all focussed on special texture use, decoration and heavy monster placement, but forgot to think and/or did not have enough time for thinking about the gameplay. Which is IMHO overall plain awful. 1* because I prefer gameplay far above ambiance, and consider limited build time as no excuse for poor quality. But again: have fun.

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  • File Reviews

    • By Darman Macray · Posted
      These levels are short, sweet, and pack a lot of punch. Complete with a humorous end-text-screen containing a healthy dose of silly shock-humor, this is a masterful triumph of Heretic map-making, and most certainly a must-play wad.
    • By Walter confetti · Posted
      A really frantic and fun DM map with pretty neat stuff like invisible pillar in the middle of the arena, doesn't have anything to do with the title but the level can become a BFG spamming fest soon, especially with bots. Less fun in SP but the arch-ville+bunch of nazi combo is a nice feat.
    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.   EDIT: Just discovered this is a ideally a DM wad… haha, for that purpose, it seems good. My original rating was 2/5, will change it now.
    • 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.
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