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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 Denim Destroyer · Posted
      The maps look good but this is detrimental due to how easy it is too get snagged onto something. Layouts are too symmetrical while oddly suffering being both too claustrophobic and too open. This is a good point to want a be deathmatch mappers to focus more on playability than graphics.
    • By Teo Slayer · Posted
      I just love this MegaWAD
    • By Lol 6 · Posted
      Neither bad nor amazing. Giving it 4 stars because I actually enjoyed it
    • By Endless · Posted
      Cute, awesome and quite solid! Little map with a lot to pack. Would love to see a megawad or episode mapset in this style
    • By Denim Destroyer · Posted
      Picture this: you are playing a community project megawad and are still within the first ten levels. Some of the levels you have already played are fun but then you arrive here. Nothing bad or good and is over before you know it. The perfect level between two good levels in a megawad.
      Vanillic Acid is not part of a megawad or even a level set but exhibits all of the characteristics of a filler level. It has all the base characteristics of a Doom level and fails to do anything interesting with it. This level isn't bad but in the ocean of idgames why bother taking the time to play this one?
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