Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Five Rooms of Doom

   (19 reviews)
Sign in to follow this  

Guest

5 Screenshots

About This File

A Doomworld community project, startes by Keeper of Jericho, in which the goal was to make the best map each author could make without exceeding the five room limit.


User Feedback

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

CapnClever

  

Playability notes: MAP03, MAP08, and MAP16 have doors that do not open for the player on one side, sometimes causing the levels to be unwinnable. MAP16's conveyor belt and MAP30's first elevator do not work properly in PrBoom+: ZDoom is therefore recommended (unlike the text file's suggestion of Boom compatibility).

 

Five Rooms of Doom is a mixed bag but leaning towards a poorly-constructed set. Most small maps are fun due to their simplicity, whereas most big maps are not for the very same reason. The focus on "rooms", though defined generally through visibility by the project leader, seem to have suggested boxy layouts to many mappers (as seen by the resulting mapset). Nothing comes across as particularly impressive, whereas there are definite standout problems (bugs aside):

  • MAP06's sector-sound issue that breaks what would have been its most interesting encounter
  • MAP11's combination of open-door archviles and inevitable cacodemon swarm are just a little too hectic given the resource scarcity
  • MAP13 is suggestive of being standalone rather than part of a set
  • MAP15's secret exit is wholly absurd, and its berserk-only challenge is interesting but unrelenting
  • MAP23 really hates the concept of infinite-height monsters (reminder that this was meant Boom-compatible)
  • MAP24 is a Hell Revealed E3-style rushdown, passable in its own right except for the archvile spam
  • MAP26 is maniacally obfuscating: some neat ideas but very poorly executed
  • MAP28's blue key room concept is tedious guesswork

There are additionally cases (MAP10-13, MAP17-20, MAP22-24) of difficulty whiplash.

 

Overall, I can recommend the first nine or so maps in a to play in a row, at which point your mileage will vary.

Share this review


Link to review
Zalewa

  
An uneven WAD. The gimmick isn't really visible here; everyone chose to ignore it, and that was a good thing. Up to MAP21 the WAD is fine, levels vary in quality but not a single one is particurarly bad. Then, slaughterfest maps begin and the WAD goes down the drain. Not only there are hordes of enemies, they are also placed in spots difficult to reach. So, 2* for later maps, 4* stars for earlier ones.

Share this review


Link to review
Guest

  
4 stars up to map16, rest is a stupid slauther joke.

Share this review


Link to review
Guest

  
This is just a reminder of why I'm so sick of megawads that are based around a specific set of rules for the map design. They always manage to be all over the place with quality, and people already run out of ideas within the one megawad.

Share this review


Link to review
NuMetalManiak

  
it was interesting to see how this progressed from rather good maps to really hard slaughterfest-style maps, with my own MAP18 becoming the difficulty spike apparently. too bad I forgot to update it with a way out of the blood (oops). slaughter half of the MW was actually tedious and UV-max unfriendly so I hated it, especially Joseph Lord's maps were bad.

Share this review


Link to review
Demonologist

  
Weak mapset with complete absence of quality control (TWO maps from people like joe-ilya already speak volumes of project's quality), lack of proper testing in anything but (G)ZDoom and wast majority of authors being novices, obviously, so many unfamiliar names.

Share this review


Link to review
Soundblock

  
Nice steady climb in toughness throughout, from meandering minimaps to massive slaughter halls. Somewhat uneven aesthetic quality - but geberally good and a few gems REALLY shine.

Share this review


Link to review
molten_

  
good fun, enjoyable as far as gimmick wads go

Share this review


Link to review
Guest

  
great work, some really nice areas; though, I wasn't much aware about the 5-room-concept - maybe I was too busy.., I am not a fan of slaughter maps, at least they still were fun with iddqd

Share this review


Link to review
Cell

  
I was glad to participate. This mapset holds my mordeth ever contribution to any community projects. The others' levels range from fairly enjoyable to astrological decency. I give it to a 5, and I'm excluding the evaluation of my map, because if I'd include, that would only make it a 4,5.

Share this review


Link to review
Guest

  
I don't like the second half.

Share this review


Link to review
Guest

  
Mixture of good, average, and bad maps. Don't understand the point behind giving the baron Wings, but whatever.

Share this review


Link to review
  • File Reviews

    • By NuMetalManiak · Posted
      this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.
    • By Doomkid · Posted
      Okay, I get it, it's a megawad mainly for speedrunners who are intricately familiar with the mechanics of the game down to the nitty-gritty. A series of challenges/obstacles that, for the most part, seem to be possible but are generally ludicrous (and sometimes outright laughable, in a good way).   This was is not a "pile of junk" as a few have said however it's really, really lacking in a lot of ways. I get that the wad is meant to have a fun-and-not-serious tone despite it's overall extreme difficulty but the texturing looks like the insides of a toilet bowl after a Taco Bell buffet. Seriously, these maps are jealous of how beautiful and futuristic maps like UAC_DEAD look. The DWANGO series looks like fucking Ancient Aliens compared to this.   The MIDIs are lighthearted, silly and fun, which adds a layer of appeal for me personally. I loved seeing Patrick Stewart at the intermission too, rofl   I had some fun with this IDCLEVing through the whole wad and giving each map a try or 2 before moving on to the next but I seriously doubt I'll ever be back. The same idea with better texturing and overall taking itself just a tiny bit more seriously would warrant a higher rating. Ass-ugly texturing, silly MIDIs and a silly titlepic/interpic are fun in their own right so don't take me the wrong way but a lot of it crossed into "looks like the authors gave 0 fucks" category and I just have to take points away for that.   Also,   lol wtf is this bullshit is this a terrywad or somethin i mean jeeeezus   Overall, this is worth a peek just for some fun but unless you're a highly skilled speedrunner that also doesn't mind looking into a crapchute map after map, this probably doesn't really have much for you.
    • By mArt1And00m3r11339 · Posted
      If it were renamed "Garbage Dump," I would have given it a better rating.
    • By StormCatcher.77 · Posted
      A large, but not very prolong map, which is interesting to explore. I liked the author's strategy to place strong weapons in well-protected places. To get them the player need to pass a kind of test. The difficulty depends on the player's luck. It is important not to miss the shotgun at the very beginning, otherwise entangled corridors can lead the player to a situation in which he will be easy prey, left without ammo. Visually, the map looks neat, another good example of using standard textures.
×