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DMP2014

   (22 reviews)
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27 maps by 27 different mappers. There were no rules and all maps were accepted.


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MuratMikal

  

My comments are regarded to these maps and the rest of the 8 maps found here = https://www.doomworld.com/files/file/18251-zdmp2014/


I've played all maps on UV. The big majority of the maps are good, but some really stood out. Maps made by Dhu Man Yhu, Walter Confalonieri, sincity2100, Jaws in Space, FireSeraphim, Eradrop and Toxie Rocks are really nice, worth downloading just to play these. All the other maps are fine with exception of 3: BloodyAcid (couldn't play due to lag), Dobu Garu Maru (too long and confusing) and Obsidian (a puzzle map - not my cup of tea).

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Gallic00

  

Was much, much better than the 2013 edition.  Everything was quite playable.  Less interesting maps were shorter so there was less harm done.  Map 22 was a very impressive adventure.

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damned

  
I like this kind of wads where you can try maps from different authors with different styles, but here are only few good maps, majority of mediocre and few below avarage. So overall 2,5/5 - Damned

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Zalewa

  
There are a few rotten apples in this brunch but when maps are good they're good.

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NuMetalManiak

  
oh so that's where Immundum went, thanks dobu. I wasted like 4 hours playing this not impressed with most of it except that one map. would be better if the Boom set came after the other one and not before.

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joe-ilya

  
Few things I don't like are the startan joke maps, the unclear AV jump you're supposed to do in obsidian's map and that long backtracking map.

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Walter confetti

  
oh well, somebody uploaded the doomworld megawad thing 2014 eh? Anyway, pretty cool mapset!

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Guest

  
Too Hard, however Good Desing! :-)

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Doomkid

  
A+

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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