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Cabro's legacy

   (51 reviews)
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Cabro's Legacy is a compilatory megawad, created in the year 2014 as an homage to the Cabro's mapping tournaments. It contains maps from the top three winners from each year. These tournaments started in the now extinct Cabro's website in the Y2K, and were later continued in the Arcades3D website until the year 2015. They were organized by Cabro in their first entries; and later continued by the Arcades3D users Mojon Man and Wraith, respectively. Rules has changed over the course of time, but these maps are mostly in classic format, with the main additions (and the only two allowed, in later editions) being the sky and music.

All 42 maps included here must be understood and played as individual entries, because they were originally conceived as independent maps. Upon opening this megawad, you'll start the game in a "Portal level", from where you can access to all maps available.


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MuratMikal

  

Cabro's legacy is a big megawad comprising of a hub and 40 playable maps. While the design of maps isn't that great, the gameplay is balanced with lots of fun and there're at least 10 maps that have more than 500 enemies. I really enjoyed the whole megawad and will replay it in future.

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BerserkerNoir

  
Un excelente wad.

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Csonicgo

  
Forty-two maps trying to prove their existence, with many of them slipping and falling on their faces. Where did this go wrong? A better question is, "When did it go right?" Answer: rarely. Maps taking minutes to load didn't help, either. 2/5

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NuMetalManiak

· Edited by NuMetalManiak

  

the history behind Cabro's Legacy is quite interesting, and the mappers involved all seem to be from the same nationalities (as evident by the mapnames, mostly) hosting Doom mapping contests. what Cabro's Legacy is a megawad of 43 levels, all organized for 14 tournaments, giving us the gold, silver, and bronze winners of each contest. these levels are not ZDoom-made, except for the hub which has information given about the tournaments and who won what slot. every time you beat a level you'll be back at the hub, and the wad actually forces pistol starts by using ResetInventory and ResetHealth in the MAPINFO (so if you wanna be a jerk and play continuous, remove these lines from every map). you get a little "COMPLETED" thing after each level you beat. for the first contest, only one map is available and the others are locked, sadly.

 

so what to expect here. if you're an avid player like I am, you'll find some familiar maps. I remember playing Cosa'e Mandinga, a megawad made by @Aluqah prior to this, and some of his maps were apparently in this contest. Vanilla Sky is also here. Aluqah's maps are pretty well made, as are Eye Del Cul's (he's the guy behind Garrulismo, an average megawad). and HeDRoX is also in this wad. other notable mappers here include Mojon Man and Wraith.

 

now HERE'S the real deal, many of these maps are huge, and have shitloads of padding for the sake of padding. because of that, I tend to like them less. Mojon Man is a major offender here to be frank, many of his maps are full of hitscanners and his teleporter closets are awfully made. one thing a lot of the authors have that contributes to the padding is one thing I often neglect to mention whenever I talk about stuff in Doom that annoys me, forced arena fights. the reason these are bad is not even attributed to the arena battles themselves, but rather having to wait for something to lower all the way to proceed. this is my biggest issue with many slaughtermaps in this entire set, and too many maps have it. whenever I mention the term "speedrun-unfriendly" I refer to these things.

 

there is bound to at least be some interesting stuff here, but the fatigue from playing many of the longer levels will wear thin even patient players. you get some individual experiences due to the forced pistol starts, which is neat, but if you wanna go through everything in this megawad, you'd best prepare for a long haul.

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Eye del Cul

  
This is significant for the Spanish-speaking Doom community. There are some good maps unpublished here (example: the ones from Ventor Tormentor/Mojon Man).

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Fonze

  
Awesome map set

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Pedro VC

  
better than BTSX

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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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