Doomworld Mega Project 2015

   (16 reviews)

Author

Various

About This File

The idea and goal of the project was to get maps from as many mappers as possible, one map per person, during the course of the year 2015. Anyone could participate, and there were no restrictions regarding the theme or the quality of the maps, other than "no abusive maps that use scripts to change people's settings or are 1 GB while unzipped, etc.".

The maps are split into 3 wads: DMP15A for vanilla and limit-removing compatible maps, DMP15B for Boom compatible maps, and DMP15C for ZDoom and GZDoom compatible maps. See below for detailed info about particular maps.

Credits

idSoftware for Doom, TimeOfDeath for the idea of the project, scifista42 for project management and compilation, CWolfRu for TITLEPIC and INTERPICs, all mappers and creators of the resources mentioned in the maplist below

Base

New from scratch

Build Time

1 year of mapping + almost 1 more year of compiling

Editors Used

Various




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dmg_64

  • 5
   1 of 1 member found this review helpful 1 / 1 member
I rate my map 5 because it has water, em ...

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  • 3
   0 of 1 member found this review helpful 0 / 1 member

Maps of interest: 17, 18, 19, 21, 22 in the limit-removing pack; 5, 8, 9 in the Boom pack; none in the ZDoom pack.

1 person likes this

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Gallic00

  • 3
  

Most maps are good and some are great.  I really liked the map 19 of the limit removing set by tomatoKetchup.

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NuMetalManiak

  • 4
  
first two wads have very decent quality maps throughout, the zdoom set isn't that fun except for the last level.

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Zalewa

  • 4
  
WAD A - 4*, most maps are cool. WAD B - 4*, most maps are cool. WAC C - 1* there's only one good map, the rest is crap. As the text file says it was quantity over quality, but still quality level is quite high. Difficulty is well balanced.

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  • File Reviews

    • By SegaDoomer1223 · Posted
      This is so useful, I ain't used to play a lot using source port so this is one big useful thing for me as I only wanted to have WASD movement with mouse movement. I also got the newest version of the Doom games from GOG and I tweaked it thanks to PhilsComputerLab's tutorial. I play DeathMaches a lot on vanilla doom fullscreen using DOSBox so thank you Istvan Pasaki
    • By SegaDoomer1223 · Posted
      It doesn't work I tried many times.....
    • By NuMetalManiak · Posted
      invulnerabilities are great to have in a slaughtermap. there were a few troll moments but otherwise it's fine.
    • By Jonathan · Posted
      The Sky May Be gets called the worst WAD ever, while this is feted with awards... What the hell's wrong with this community!?   Kidding.   After so many years of refinement and improvement in editors' skills, a lot of Doom maps are so exquisitely crafted that it's almost too much. Like admiring some ornate Gothic church, there's a part of your brain that rebels against the perfection on display, and wants something messier and uglier. Lilith.pk3 is, in its own way, just as intricately made as those other maps, except the craft is directed towards making something more experimental, corrupted and obtuse. Sprites, textures, music and sounds are all heavily modified, and engine bugs leveraged, to create the impression of a game world that is twisted and wrecked beyond repair. That player must navigate through a colourfully discordant environment that both does and does not conform to their expectations of a typical Doom game.   The mod's aesthetic is not totally unprecedented, either in Doom modding, wider gaming, or art in general. Glitch art, as the style is known, has enjoyed some success over the past few years, purposefully employing the kind of analogue and digital corruption that occasionally affects regular media for stylistic effect. The same criticism that could be levelled at glitch might also be raised here: that it is style over substance. When you strip away the confrontational aesthetic, is there anything left? E.g. would you play these levels if they were presented in a more conventional manner?   I would argue that, on balance, there is. While the gameplay is not quite as daring or original as the presentation it's wrapped up in, there are some cool ideas there. And the aesthetic is used to enhance these ideas, not disguise them. Towards the end, it does become a little needlessly frustrating, as the player must dance around moving and frozen projectiles over a series tiny platforms in a damaging floor. After reloading for the umpteenth time, you may wonder exactly why you're bothering to continue. But overall, lilith.pk3 admirably achieves what it sets out to do, and is well worth your time. Even if it ultimately turns you off, we should be glad that the Doom community still produces work as different and challenging as this.    
    • By Manbou · Posted
      Definitely 5 out of 5. I am so fascinated with the wad! All maps are incredibly designed and have traces that I have seen in doom2.