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50 Monsters

   (28 reviews)
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About This File

50 Monsters is a project I started back in 2014 when I was just really getting into mapping. It got a bit out of hand in the second half of development, and as such the final product is fairly inconsistent in terms of overall quality. Still, though, it was a good learning experience and I enjoyed creating it.


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P1e0r0c0y

  

Amazing levels, however I had to stop playing halfway through because I was annoyed by the poor choice of monsters in certain segments (revenant+mancubus everywhere, too many archvilles, chaingunner snipers, etc.). The first 10 maps were very good, but it quickly turned into slaughtermap hell starting in map 11. Some better choices with monster placement and this would be an easy 5 stars.

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DoomShark

  

- Designer has the bad habit of silently spawn monsters (especially Revs) right behind you while you are busy

fighting the hordes in front of you.

- Too many deadly traps

- You'll find yourself saving/loading A LOT because you die a lot.

- Many gamers will find this hard to play and an unenjoyable experience.

- Map design is good but maps are small.

 

 

 

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seed

·

  

Many enemies roam free around here. Or are they few?

 

50 Monsters has been finished, played through the Eternity Engine 4.00.00 Voluspa on HMP difficulty. So fast, almost like it was never here, so let's see what do we have here.

 

50 Monsters is a 32-level (+2 bonus) megawad consisting of short, compact, and gameplay based maps with a few puzzles but without much exploration involved, similar to Plutonia and the early levels of Scythe overall. The gameplay takes place almost exclusively on techbases, with a more hellish and natural level thrown in from time to time. It comes with new music, background menu, end level stats screen, intermission screen, textures, and enemies, with a few returning from Scythe and Valiant.

 

The difficulty curve is mostly the traditional kind, starting easy and gradually getting more difficult as one progresses, with a spike every now and then. The final levels in particular can have a rather rough start as they require the player rather fast, or get blown away. After all is said and done the journey ends with a short map that features mid-tier and high-tier monsters, introducing 50 Monster's main boss enemy, a flying demon rather similar to the Cacodemon but with far more devastating attacks.

 

Although the maps are generally good, there are a few stinkers, most notably MAP31. The main problem of that map is the texturing of certain assets, namely the crushers in the starting area, which look like the starry sky. This can make the exit out of the starting room pretty frustrating as it can be difficult to estimate the position of the crusher since it can't be clearly seen, taking unnecessary damage in the process. Otherwise, the map in itself is alright, and a very good candidate for speedrunning, but could have been even better if it wasn't for some bizarre design choices.

 

There's not much else to add to it, as from the very first level it makes its point clear, and the formula never changes for its entirety. A good, short, and fun megawad that could be beaten in one sitting if one has the time, considering the maps are short and straight-to-the point. The first few levels might not be impressive, but this works in its favor as it does get better down the road, so it's not necessarily a drawback, and remains pretty consistent, apart from a few difficulty spikes.

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trrobin

  
A nice idea and well executed. It reminds me at times of "Swift Death" but with more breathing room. Good stuff.

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Nems

  
I was pleasantly surprised by this. I wasn't (and still ain't) a fan of the DeHacked stuff in it but it wasn't a large, distracting pain in the ass like Valiant was with its DeHacked stuff. Definitely a keeper, this megaWAD.

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NuMetalManiak

· Edited by NuMetalManiak

  

balance is one of the absolute hardest things to do in a Doom wad and the dirty answer almost everyone tries when answering that question is to simply add more monsters. this isn't gonna cut it in most cases, and 50 Monsters is an example of that. how would you actually make a challenging map with only 50 monsters, or perhaps make 32-ish maps with 50 monsters challenging and make it seem like a megawad that goes along like any other one? as it turns out, that's what we get here, layouts are made so that they manage the most out of each of the monsters, and supplies are accordingly balanced. combine that with a few dehacked assets, like the cybruiser and afrit inclusions, the new overlord bosses that make up MAP30 (real tough shit here, but this is the last level after all). overall it manages to do wonders, and the levels themselves are not overtly long or annoying. only things i'm not a fan of are the usage of the SS-chaingunner swap, which makes it so they don't drop chainguns. never liked it in the first place if we're being honest here. and the other being MAP31 which can roll eyes with the crushers and possibly the secrets too.

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Zalewa

  
Consistent quality maps with smooth difficulty curve. Somehow, somewhen I have played all maps between 16 and 32 before (maybe except 31). Good for an evening or two.

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JagDogger2525

  
Great maps with great 50 monster-limit

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Bellaco

  
Excellent, ... A whole new concept of making maps.

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AnonimVio

  
Yeah it's good, ok, cool, fun, nice, etc.

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Jimmy

  
Stellar maps in here, all use the monster limit very effectively. Latter third definitely gets aggressively difficult, but overall gameplay is top-notch and well-balanced. Also cool thematic mixups like snowy cliffs and creepy voids. Check this out for sure.

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  • File Reviews

    • By vdgg · Posted
      This mapper did create good stuff, pazuzu, diabolos and odyssey. This is way, way below these WADs. I am the first reviewer to mention massive (but massive) HOMs on MAP10! 2 stars for: - awesome grey blocks area in motion in the middle of MAP08 - some occasional decent moments, I guess MAP03 is fine, MAP04 is okayish. - visually it is not bad for 1996. But come on. One motif is: "press switch A to lower a lift, press switch B that opens a door somewhere far, but press it a bit later, just to get in time to the lift, not too early as the door will shut". After that door you often have a wall of monsters, so sometimes you retreat and repeat. This motif is used over and over and over again. You also experience cramped mazy hallways quite a lot and lots of damaging floors. Some of these damaging floors are used for extra spice during combat, but most of them are there to make you think faster about the puzzle solution :) It is not easy for me to pick the worst map, MAP05, 07 and 09 set the bar quite high. And it is me who is writing this, I enjoy cleim20, odessas, some cryptic stuff, but I just can't stand >80% of this creation.
    • By chlef · Posted
      Not the prettiest maps, but very nice to play. Old school goodness.  
    • By chlef · Posted
      Yeah, this is what Doom is supposed to be. Basic and enjoyable, no gimmicks or stupid sound/graphic mods. Just pure Doom. This is a keeper.
    • By Never_Again · Posted
      Another day, another stolen map.   E2M1 of IMMLEV is a ripoff of ARENA, a tutorial WAD David Bruni designed and wrote detailed tutorials for in the 3D Alchemy book. Walbert's edit of it was so incompetent that four times out of five it will crash vanilla seconds into the level with a "P_CrossSubsector" error. Crispy and prboom-plus crash every time.   Oddly enough, Choco loads the map without complaints but you get stuck early on due to the "author" apparently using a paper bag over the head as a map-editing tool.   The second map is largely a barebones crate maze. A secret door next to the first key leads to an unmarked exit that dumps you on the stock secret level. Too bad, as the third level finally shows a glimpse of promise, albeit somewhat marred by HOM and mislabeled key doors. This, too, is apt to an abrupt end with another unmarked exit switch.
    • By MuratMikal · Posted
      The difficult of some maps (mainly after MAP 20) is rather extreme in UV if you aren't an experienced/very good player. For others I recommend playing in HMP or even HTNR if you don't want many frustating moments. Best maps = 04, 06, 07, 08, 11, 15, 32, 18, 20, 22, 28, 29 and 30. Bad Maps = 05, 31, 23, 25 and 26. All other maps are OK. Now, some considerations: MAP 24 is very good until the archvile spam, after that it's almost impossible to beat if you don't get the secret invulnerability sphere. MAP 26 is a gimmick map with a lot of archviles, I didn't enjoy the gameplay because if you shoot in some parts you die right away due to the sheer numbers of viles. MAP 29 at first seem very hard and frustating but its doable if played with persistance. The only bad thing about it is the mandatory archvile jump which I didn't aprove (if you play it you'll see what I'm talking about). UV maxing this MAP would be a nightmare since the red key area is very hard; I've yet to see anyone at youtube or twitch UV maxing this map without saves. As I think only 5 MAPS out of 32 are bad it deserves at least 4 stars.
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