Confinement 256

   (3 reviews)


Xyzzy01, Various

About This File

This originally started out as my (Xyzzy01) set of 20 or so maps for ZDoom, but later turned into a full-fledged community project!

The area of each map the player has access to can only as big as a 256x256 map unit square, similar to the rules of mapping for Congestion 1024, Claustrophobia 1024 (and its sequel), Confinement 512, Congestion 384, Congestion 192 and numerous 2048 wads.

I just thought 256 fit in as the perfect combination of 64's simplistic, minimal design and 1024's more serious, detailed design.

The Doom community's 39 map submissions are bundled with my original 22 map campaign.


Dragonfly and Bauul for helping me with the community side of the project, compiling everything into one pk3, playtesting...

For music, and other sources


New from scratch

Build Time

Exactly 1 year, 1 month, 2 weeks and 6 days

Editors Used



None that we found, though considering this is a community project, there's bound to be some.

7 people like this

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

there were some interesting things here and the real set itself was quite a load of fun. the community map pack itself was a hit or miss, didn't get the secret hub thing and many of the scenarios boiled down to "if you can't kill this monster point blank shotgun you die" which really got frustrating. some of the maps aren't even possible to max if I recall. i liked that one boss shooter map the most, where you can shoot the wall over and over while monsters appear in front and behind you.

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  • 4
   1 of 1 member found this review helpful 1 / 1 member

Considering how extreme the limitation was for these maps, there was some really interesting scenarios. This really is a cool addition to the confinement projects.

1 person likes this

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Walter confetti

  • 4
   1 of 1 member found this review helpful 1 / 1 member

Interesting mapset, is verycool to see what people can do with only 256x256 grid size limit!

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  • File Reviews

    • By SP_FACE1 · Posted
      This mapset consist of three levels. The first two are enormous and the final one is a Doom 2 like end map.   The first level is a techbase map. It was released first as a separate map to replace E2M8. It's style is reminiscent of episode 1 and episode 2 base levels with small abstract hellish areas and caves here and there. You begin your quest in a subway car which has brought you to this huge base with empty halls and spacey, dimly lit corridors. The author says in the description that the levels aim to give the player a feeling of exploration and that's what I got right from the start. This sentiment is emphasized by the soothing and a bit eerie ambient soundtrack which is a very good fit for the level. I don't usually pay that much attention to music but now I did because it was such a suitable choice.   The visual style is a bit more detailed than Doom's original techbase theme. However the detailing varies a lot. Sometimes you come across plainly textured, full lit rooms that take you back to the nineties and then later you encounter other areas with more details. The areas near the start were less good-looking than the later parts.   The layout is very interconnected. Especially in the beginning you can find multiple semi-secret panels that take you to a corridor which connects to the other side of the level. The level opens passages like this the more you progress.   The pace of the level is pretty relaxed. As mentioned in the beginning you are greeted with empty areas and silence. Some monsters will show up after a while and the enemy fights in the beginning areas are more of the in your face type. I usually evaded the first encounters and run around larger herds which turned out to be a good strategy as I found higher grounds to shoot at them.   After you get the blue keycard and go south to the blue door area the enemies appear more from a distance such as on top of crates or behind grills on the walls. This area contained a lot of cannon fodder, Zombies, Sergeants and Imps. It was very soothing to kill them en masse. You still get enemies on your face too. The visual style also got better. There was more consistent detailing and the rooms got more vertical.   The area behind yellow door continued the same rhythm, you entered peaceful and spacious areas, sometimes enemies run after you, sometimes you get to slay them from a distance. The open area with the zigzag path and pillars over the slime was a good fight. The walls were filled with Imps shooting you from the distance while Cacodemons were flying in the middle and you had to run around the path shooting rockets while avoiding falling down to the slime.   After the second half I started to run out of ammo more than once. Well, I had a lot of plasma ammo but I had no plasma rifle. If I'm not mistaken you only get the plasma rifle after the Cyberdemon fight which I think was not fair. That fight would have been much more fun with a plasma gun.   The fight before the exit is probably the roughest. You get a lot of Demons, Barons and a Spider Mastermind. But in the end it's not that big of an issue because you can compartmentalize them in a room and shoot them through the windows or make them fight each other.   It took me almost an hour to finish the map even though I did not get lost. It was a pleasure to stroll through the map and admire the areas despite the small throwbacks to the nineties here and there :) I think the author succeeded very well to give the player the feeling of exploration in the first map.   The second map is visually a Doom 2 abstract hell kind of a map. Actually it has almost all kinds of areas. Caves, rocky cliffs, lava, slime, organic, gothic, marble and what have you. Whereas the first map has a slower, almost wandering pace with a hauntingly soothing ambient track the second map is more hectic, aggressive and it has a metal song as soundtrack. The fights didn't always feel fun. There were too many Chaingunners at distance. The open area with the Quake's Q logo on the ground was the first time I thought I'm gonna IDDQD if this hitscanning continues. And it sadly did but thankfully not all the time. In general this map is much more slaughtery than the first one. Also this map is much larger than the first one and there are over a thousand monsters. I must say I did not find that many things to like in this map. I did not get any feeling of exploration here. The layout was confusing. It didn't feel interconnected at all. Yes, there were teleporters but it's always hard to figure out where they take you. Also killing started to feel almost like work at times and after one hour I was considering giving up on the map. The western part of the map was dedicated to getting the blue key. The eastern part was for acquiring the yellow key. And in the middle you entered the area for the red key and exit. That sounds simple but it wasn't. I got frustrated and lost more than once. I was at loss what the various buttons were supposed to open. It didn't help that the abstract hellish landscape of Doom 2 is not my favorite theme. I also think the styles changed too much. But there were some areas that I liked. For example, the section with organic texturing was one of the best parts in the level. Other good areas were the library and the red gothic cathedral.   The third and last map was almost a traditional Romero's head end game map but instead you had to push two buttons to finish it. The music choice for this map was weird. I guess in some sense it fits the level. I was pretty exhausted from the second map and I rushed the final map as fast as I could.     TL;DR
      The first map is without a doubt the strongest. Vast, interconnected and explorative techbase map with some nice detailing, relaxing pace, interesting fights and great ambient music. The second map is a gigantic level with a mish mash of styles. At times it feels like your are working at Switch Hunting Incorporated instead of enjoying a game and then you get perforated by a Chaingunner. The last map is OK but I'm not sure if it was that necessary. In fact the levels feel so different from each other that I wonder if it was a good idea to combine them into one WAD.
    • By felgro · Posted
      This is a very good map that has a little bit of everything and actually is vanilla friendly.
    • By Doomkid · Posted
      A very classic style mapset in terms of layouts and visuals, but a nice challenge - not too hard, not too easy. Enjoyable to play through for sure. Music was a mix of good and terrible MIDIs based on great songs. Great effort here!
    • By valkiriforce · Posted
      Loved this whole set - I can relate to a lot of the ideas present in this wad. The interesting layouts and encounters were ringing all the right bells for me; not to sound arrogant but it almost felt like I was playing something I made from the future. My only complaint is that it came and went too fast - wish it had more maps but I found it to be a very solid experience for something of a mini-episode. It could be seen as a plus though since I guess it'd be easier to revisit something that isn't as long as most other mapsets that go up to 11 or beyond. Also great use of Sega Genesis/Megadrive music on the maps - really hope this author puts out more maps one day.
    • By valkiriforce · Posted
      This was like a nice modern take on something inspired from The Innocent Crew with strokes of Matthias Worch - all of which I know the author Brian Knox took inspiration from beforehand. The first episode didn't do a whole lot for me but it really started to pick up in the later parts leading up to episode 2 and onward. Great soundtrack from the talented John Weekley and a few guest maps to mix things up a little. I played on HNTR for a more casual experience and felt even there some parts of the megawad felt rather cruel - namely in the third episode. Overall I had a blast going through this wad finally after so long and was rather surprised to find a collab map between me and DeathevocatioN find its way into the mapset.