Confinement 256

   (3 reviews)

Author

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.

Credits

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

For music, vgmusic.com and other sources

Base

New from scratch

Build Time

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

Editors Used

Various

Bugs

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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NuMetalManiak

  • 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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Voltcom9

  • 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!

2 people like this

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  • File Reviews

    • By NuMetalManiak · Posted
      the community is very selective when it comes to liking strange things. you have weird mapsets like this and nicolas monti sets, and they are either hated, liked, or completely ignored altogether. i mean, just look at how this one is structure, no sign of anything realistic, the monsters and textures are laid out in various ways. and then there's a few jumping parts to the maps.   but in the end, it is still very much playable. I believe this is what matters most. who cares about the author's opinions on things at this point. as long as he makes a mapset playable from start to finish, it can be played and even replayed at anyone's leisure. therefore, i will award this 5 stars. it was the kind of thing you can expect if you play a joe-ilya megawad, but if you mustered enough courage not to immediately call his work crap upon booting up the game and seeing and playing the maps, then it's all fine and dandy. it's just something to get used to.
    • By Count651 · Posted
      This wad was quite a love/hate relationship for me. Episode 1 and 2 were fantastic. They flowed so well and were challenging without being stupid. Sadly once I got to episode 3 the wad took a turn for the worst. Most of episode 3 is too dark, too big, too confusing, and too full of mandatory damaging sectors without a radsuit. Episodes 1 and 2 were a blast but 3 and 4 just felt like a lot of work. I had to use the console to give myself radsuits and light amp goggles many times. Its no fun to find a secret soul sphere if you're just gonna burn it all away crossing lava without a radsuit. In the end I'd highly recommend the first 2 episodes. They're what Doom is all about; fast fun simple maps. The later half was quite the opposite.
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   Top quality megawad here. Lots of incredible visuals and details, each episode has a different theme, designed with really nice custom textures. You get mountain bases, dark castles, hellish environments, huge underground caves, lunar bases, and a few secret surprises. And there's a fun adventure factor in every episode, the author not only put work into fast-paced gameplay but also exploratory settings. For example, almost all of the maps in further episodes are open spaces with platforming and walkways descending into damaging liquids, and lots of optional caves to find goodies. In addition, tight scenarios are dark and spooky, creating a real sense of suspense on what's coming. Music is really good, some of the tracks are also in Ancient Aliens. Favourite tracks are 06, 11, 22 and 27
      So, like I said before, the maps are all fast-paced. Right from the beginning, you are demanded to move and find appropriate tools to get started. Nothing is overwhelming, but the usage of monsters is really well thought. Skillsaw seems to have a fetish for snipers in the form of "dead simple" enemies, because they are mostly used to harass you from different distances if you're not fast. Apart from that, he mixed incidental combat with multiple traps. From a viles+crushers maze, to a mancubus you have to guard, to a ghost town (yes, stealth monsters), or even a secret full filled with explosive zombies you'll probably panic and laugh out loud like I did.    The new monsters have their ups and downs. From the get-go, imps and demons suffered a few transformations. Upgrade pinkies are fine, creepy, bite quicker. You don't want to use the chainsaw against them, which is my only dislike because I'm fond of that weapon. On the other side, the new imps are annoying... nothing else to say. Lost souls look cool. Then, spiders have red eyes, and the smaller ones can spawn arachnorbs (mostly a cinematic effect, only problematic when telefragging the spiders), which are my favourite enemies of the set, nasty but fragile, and funny. Kamikaze troopers are like explosive balloons of meat, hilarious enemies, I simply could not get mad at them for killing me. Pyro Knights are my third favourite, I recall one instance where a cyberdemon hit a pack and they scratched him to death in a matter of seconds. Super Mancubi don't add something special, they look cool though. Cybruisers are a fair replacement for the cyber/baron in the way they were used, and also look good, but just that, and poor SMMs were deprived of their boss privileges (immunity to splash damage and loud sounds). Diabolist is a great boss, although I feel like there should have been a texture showing the monster, like in Doom there's an IoS texture.    As for weapons, well the pistol may shoot faster but it still aims like crap at any range. I did used it a lot more than the regular pistol. The minigun is awesome, and the idea that chaingunners don't drop them is good, makes it a higher valuable weapon.    Secret wise, there is a wide variety. Hidden switches, a passage behind a waterfall, a teleport on liquid floors, those are the most common. I like that some of them provide an intense fight before you get your gifts. There's a secret easter egg I found via IDDT (of course, behind a generic wall), it has a really cool effect with the music and if you have played other Skillsaw's mapsets, you'll recognize it.    Favourite maps: 06, 07, 10, 18, 22, 24, 27, 29. The rest are nice too.   Overall, yeah it's obvious that this mapset has a high value for speedrunning, but if you're a slow motion player like me, you'll still love this, just don't forget to always charge your minigun first! My rate is 9/10.
    • By NuMetalManiak · Posted
      certainly a unique map from the one touted "Midtex Wizard", enough to drop a framerate considerably. still playable, and with a low monster count, it's a bit skeptical in a number of ways. it's actually a short map, but hard anyways, with scenarios to screw newbies over. the cyberdemon fight is the real standout, being sure to utilize circlestrafing to its maximum while avoiding the nukage and the rockets. it really should be longer though. as artistic as it is i expected more out of the gameplay.
    • By NuMetalManiak · Posted
      for speedmaps, they do a pretty decent job and keep my eyes peeled. some actually interesting maps were made here and many were enjoyable. recommend.