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Confinement 256

   (3 reviews)

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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.


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NuMetalManiak

  

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

  

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.

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  • File Reviews

    • By Poncho · Posted
      So... this is skillsaw's first official work. Apparently, it's the only pre-2000 WAD of his that is still around.   I must say that, for a 1998 WAD, this is pretty good. It's a short and sweet WAD, and is an ideal choice if you just want to play Doom for a good thirty minutes (it takes about that time to beat the WAD to 100%). With the exception of Map08 (and, to an extent, Map03), the maps aren't that long, and all have a sort of uniqueness to them.   The first two maps are fast-paced bullet-mayhem style maps. I find these two levels to be well lit and have nice enemy placement (though the secret placement in Map02 is shoddy). Map03 is a longer affair, with a lot of backtracking that reminds me a lot of these earlier WADs. You can skip a lot of monsters in this map, too, which makes it a bit too easy. Map04 is the most confusing (if you're speedrunning, anyway), since it requires you to go from one end of the map to the other, and since you teleport back to the middle constantly, it can be a bit annoying.   Map05 is the worst level; it's a series of gauntlets, really, most of which are just a bit agitating and / or boring. Map07 isn't your typical seventh level (Mancubi and Arachnotrons do appear, just not in an arena-like setting). It's a good level, with decent action, good music and good enemy placement. Then comes Mansion (Map08), the longest level. It involves "resource-starvation," which is something I'm not a fan of in Doom WADs generally. With that said, the music fits perfectly and the design (for the time, anyway) is really good. I like the little pool at the start and the observatory parts to the west end of the map (there's a sort of aquarium area, which is really neat).   Map09 is like Map05, only better (better traps and feels harder for good reasons... well, except for that first Arch-Vile). After that, Map10 and Map11 are essentially slaughtermaps - both has a shit-ton of energy cells (especially the last level) and are super easy to complete (even easier if you're playing casually).   So, all-in-all, Sector 666 is a short, yet fun affair - it's never truly annoying, the chosen music tracks (by Mark Klem and David Shaw) fit quite well and looks very good for the time of its release.   Points are taken away, however, for the overall easiness of the WAD, and also Map06 - the laziest excuse for mapmaking I think I've seen in a non-joke WAD. Good thing skillsaw isn't like that now.   Final Rating: 3 / 4 (rounded up to 4 / 5).
    • By whirledtsar · Posted
      Excellent adventure with a dark atmosphere, cool architecture, and fun gameplay. The level/puzzle design is well-done, with engaging puzzles across multiple maps and interesting spins on the traditional locales (eg. the fire level is a mountain on a sea of lava). The whole wolf theme was also unique and interesting. It was very helpful that completing everything necessary on a map resulted in the message "Map completed", preventing unnecessary backtracking. Unfortunately I didn't acquire enough aeon mana to unlock the aeon attack, but I did get enough to unlock the aeon passive (regenerating mana for the mage), and it was very useful. The new enemies & bosses look good, although they aren't perfect. There are a couple of oversights like how the wolves lack a death animation or the ettinwolves lack most noises. The best enemies were probably the statue bosses (who totally took me by surprise), as they were complete, fit best with Hexen's artstyle, and filled a unique role.   Unfortunately, the flame mask and ruined town puzzles do not work properly in newer versions of GZDoom, so you'll be forced to noclip to complete both of them if you start the game not in an older version. That isn't the author's fault though, so it's not a criticism.
    • By Shiro Nomatsu · Posted
      Very good MEGAWAD. Keep up the good work guys!
    • By GuyNamedErick · Posted
      Two great vanilla maps with great challenge and excellent level design. The atmosphere is solid and vanilla textures are used wonderfully here, I especially love the sky texture here. Ammo might be a bit tight on the first map if you don't manage your ammo well, but otherwise, it's a fantastic set of vanilla levels.
    • By NuMetalManiak · Posted
      I actually haven't played this just yet, but I feel like I need to get something off my chest before I get to playing this wad. So read below:   Whoever is immediately downvoting my reviews as not helpful, even almost the instant I post them, get a fucking life. I want to know what I did that is making you hate everything I do. Come forward and speak, fucking coward. I try what I can to make my reviews worthy enough so that people can actually read some insight before playing a wad, and I'm as accurate as I can get. So then, whoever you are, tell me what I need to do to improve.   Still, downmarking everyone's reviews, especially the ones that just get recently updated, isn't really helping your cause. It isn't even helping any type of a cause, if you make of one. This hasn't happened to some of the more recent reviews right now, but it seems to happen more often to me than it does to others, and I bet this vote trolling isn't gonna stop soon. It should though. Either I'm doing something horribly wrong or someone just hates me or something.
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