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Pigeon Speedmapping Session 1 -- Operation Health

   (8 reviews)

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About This File

The goal of this speedmapping session was to create maps within a 3 hour time limit. Several mappers, including myself, failed to abide by this limit. Nevertheless, we still raked in 17 maps following the following themes:

1) Incorporate a graveyard and/or underground crypt of some kind. 2) Make good use of lite-amp goggles. 3) Only zombies, skeletons, spiders, and ghosts (zombies, spectres, lost souls, revenants, arachnotrons, and spidermasterminds). Bonus Theme) Lots of green ectoplasm (nukage).

Only one theme needed to be used.

Maps were created on 10/7/17, during two separate sessions throughout the day.


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Psilli

  

Good and quick collection of maps. Nothing too easy nor too hard. Good stuff. :)

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GarrettChan

· Edited by GarrettChan

  

It's a combination of small maps because of the time limit of the project, but the map quality is fairly high, and it's very enjoyable to playthrough all these maps except I don't get the idea of Map11. Also, it fits the theme very well with a lot of graveyards, underground caverns and most importantly, Revenants.

 

This mapset can totally fix your hate towards Revenants, can it?

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NuMetalManiak

  

well i don't need to say much. this wad was pretty fun from start to finish.

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BigDickBzzrak

· Edited by bzzrak

  

A set that comprises an entire 17 maps, but only one of which is worth playing (map11). Everything else is barely even worth loading up. Disappointing. :/

 

J/k lol it kicks ass everyone's a winner excellent job folks :]

 

 

 

 

EDIT because why not:

@GarrettChan the idea of MAP11 was to make fun of the memes that appeared during the session in the Discord channel, as well as the crazy Hebrew guy that appeared some time ago. Literally the entire map was made to include as many memes as possible. :]

Well, also I wanted to try to make a burning fire that actually "burns", out of sectors.

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leodoom85

· Edited by leodoom85

  

This mapset has been fun to play with some variety for the difficulty. The maps are easy to navigate but hard to play and that's a +1 point to me. Modded gameplay is even harder. Great stuff Bonnie.

Forgot to say that the mappers deserves the credit as well :)

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Repugnus

  

Plenty of decent maps in here. Nothing downright awful.

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bonnie

  

Well I thought it was just positively wonderful.

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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