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Eagle Speedmapping Session 5 - Total Silence!

   (2 reviews)
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The fifth Eagle Speedmapping Sessions' goal was to make maps within a 2 (in practice 3) hour limit. Eleven maps were made, and the themes were: - Ancient ruins - Lots of switch mechanisms - No armor Plus a bonus theme for the chaps who showed up for the final round: - Boss fight for the end


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Zalewa

  

For maps made within a 2 (in practice 3) hour limit - call me impressed. Call me really impressed. A major step up of quality from 03.

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Spie812

· Edited by Spie812

  

Long review incoming (map by map breakdown):

 

Map01: You know a speedmap is good when it could easily pass as a real map. This level looks and plays like it came straight out of Plutonia and it's awesome.

Map02: AAAAH THE SKY IS FIREBLU! Other than that, this map has a cool switch puzzle and a horde of barons, hell knights, and cyberdemons at the end as a bossfight.

Map03: Ehh, it's okay. I liked the TNT midi.

Map04: This level is basically a giant platforming puzzle with a brief fight at the end. You'll either like it or hate it.

Map05: This takes place inside a fortress or whatever. The map progression is nice, but I don't like the random arch vile.

Map06: Fast-paced action defines this map. The level is fast from the beginning to the end. I'd recommend this one.

Map07: This map, for the most part, isn't that good. The texture choice is really bland and monsters are generally placed wherever. However, there are some better parts such as the red key room and the really cool last fight, which takes place in several tiered stages.

Map08: This level has you frantically running around pulling switches to gain access to the yellow key, then a rather unfriendly group of arch viles at the exit reveal. It was pretty good.

Map09: You are thrown into a gauntlet of short, but brutal fights. I'm not good at it, but I generally like it.

Map10: Oh dear. Enemies and things are scattered all over the place with no rhyme or reason. I could rarely survive the first 10 seconds of the opening clusterfuck. Other than that, it's just kind of boring and short.

Map11: This has a lot of enemies and little ammo. Thankfully, the map is short and you can skip most of the enemies if you know where to go.

Map12: You're basically in a large arena with a fortress in the middle. Most enemies are sniping from ledges, but there are two cyberdemons on the ground that force you to keep moving. This level is mostly a switch hunt but it was okay.

 

Overall, this was a really solid set of speedmaps. Almost all of the maps were fun, most of the bad maps were still okay, and the good maps were excellent.

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  • File Reviews

    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
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