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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 costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
    • By Walter confetti · Posted
      A basic and nice looking showroom type of map where monsters are trapped inside glass prisons, no exit and no way to play this with any modern source Port like DSDA-Doom and GZDoom, but works really well in Crispy Doom. It was a pleasant experience.
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