Pigeon Speedmapping Session 3 -- 50 Christmas Pigeons

   (2 reviews)

Author

A2Rob, Forli, JudgeDeadd, leodoom85, Myst.Haruko, Naza, NoisyVelvet, Spie812, Scotty, therektafire,

About This File

This is the third installment of Pigeon speedmapping sessions. Main goal was to make a map under a limit of three hours and the themes were:

1) Maps shouldn't go below 1024x1024 and not beyond 3072x3072. 2)Include purple or teal textures. 3)Good usage of crushers. Bonus theme: 4)Draw a signature area outside of the map to identify the mapper.

Only one theme is needed to be used. In the duration of both sessions, we had 12 maps submitted.

Credits

cc4-tex. wad zoon-tex.wad doomxmas.wad for custom content like monsters, vanilla textures/title music replacement and decorations.(File text stated that people can build/transform upon it) leodoom85 for TITLEPIC pcorf for INTERPIC TRANMAP lump is from Stardate20x7.wad Myst.Haruko for custom palette. All mappers who participate in this speedmapping session.

Title music is from doomxmas.wad Intermission music is from Undertale "might play when you fight sans"(of course in midi format).

Base

New from scratch

Build Time

2-4 hours

Editors Used

Gzdoom Builder, Doom Builder 2, Slade, Whacked.

Bugs

None, I believe.


4 people like this


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NaZa

  • 4
  

I liked this set. A lot of very good maps, I enjoyed A2Rob's and Myst.Haruko's the most. None of the maps were bad, they were all alright for 2-3 hours. Good job everyone!

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Zalewa

  • 4
   4 of 5 members found this review helpful 4 / 5 members

Really good maps in this pack. For speedmaps they're longer than expected, have more content than expected and have good visuals. I also like the Christmas theme.

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  • File Reviews

    • By Scotty · Posted
      Absolutely top notch. Fun to explore, great combat, and amazing to see how this incredibly intricate level unwraps itself as you progress. Vanilla compatibility just makes it even more impressive.
    • By NuMetalManiak · Posted
      we need more good Ultimate Doom wads. this was nice, plasma gun combat at first, when it opens up, it's chaotically good. the three keys weren't that hard to figure out, although the puzzle for the red key stands out the most. some nice and sharp (yes) ideas overall.
    • By NaturalTvventy · Posted
      Xaser mastery of the highest order, demonstrating his command of architecture, texturing, (sharp) angles, lighting, and mood.
    • By NuMetalManiak · Posted
      well, combat may not be so bad, but there's a surprising lack of variety. this starts off in a mostly pistol-oriented map, where you get a chaingun at the end, and then the next two maps are moderately long. the final three maps can put some of the ones from Eternal Doom to shame, with some puzzling to do, some of it actually more frustrating than I would be led to expect. there's many dubious design decisions that simply must be pointed out. the final secret area in MAP02, what the FUCK? and another secret area in MAP05 with crushers whose sole purpose is to troll you. MAP06 is the best map in a number of ways, feels eerie, has lots of things to it (oh, and lots of items for the item count for each of the maps too). but one particular switch (Linedef 4962) does not work. I actually felt more and more frustrated the more and more I played this, it wasn't challenging, but it sure got me annoyed with how things were laid out.
    • By Jayextee · Posted
      I have rated this three stars.

      However, I feel like this megaWAD often gets overlooked despite what it is: a part of history. I came to it late, pretty much 1999/2000-ish, and was my first megaWAD personally, but I was always entranced by what I understood to be the story behind it; in a scene utterly dominated by the IBM PC-compatibles/DOS crowd and their (relative) wealth of tools, Macintosh DOOMers came together to show that they too can put together a full-length campaign for Doom II that wasn't going to let those DOS guys totally steal the show.

      And they did. Kind of. With the apparently-unstable-at-best HellMaker crashing every single-figure number of minutes at times, a handful of eager mappers (including the still-active-at-time-of-writing Steve Duff), some of which were authoring their first ever maps, delivered an experience that is to me as interesting as it is varied; in terms of both experience and quality, I have to admit. There are some poor maps here (Sewers, by Jim Bagrow - I'm looking right at you) but there are some epic adventures rivalling those of TNT: Evilution, if not aesthetically (hey, some of them come close) then in length and spectacle.

      What you're getting here is almost like a hidden piece of history that I feel stands proudly as an underdog with its peers. An underdog that isn't always well-behaved (many maps can be rendered uncompletable with the wrong actions taken, including one of the secret maps if you dare enter the basement without the three keys) but at its best (which is usually the maps by Rob Berkowitz or Duff himself) is an entertaining and oft-neglected slice of '90s mapping.