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Super MAYhem 17 (v1.0)

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Super Mayhem 17 is a 28 map set based on using assets from the various classic mario games. Maps were designed in one month with time after for making fixes and quality assurance.
Deadwing, kondoriyano and Gothic like this

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   3 of 3 members found this review helpful 3 / 3 members

I am new to the Super Mayhem series, but wow what a Mario themed megawad community project. For those new as I am, they have Doom enemies and weapons, but they take place in the beautiful world of Mario. The architectures of Doom go a long way to making the Mario feel a lot more real than if this pack remade actual Mario levels. These levels look fun, sound fun, and play fun. The first set of levels I played through were healthy sized, with good challenge, nothing tough, nothing easy.


The real draw here is Mario, but the maps felt quality with good architecture and design. If you strip away everything Mario, these would still be good maps to play through. Well constructed levels with big courtyards, various paths, flooding enemies with the weapons and ammo to defeat them. It was a lot of fun. Everything looked Mario, but felt Doom. Going up steps to use pipe transporters, the music, Mario 3 bricks, P-switches, rockets have wings, arachnatron's using the fireball sound from Mario 1. I can imagine streamers and Youtubers having a lot of fun with these who wouldn't normally play traditional Doom megawads.


Its fun to just use idclev to see the variety of levels. Coinships, castles, generic Mario courses that are more Doom, but beautiful, Mario 2 hill zones. deserts and so on. They are consistent and fun. Perhaps further into the levels they reach bone crushing difficulty or become wildly inconsistent, but the level pack makes a great impression to start with.

Walter confetti, Catpho and Fonze like this

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Walter confetti

   3 of 3 members found this review helpful 3 / 3 members

Awesome megawad

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   2 of 2 members found this review helpful 2 / 2 members

Great work everyone else involved, although map21 kicked my ass.

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   5 of 6 members found this review helpful 5 / 6 members

Note: I had to reupload to fix a minor but immersion breaking bug in MAP25. Make sure to redownload the WAD!


Also every map in this is great, this was prob the first project I have worked on\tested where I would describe the experience as heartwarming. Some people may disagree about some of the more difficult maps I guess, but even if they are too hard for you there's something in this WAD you're bound to enjoy.


[obligatory my map sucks comment to close the review]

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   0 of 4 members found this review helpful 0 / 4 members

I don't recall the past MAYhems being borderline bullshit in the difficulty department but this one definitely pushes it with some of its levels (I'm especially looking at you, map 31). I really wasn't a fan of the aesthetic change either though the intermission screens did get me to chuckle. Overall this was just a really mixed bag for me. I'm sure others will get more enjoyment out of it than I did though.

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  • File Reviews

    • By Classicgamer6 · Posted
      Gameplay wise this WAD is okay, nothing too spectacular, but what it does right is detailing and setting the mood correctly. I recommend this if you like special effects in your Doom levels and it's short enough to beat in about an hour or so.
    • By Summer Deep · Posted
      Found this map on an old CD from a PC mag circa 1995, and it was just about the only one that could honestly be described as above average for the era. Graphically very basic, but very tight, involving gameplay and a worthwhile challenge if you have a spare 20 minutes or so.
    • By whirledtsar · Posted
      The texturing and detailing are pretty good but the map is very cramped. You'll frequently get stuck on little details or want to pass through spots only find there's just barely too little room, which is frustrating. Ammo is quite low, so you'll have to think carefully about how you use it. Which isn't a bad thing at all, it's a different experience than usual. There are a few new sounds (replacing the pistol, shotgun, and chaingun noises), all of which sound absolutely terrible. Overall though, the experience is okay. It's a short but moderately challenging map that will take a few tries to complete and isn't a waste of 10-15 minutes.
    • By SuperArjunaButt · Posted
      Overall, good job!  Thanks Josh for making this and giving me a shoutout in the credits.     I played this on HMP, continuous, and with GZDoom.  This WAD certainly hits a lot of the same (awesome) notes of Doom E1 without getting too close to the originals, and I think improves the final fight in E1M8.  It would get a 5 star rating except for two overall problems:   --There are decent stretches of map with a lot of the same wall texture  The opening area in E1M1 and the exterior wall in E1M5 are examples of this.   --In E1M6 and 7, there are a few hallways where it looks like I was supposed to approach from the other direction, and the monsters were either set to Ambush or behind two sound blocking walls.  Maybe split the orientations next time so half the monsters are facing one exit and half are facing the other way.   This WAD is definitely worth the time to play through, and it ends the way E1 should have ended.
    • By HAK3180 · Posted
      I played on Hurt Me Plenty, continuous.   What I Did Not Like - A few alignment issues - I encountered a couple very odd bugs - Secrets were very easy, even simplistic at times - I found "Mouse-look encouraged" to be inaccurate. It's definitely necessary to max, and I'm almost positive necessary to beat a few maps (shootable switches). Still, I only used it like five times the entire megawad. - Some areas underdetailed - long stretches of same texture  - A relatively weak set of maps in about the low to mid 20s - Props for custom music all the way through, but I found it a little repetitive and indistinct - A noticeable number (but not a noticeable percentage) of barons of hell that were used somewhat annoyingly (grind) - Map 32 gets a pass because it's bonus material, but I didn't like it at all   What I Did Like - Everything else - The fact that everything in "What I Did Not Like" is basically a nitpick - Awesome level design and flow in most cases - Brilliant visuals all the way through - Advanced elements used well, rather than just shoving ZDoomisms in my face for the heck of it - Fair and challenging gameplay - the borderline slaughter situations were well done   Other Observations - The ammo crisis basically disappeared once I got the first backpack. From that point on, I basically always had 600 cells. That may also explain why I thought a few later maps were underwhelming. Perhaps I'll replay with pistol starts. - I particularly enjoyed the maps that were more or less "cities." - This is among my favorite Doom things ever.