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Abyssal Speedmapping Session 27 (XXVII)

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15 maps made during the twenty-seventh Abyssal Speedmapping Session. This session was based around use of the donut effect and revenants, lots souls and PEs. Resources were taken from Stardate 20x7, originally without permission but everything was worked out because Ribbiks is a swello fellow.

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· Edited by geo

   1 of 1 member found this review helpful 1 / 1 member

Abyssal Speedmapping Session 27 (ASS) is abysmal. The theme is revenants, lost souls and doughnuts to ensure no one ever plays these or has fun playing them. These are the torture Doom levels you make speed run streamers play for your amusement and then never watch the stream.


I can understand the doughnut theme as you'll be running in circles away from revenant rockets and lost souls belched out of pain elementals. Like a race track you'll loop around and joust with the revenants. Taking quick shots at them. Sure not every map is like that, some maps are a sheer brawl against a wall of revenants or lost souls. What's that I heard myself say... all the revenants are dead? Never think the undead stay dead, because there's always an arch-vile around. Oh but why stop at one? Even the first level has a pack of arch-viles clumped together where you need to run by, get a rocket launcher and clear the hallway of its festering skele-vile problem.


The second level was tough or impossible to see. There's something about darkness and replacing everything blue with purple. Purple water, purple rocks instead of grey ones and of course purple key cards. It was perhaps the least fun of the 10 out of 15 levels I managed to muster through. The purple, while it looks different, it feels in the way and hinders having different colors to look at when both grey and blue are now purple. I miss the variety of color even if the purple makes this map pack feel different.


Some of the doughnut layouts are subtle, 2 doors instead of 1, 2 walls open up and both lead to the next room and so on. Other times its a blatant big, round loop with things in the center or the entire level.


I enjoy pistol starts for community projects, that was its fair to how the author intended, but with these giving you a rocket launcher or a BFG before sending you to the next level felt welcome and almost necessary. These are just some painful maps to get through. I only managed to make it through 4 of the 10. Even if its 'resurrect' cheating on 'too young to die,' it still counts with these.


If you're looking for a steep challenge, this is it, but for anyone that doesn't like walking through graveyards, double barrel shotgunning the tall, walking dead, skip it.
















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   1 of 1 member found this review helpful 1 / 1 member

When playing a map set like this one, one can envision the scene where Marcellus Wallace spends some inconvenient time in the store's back room, having close encounters with some strange men and waiting to be rescued by Bruce Willis. It really does give a new ring to the whole ASS acronym.


Speaking of which, ASS 27 looks good, though much of this can be attributed to the texture theme as the architectural design is your standard convexgonal set of cliffs/water sectors. Nothing original, but good. 4 out of 5 * for this part.


The gameplay is where you'll get your pounding, as already sufficiently difficult fights with Revenants and Pain-Elementals are spiced up with some Arch-Viles. These, given RNG's mercy or no mercy, will burn you up or burn someone else up allowing you to win. Don't count on RNG's mercy, though. Somewhat alike to Marcellus after his unfortunate encounter in the store's back room, after playing this WAD you might be pretty fucking far from being ok. Not all maps are like this, but most are. No rating for this part because I really can't rate it.

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  • File Reviews

    • By whirledtsar · Posted
      The texturing and detailing looks incredible and the general map design is good, but unfortunately this is all hampered by how cramped it is. All the detailing makes you constantly get stuck or otherwise not move how you wanted to, which is very unfun and frustrating.
    • By printz · Posted
      Pretty cool hub where you sometimes have to run away and find equipment in order to succeed.
    • By loveless · Posted
      I enjoyed this map a good deal.  Brooding atmospheres and dark, detailed spaces with engaging combat sucked me right in.  Fun, not easy but not too difficult either.  There's a great blend of exploration, run-n-gun, and set piece style fights; I'd recommend this to anyone.
    • By GuyNamedErick · Posted
      So with many old classic WADs not aging so well or have their gameplay styles improved by modern WADs or even WADs that came only a few years later since their initial release, I begin wondering on how TeamTNT's other megawad, Icarus: Alien Vanguard, hold up today. Of course it's hard to not bring up TNT: Evilution when bringing up Icarus so I'll try to focus on Icarus in of itself for the most part. I played through with ZDoom 2.8.1 on Ultra-Violence with no freelook, jumping, crouching, etc.   First things first, the levels in Icarus are far more consistent than that of TNT: Evilution. As much as I like TNT: Eviltuon, the levels in Icarus carry a consistent theme with them (for the most part) and they all feel put together with a design flow in mind rather than a random compilation of levels. The worst levels of Icarus aren't as bad as they seem, and given that most levels are short and quick in action, you won't feel so dreaded on a level that seemingly drags on. There are some exceptions, some levels are longer and more difficult than others, and there's the occasional "where do I go" kind of level, but for the most part, you can play this WAD casually and enjoy it for what it offers.   Much like TNT: Evilution, Icarus experiments with some of its levels, MAP20 has one part of the level be an upside mirror or an earlier part of the level, only now you walk on the "ceilings" instead of the "floor", and MAP24 includes the ghost monsters bug as an intentional part of the map, there's even a small tutorial on the start of the map to tell you how to kill them, quite nice. My personal favorite levels are MAP11 and MAP22, but there are some other levels in Icarus that have a good variety of levels, both visually and gameplay-wise. Some textures do use the same textures over and over, especially silver textures early on, but they don't distract too much from the WAD, if anything it benefits some of the levels instead.   There's also a full complete soundtrack, with every level having their own unique track, compared to Evilution's smaller soundtrack that uses the same tracks for multiple levels. The music helps in making some of the worse levels more fun to slaughter though, MAP31 being my favorite out of the bunch, it builds quite an atmosphere for a level that I wouldn't expect to have any. All in the all, the music is great, but knowing TeamTNT, that is to be expected.   Regardless, Icarus is also pretty flawed, and some little annoyances can ruin a level. One of the notable examples like MAP20 have this lift that has a very tight space to stand on and very little room to straferun to the floor to enter that teleporter to leave the upside down area of the map. You can't stand on the lift for too long as then your head will supposedly hit the ceiling and the lift will go down again. It took me far long than it should to just get up that lift but because of how it worked, it ended up making an alright map to one I don't want to play without thinking about noclipping next time I play it. Some maps seem promising but end up not being so great or even frustrating to play. MAP18 didn't have much to offer other than a ton of Barons and Hell Knights in a big crate room with a Cyberdemon at the end (also a map-breaking error with the yellow key apparently). The two secret levels, MAP31 and MAP32, were pretty disappointing and were lacking compared to the main levels, with large spaces yet not so many enemies to nor much to look at.   The final map is the weakest map out of the bunch, but I guess that's expected. Anyways, the final map is your usual Icon of Sin boss level, and it doesn't seem so bad until you find out that you can just run all away to the other side of the map, shoot a switch, and shoot a target and kill the boss in less than 30 seconds. Not even any kind of lift like Doom 2's final map, you can stand where you are no problem as it is. It's strange how despite having three people making the map, it felt like it was made in five minutes by just one person.   Flaws aside, Icarus is still a good WAD to play and managed to age well (to me) despite some design choices that won't appeal to everyone. There are some bugs (like the one mentioned for MAP18) and some maps having inaccessible secrets (MAP15's shotgun secret), but for the most part, you can play Icarus problem free. Funny how I didn't liked Icarus initially and after this playthrough it became one of my favorite megawads to play through. Overall, Icarus is solid and still worth playing through.
    • By Gato606 · Posted
      Really interesting megawad from Aquarius199, I enjoyed to play it using weapon mod "DudeThe4th" and playing on Doom Touch on cellphone.  It was entertainig that the maps are non-linear and very focused on exploration, you got to check every corner to realize what changed after you activated a switch, can be a bit repetitive, but I like exploration.  The architecture and design, I find it very nice, specially focusing on a tech-like design which is my favorite theme, there was also some interesting puzzles around.  The only downside was I found too many ammo on HMP, I found several times shooting pointlessly just to pickup more ammo.  It was kinda annoying the area on "Six elements" level where you had to deal with a toxic floor and a number of radiation suits and monsters breathing on your neck, lol.  Also, I am not sure if it was a good desicion to put archviles by pairs on the last 3-4 maps and two cyberdemons when dealing with the Icon of Sin ^^;