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Abyssal Speedmapping Session 27 (XXVII)

   (2 reviews)
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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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geo

· Edited by geo

  

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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Zalewa

·

  

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 Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
    • By Player Lin · Posted
      Normally, I don't like DooM (1 or UD) WADs because I tired shooting baddies with shotgun as most of them tend put a lot of shotgun guys/ammo and I have shot those full of shotty shit...well, this one can't escaped from that but I found author's tricky as I didn't found many of them(or they placed when I needed to use shotty), also the monster placements(with middle-tier ones) in this megawad helped too, even E1 doesn't suffers low-tier ammo-droping-fest unlike IWAD and most PWADs.   Level layouts and theme are interesting, some E3 levels just a little mazed but I feel okay, never get lost...many levels I feel plays like IWAD but better and larger, you'll found middle-tier monsters in E1 levels and it helps the gameplay, unlike the IWAD you'll have too much ammo in every level even pistol start, if you wasted too much and will out of ammo for sure(at least in UV).   All I can say about this megawad is...fun,  vanilla fun. Except E3M8, the yellow key area with platforming when all enemies + 4 cyberdemons are try to kill me and battles-of-deal-with-4-cyberdemons-or/and-other-powerful-monsters are nasty to me, on top of them, the final "BOSS"...I feel trolled...really? IoS-style?? IT'S ****ING DOOM, NOT DOOM 2 WHY USE IOS-STYLE AS FINAL BOSS?!  :P (At least there is no respawning monster cubes just annoying cyberdemons and barons...but they're still give me a lot of headaches as the battle area isn't very huge and a little cramped I think...)   But at least IDMUS11 helps me dealt with those problems all, for some reasons I feel the main theme of Power Ranger does fit DooM...don't know why but I keep switch to the theme with IDMUS11 cheat if I don't like the level's music, helps me blast through this megawad and the nasty E3M8. :P
    • By Doomkid · Posted
      Download the REAL file here (rd1.zip is NOT correct) https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2   Shocked to see so many negative reviews. I had an absolute blast with this one, and I'm not sure what Nems was talking about with the Boom stuff as this runs in Doom2.exe with no trouble. In fact, there is a TON of impressive vanilla stuff going on here. I guess it was so well done that it tricked him.   This deserves a high score. It's a lot of fun.
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