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Abyssal Speedmapping Sessions: Session 34

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Twenty-three maps made during the thirty-fourth Abyssal Speedmapping Session in the space of 2 hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Held in two sessions twelve hours apart, each mapper had three themes to choose from:

- Use of red textures - Use of berserk - Candle bridges using self-referencing sectors or height transfers

Plus an extra one for those attending the second session: - Use of non-liquid damaging floors

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· Edited by geo

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

To my surprise, I enjoyed the community Abyssal Speedmapping Session (ASS) 34. Its choice of themes, berserk, the color of red or candle bridges had me dreading brawls with pinkies, barons and arch-viles. I have never enjoyed the thought of berserk punching enemies to death, they are just health packs that force you to switch to weapons when you're done.


Even when brawling with enemies and having low health, I felt it was a good challenge. Nothing laughably obscene, but I made it through a third of the 23 levels. Levels each had a fair amount of health, and bits of ammo to ensure I was either punching or switching weapons. There weren't too many deaths, but a lot of near deaths.


The megawad had a good, dynamic change of pace to have a megawad geared toward hand-to-hand combat whether its berserk, a simple punch or a chainsaw. Some levels it was either punch or pistol and I chose punch. Other levels felt more traditional with weapons and even sections of launching rockets into hordes of enemies through doors. Some levels made for some interesting moments as rather than finish with an arch-vile to resurrect the dead, why not start with one to chase you into harm's way?


Most of the levels made use of two out of three themes, some used only one and went the shock value route... in a level pack full of red, crimson and blood why not have green rock and green rivers as long as there's berserk. While the majority was Hell themed levels with red stone, crimson rock and lava textures, the themes still managed to stay fresh. Like brown rock with blood rivers to accent it. Some levels felt cavernous while others felt demonic or had man made architecture.


Since this is a speed mapping session, the two hour time limit ensured each level never overstayed its welcome and nothing was too confusing. Every area of the maps I played seem to flow well from part A to get a switch in part B back to A to C to get a key back to part A to use the keys to part D. The only time I found myself lost in the 8 maps I played was in an early rock wall maze due to the red, grey and black theme.


With all the red, it made this megawad stand out even if I can imagine the blood drenched tones getting old after a while. Another thing to make it stand out was the smooth jazz midis that were sprinkled here and there. I'm no fan of smooth jazz or Vegas music, but it was fun to play name that tune.


Good job everyone!























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  • File Reviews

    • 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.  
    • By Walter confetti · Posted
      It's a ok house level for it's age, looks like to have a cool layout for dm
    • By StormCatcher.77 · Posted
      A map with well-designed sector-specific lighting. Skillful play of light and shadow highlights this map against the background of many others that are created in standard textures. More than visually, the map is captured by a difficult gameplay. Very often the player is locked in a tight space with the company of dangerous opponents. With the deficit of the place for maneuver, it is necessary to show wonders of stamina to survive. This is especially characteristic in the hall with a yellow key, where the barrage of the mancubuses fire does not put much chances for survival. On the whole, close corridors are very interesting to explore, but here one must be on the alert all the time.   Great map. I was save it in my collection:   - Visuals (4 / 5)
      - Detailing (3 / 5)
      - Gameplay (3 / 5)
      - Atmosphere (3 / 5)
      - Difficulty (4 / 5)   - In my collection (3 / 5)
      - For community (4 / 5)