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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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geo

· Edited by geo

  

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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