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Team Rocket: Blasting Off at the Speed of Mapping

   (5 reviews)

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About This File

TEAM ROCKET comprises AD_79, Dragonfly, Jimmy and MTrop, four experienced Doom mappers who together endured a 20-hour speedmapping livestream. Their efforts were supported by kind donators and guest mappers who tagged in to let the fatigued rocketeers recuperate. We bring you 34 maps, all made within less than a day, shaped by you, our viewers.


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Nems

  

Aside from a couple of stinkers (I'm looking at you, maps 20 and 33), this was a pretty fun and challenging map set to play through. For the time limit imposed in order to make these maps, they're of pretty nice quality, I think. While I wasn't the biggest fan of the (in my opinion) overusage of Arch-Viles and Revenants, it was still a fair challenge.

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obake

  

This wad is tough to rate, as part of what makes it so unique are the circumstances of its creation. Four mappers, Dragonfly, MTrop, Jimmy, and AD_79 endured 20 straight hours of mapping with few breaks. That they were able to accomplish this is an amazing feat.

 

Maps consist of a variety of themes, from techbase, to Hell, to gothic and beyond. There are 35 in total (some from guest mappers). Because the maps were mostly made by four people in one day, gameplay is not always the most refined. For example, a lot of them seem to center on the concept of Archviles being an immediate menace. While these type of maps can be fun, they can also get tiring one after another.

 

That doesn't mean Team Rocket: Blasting Off is bad. To the contrary. It is a fun, very well made set. As far as level design and artistry, it is great. There are a few standout maps with concepts I did not even know could be pulled off in boom. One level, for example, continuously sinks into lava. Another is in a snowy tundra and actually has ice physics!

 

There are also a few tedious maps. As another poster mentioned, map 20 is a bit of a chore. I also found the ice map annoying at parts, but to be fair, ice physics are difficult to pull off.

 

Overall I give the wad 3 out of 5 stars. On a personal level I would give it 4, but I understand that the repetitive and sometimes unpolished gameplay can get in the way. That said, this wad is still an amazing accomplishment, and everyone involved should be proud.

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Agent6

  

And thus, Team Rocket is finished, played through GlBoom+ on UV.

 

So starting with the beginning, Team Rocket is a 32+ level megawad created by various mappers in less than a day (20 hours more exactly, if I'm not mistaken), including a few guests. It features new textures, a few new sounds, a menu background, music, status bar, but no new enemies, ENDOOM screen, or weapons.

 

It is designed only with pistol starting in mind as every level features suicide exits. This was, no doubt, done for the purpose of balancing it much easier for something very specific as opposed to both pistol starting and continuous, which is a good thing considering that it was created in less than a day, it was impossible to be perfect for both, so they authors took the easy route. Even so, for pistol starting it's pretty well balanced and the effort, attention to detail, and polish that was put into it is very obvious. The amount of polish is probably the most impressive part of the megawad, I was unable to notice any problems with the levels or the enemies, so it's not quite possible to tell whether it was done in a very short time span or not thanks to this.

 

Although the levels look good, it's not the only focus of the megawad, the other aspect being the gameplay. It's skill based and finishing many levels is not exactly easy as some of them do require some trial and error or a few attempts to succeed, primarily the maps designed by AD_79 which are easily the most difficult in the entire package. Memorization of the enemy placement and the layout does pay off especially in his levels, so don't expect them to be just a walk in the park.

 

Despite being created by multiple authors it's pretty consistent although at the same time it's also very easy to differentiate the levels made by a certain person since they all provide an unique experience and different gameplay styles and thus don't give the impression that anyone tries to copy the style of someone else. The levels are short and straight to the point with low enemy counts, only very few of them have over 100 or 200 and a single map is slaughter. Good as it is however, I can't say I really have any favorite maps, they are all good but at the same time nothing really caught my attention in a particular way to make me say "damn, there's something different about this map, it really shines and stays out of the crowd". Likewise, there are no bad or seriously flawed levels, though a few were a bit underwhelming, particularly MAP08. A fun level, but nothing particularly impressive.

 

Balancing is good most of the time, however there are a few maps which don't seem to provide enough ammo to kill all enemies, so maxing them out could prove a challenge in itself, and I'm not entirely sure doable.

 

At the end of the journey we're presented with an Icon of Sin on MAP30. It is a bit different from the standard IoS map as finishing the level requires the player to destroy some devices which will then cause the IoS to die. It's an interesting take that works. My only problem with this level is the transparent bridges which can make the navigation a bit frustrating, yet at the same time, the map would not be the same or quite work without them.

 

All this being said, it's short and sweet, meaning that it can easily be finished in a few hours or a day, if you're slower, but it's worth the time.

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NuMetalManiak

  

wow this was...mostly annoying, utilizing such tropes such as low ammo, lots of running around just trying to find the best weapon to choose, and mancubus snipers. I felt trolled. at least Jimmy is a good mapper though. MAP30 was the best map overall.

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yourusernamee

  

loved all of it except map20. that map sucked the life out of me. really great stuff all around.

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  • File Reviews

    • By Classicgamer6 · Posted
      An amazing hellbase style level mixed with a bit of cave exploring, utilizes ZDoom effects to create a nice atmospheric environment to play in. I played on UV and found the difficulty to be fair while still presenting a challenge in a few spots. Overall it's pretty good but could of ended a little better as I am not a fan of arena endings.
    • By Classicgamer6 · Posted
      Rather alright but nothing too special besides the spectral enemy gimmick and the marble theme.
    • By Classicgamer6 · Posted
      Hangar is a single GZDoom level that has one of the best uses of 3D floors I've seen. There really isn't much I can say about this level except that is just really solid.
    • By Classicgamer6 · Posted
      I have a soft spot for levels set in somewhat realistic facilities that also feature a light horror theme, however, what I don't like are levels full of what can be surmised as annoying monster encounters. Specifically what I find annoying are the monsters placed on UV which lead to rather poor level flow. This level does look good and has a nice custom song playing but the stock scream sound effects that play somewhat frequently do detract from this. Overall this is an okay level that could very easily be made good if monster flow was made better and the screams were played less often.
    • By Figgy McSquiggins · Posted
      I was loving it, had a fair bit of challenge. Every fight really put you to the test. Excellent map design, too. You clearly worked hard on it, and that is not lost on me. That being said, as soon as it hit whispering winds, I instantly hated it. It just devolved into finding one of 20 invincibility power ups, and spamming the bfg. Took all the fun out of it when you're backed into a corner against 100 barons, 100 revenants, 100 cacos, 5 cyberdemons, 600 imps, 250 zombie gunners, a spider mastermind, and 20 arch-viles that revive the fuckers, and all you can do is spray the bfg and hope invincibilty doesn't run out.
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