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  • File Reviews

    • By NuMetalManiak · Posted
      dwspd's sweet sixteenth installment focuses on the theme of abandoned mines. now that's a good map to make a theme on, MAP26 is a personal favorite of mine for Doom 2, and these maps as a whole do pretty well to capture that theme. of course there's a few weak ones like MAP02, but at least they adhere to the theme. many of the maps have low monster counts and low challenge overall. the exception is naturally Fredrik's map, one of his most unforgiving. pretty ballsy to actually make that the first map to play here (you don't need the blue key by the way). not much else to say overall, other than thematically speaking this did pretty great.
    • By NuMetalManiak · Posted
      here we have the fifteenth iteration of dwspd, which also invokes a specific set of rules known as WYSIWYG or "what you see is what you get". relatively speaking, no doors. which seems like it could be easy, a simple outdoor or cave-like map that completely lacks any doors works well enough. the first map is an example of what I'm talking about. ugly as fuck all with no detailing, but it does what it needs to do. the next two maps sadly actually have doors, which sort of ruins the theme. MAP03 is worse than MAP02 (MAP02 has a problem with the beginning as well as the key door not being marked), while MAP03 you can go through a certain fence. and yeah, there's only three maps, but not one of them is really good. MAP02 comes closest, and just because it has doors, it at least has windows so you can see what's behind. but this is easily a weak dwspd compilation that isn't worth checking out.
    • By Walter confetti · Posted
      Pretty good hell map in style of UD inferno maps (especially this map made me remember House of Pain), pretty good layout and gameplay.
    • By NuMetalManiak · Posted
      as we work our way through the speedmapping compilations, #14 gives us something different, this time certain rules were in play and a certain layout out of three must be sketched and made playable. there were three of these things, and in the end we got some interesting maps made. the most used layout is the one seen in the first few maps, featuring what looks like a gauntlet hallway likely to be filled with enemies in each spoke while big room is just east of that. the quality is naturally mixed, but for the most part I enjoyed whichever challenges were given here, especially with MAP02 and its painful encounters in the big room. the previous review on this page details much of everything you need to know to be honest, and especially for the final two levels which are sadly lacking an exit. but this is so far the most intriguing of the dwspds.
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