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Doomworld Speedmapping Compilation #14

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This is a compilation of the WADs entered in Doomworld's fourteenth speedmapping exercise. Participants were given 100 minutes to create a Doom 2 level on a certain theme. This week's theme is described in rules14.txt. : This wad was compiled by Julian (julian@doomworld.com)

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NuMetalManiak

  

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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Unknown date

  
Nine speedmaps from August 2001. The concept is that each is based on one of three diagrams that seem to be from a Dungeons & Dragons sourcebook. I don't have space to evaluate all nine, but sadly there are no hidden gems. Map01-03 are shockingly poor; Map04 is decent but half-empty; Map05 is very brown (stone walls and imps); Map08 is unfinished, with just one zombieman and no exit; Map09 has some decent detail in the middle, but again there's no exit.

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  • File Reviews

    • By D3rpyD00dlez · Posted
      I genuinely enjoyed this mod with its level design and music. It was challenging and interesting and it kept me playing a while after beating it to try to find anything. though I would say it was slightly repetitive and overwhelming with enemies at some moments.
    • By LouigiVerona · Posted
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    • By Ofisil · Posted
      A competently made map, for sure, but fun? It's way too long and repetitive, with same-y combat & ambush scenarios used again and again, and with way too much enemies, and not that much of a challenge, even for me who isn't exactly fond of "SUPER HARD WAD #9263!!!!11!. You can cut the whole thing in half, and then cut THAT half in half, and it would be a better map. Is it bad? No, just a little bit above average, mostly because it drags a bit too long.
    • By MrSkeltal · Posted
      Generally good map design, but the difficulty as is the case with pwads tends to be uneven even on HMP, especially when you mix them with what slaughtermaps tend to be (monster spam). Too many parts where, after pressing a switch, you'll spend some time killing enemies only to realise the map maker tried to get cute and spawned a bunch of hidden archviles somewhere to start reviving everyone while you were busy wasting ammo. This is especially unfun in parts with very little cover where you'll b
    • By Ranger Qwerty · Posted
      I like the part where I pay for the numerous murders I committed by getting beaten up by either a Mancubus or an Arachnotron, it changed my outlook on Monster Priority. Thank you "Problematic" Revenant #7, I have yet to find a way to repay him.
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