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Congestion 1024 for
Doom2
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Summary |
Overview |
Screenshots |
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Author(s): The 1024 Crew (full listing in the enclosed text file)
SP Doom2 (map 1-32) New
graphics: - YES requires: GZdoom, Zdoom, or Prboom Reviewer: DOOM4EVER
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Description: 32 maps no bigger than 1024 X 1024. Some maps have areas outside the 1024 X 1024 block but they are not part of the playing area. The idea was to focus on quick and fun gameplay.
The Review:
Overview: New Stuff: New textures, flats, some great music, and a
new hud display. I especially liked some of the rock and wall textures. Oh
and nice job on the title pic shitbag!
Level Design: I was surprised at the variance of themes in the
maps, use of traps, height of some maps to add length to the levels, the
creative switch use, the indian jones style switches that require you to
walk over them, and the placement of enemies in tight corners. I also
didn't feel like I was in a 1024x1024 cell, mostly because of the creative
design by authors who created a world beyond your playable restrictions. I
wasn't sure if the ability to jump was ever intended for these maps but I
did it anyway to get to several secrets or to get over annoying demons at
times. The extreme level of detail in some areas was staggering, such as
the abandonned complex with broken ceilings and bridges. Little things
such as broken doors being held up by crates really made me appreciate the
time and effort placed into these maps. 3-d effects were used to create
some nice eye candy as well as cool bridges and railings. There were some
really creative uses of the normal doom engine technology as well, such as
wires that snaked up to tv's, ducts that ran above your head and into the
ceiling, pumping cylinders, cracked lights, a cracked switch, and some
other stuff I'll let the player discover. Shadows were also very well done
and added some incredible atmosphere to the maps. Some of the maps had
lights interacting with each other, which I know from experience takes a
lot of tedious designing but looks awesome! I also enjoyed the lights that
only hit the floor but not the ceiling, such as spotlights and windows. Monsters: One thing that many players may find annoying were the archviles who populated nearly every level. (I love fighting these guys so even when one attacks me in a square room with NO where to hide I still don't mind because with careful timing you can solo an archie in the open with the double shotty. You just have to get him to play his pain animation at the right time). So if you don't have the skills some of the monsters which appear in the cramped levels can seem a little unfair. You need to strafe and take advantage of every corner that these designers give you in order to survive. Especially when you're up against revenants, barons, and mancubi. Monster placement made these levels really fun to play and you never knew where the next trap was coming from because of the extensive detail in each map and creativity of the level designers. Expect some nasty traps, ambushes, and the old teleport-behind-the-player-just-after-becoming-visible trick. Going back to the archies, I especially loved when an archvile would teleport into the last room you had fought in so that all those demons that you just sent back to hell could have a second (or third, or fourth....) whack at you. Another thing I liked about the monster/trap placement was that it was different in every map. You didn't ALWAYS get ambushed on pushing a switch. You didn't ALWAYS have walls openning behind you with a chaingunner ready to write his name in your back. And then sometimes switches didn't have any traps at all and this variance really kept me on my toes (loved it!). I look forward to playing this megawad a second time mostly because of the numerous challenging battles presented by these maps. I especially loved the ambushes which forced me to charge groups of attacking monsters in order to get out of the "kill zone." That's just good level testing by the author.
Difficulty: Every map was different when it came to the difficulty. Some maps were hard to finish without punching down a few monsters to conserve ammo, while others gave enough rockets and shotgun ammo to go to town on your enemies. Basically if you are careful throughout you will be able to save up during the easier levels to prepare for the harder ones. Also, like the ammo, the health amounts in each level varied from map to map. In most instances you had to scrape through levels with < 15 health, but often the next level would have some starting health waiting for you (usually no more than 35 total). I tried to use very few save slots to make these maps as fun as possible, and there were times where I scraped through battles with 1 health when I could of gone back to the previous save point knowing what traps were coming. But this hairy combination of low health and never knowing when the next cache of ammo/medipacks were coming made for an extremely entertaining dooming experience, which forced me to stay on my toes and keep my weapons changing depending on the situation. Another aspect to these maps was that you had to kill like 99% of the enemies in order to finish every level! This is because of the tight quarters that you are forced into by the 1024x1024 restriction on the maps and just good design. So if you are the kind of person who likes to "speed run" doom maps stay away from these! This is in your face, action packed, hallway to hallway dooming that will leave your fingers tingling and your face sweating.
Favorite Map:
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