Doom 2: Speed of Doom - Map 13: Lucifer's Tears (UV Max)
thesoulingredient thesoulingredient
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 Published On Sep 18, 2024

Speed of Doom is a 2010 WAD comprised of 33 maps made entirely by Darkwave0000 and Joshy. Darkwave0000 is a somewhat mysterious, but deeply influential character in the Doom scene, and only really pops up when he contributes to the French Doom Community WADs (like the 3HA series and 180 MPV).

Joshy on the other hand has had a pretty long career since SOD. Having contributed to big projects like BTSX 2, Community Chest 4, and Ancient Aliens, being the project lead for both Plutonia Revisited WADs, and having his own 32 map WAD in Resurgence, Joshy’s impact on the Doom community can’t go unnoticed.

Both mappers have pretty distinct styles, and the fact that they alternate maps in Speed of Doom (Darkwave handles even # maps, Joshy handles odd # ones, besides the secret maps) highlights these differences even more.

In general, Speed of Doom combines influences from many of the most popular and influential WADs from the early 2000s. Scythe/Scythe 2, Alien Vendetta, Hell Revealed, and others can be seen in Speed of Doom, and it coalesces to form an entirely unique and influential mapping style in its own right. There’s a reason why so many modern mappers look to Darkwave and Joshy’s masterpiece for inspiration. Speed of Doom is incredibly fun, bloody, violent, and full of intense combat and heavily atmospheric environments.
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IWAD: Doom 2
Port: DSDA-doom 28.0
Compatibility: Boom (comp level 9)
Mapper(s): Joshy
MIDI: Robert Prince - Waiting For Romero to Play (from Doom 2)
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Speed of Doom: https://www.doomworld.com/idgames/lev...

DSDA-doom: https://www.doomworld.com/forum/topic...

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I like this style of cramped, monster-filled map more than some of Joshy’s other offerings here. This one feels influenced by Plutonia more than anything. Maybe it’s in the texture themes, or how the monsters are used, or the compactness of the map, but I see a lot of Plutonia’s DNA in this map specifically.

There’s nothing too crazy here. The hit scanners and Revenant at the start can be pretty tricky if other projectiles are coming at you, but you should generally be good if you just rush the Shotgunners at the start. I also heavily advise you instantly leave the SSG arena because the Shotgunners that fill it will eat you alive. Not to mention the other mid-tier enemies that come in.

By far the most dangerous area is the yellow key outside area. The Arachnotrons, combined with the Revenants, Mancubi, and surprise Chaingunner trap are incredibly deadly. If you just go running in without a care in the world, you’d probably get demolished.

The last thing that could probably scare you is the Arch Vile at the end, but if you saved some Plasma, then you should be good. All in all, this was a marginally better map than I remember it being.

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