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Civilian Sawmill for Doom v1.0

   (2 reviews)

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About This File

You either loved it or hated it's TF and TFC versions. Now the joys of Civsaw come to Doom! I decided to port my popular Quake map over, and it has mixed results. I've changed a few things in this one, not only because of engine differences but also to accomodate as many source ports as possible.

The goal in the original Civilian Sawmill was simple but demented. One team composed of nothing but Civilians.. 50% health, no armor, weaponless players, had to face off against the other team of two Heavy Weapons Guys, who ARE armed with chainguns and grenades. It's not meant to be serious; in fact I made the map crazy on purpose, as a nice diversion from ordinary TF. The things I come up with in IRC..

What's changed? Well, since there aren't any classes in Doom like in TF, but I wanted to keep the Heavy Weapons Guys, you will randomly spawn in a small room outside the main map, with a chainsaw, chaingun and rocket launcher, as well as a megasphere and a blue armor. This beefs you up to HWGuy level, although of course you've still got the Doomguy speed. :)

Civilians start with a single bullet for their pistols. I wanted to make them start with just their fists, but a flaw in DOSDoom's DEHACKED implementation, as well as problems with the ZDoom bots, caused me to settle for that. Also, because I have no way to award a Quad damage without ACS, I put a single beserk pack in the exit room. The exit room is new too.

Please see the section on source ports to see how to play this map. I designed it in such a way that it'd work with as many as possible.

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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
      Writing a review for Darkening 2 is tough. It's a beloved megawad, and for good reason. As many other reviewers have said, it is historically a very important project.   It was an important megawad for me personally. I fell in love with the first level in particular. The music, the realistic architecture, so reminiscent of the video games of the 90s... It all left a lasting impression. And it was one of the most beautiful wads I've seen at the time.   But I rarely played anyt
    • 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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