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Running of the Bulls (Limit-removing wad)


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I beat this map with 100% kills, items, and secrets on ultra-violence in 8:10

Despite this map being clearly called limit-removing, I still tried to run it in vanilla DOSBox anyway, but I succumbed to a visplane overflow about 1/3 into the map. So I beat it in GLBoom+.

About the map itself; I really like it, and despite being a techbase. Something about the texture usage really makes it stand out from the crowd. I also think that the grid conforming, square-like design of the map manages to look good and not too boring or simplistic.

For the gameplay, I think the pinky gimmick combined with the map's narrower design makes fighting the pinkies intresting, and forces the player not to camp or else they can easily get surrounded and quickly torn apart. Shredding through the hordes of lower tier enemies with the super shotgun was also great fun.

Overall, I give this map a 7.3/10

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I'm going to pretend that I didn't get that reference.

 

Given that this is a cattle-rustling wad, I actually elected to load it up with High Noon Drifter, and I must say that I like the result, good rodeo all around, particularly the key ambush.

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Phwoar, that was quite the meaty challenge, man. While the map itself feels a little flat given the lack of height variation, it very much makes up for it by its central combat gimmick alone. I also echo Sir Hattington's sentiment over the texturing being really solid despite the map overall being not much to look at. Regardless, it flows really well and the main idea behind it well and truly makes it an interesting concept and a fun challenge. This is a great way to show that one should never underestimate the Pinky Demon.

 

 

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I won't lie, I downloaded this last night out of sheer curiosity how it stacked up to a recent map with the same name. I was pleasantly surprised, and had a fun time with this.

 

This feels a lot less "gimmicky" than I was imagining. The horde provides some wonderful tension for the first third of the map, forcing the player to move and make quick decisions, but the entire thing shifts back into normality before too long. I thought that was a great decision - the level is mostly unpredictable, and the latter half was a big highlight for me (because I really wasn't expecting it). Overall, a pretty great use of the Doom 1 cast of monsters. I could see this map fitting very well into a megawad somewhere.

Edited by RonnieJamesDiner

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This is a pretty decent, straightforward SSG romp. I found everything quite easy, probably somewhat because I had the right idea at the beginning (kind of implied in the map name...) and after you pick up the SSG all pressure goes away. The key pickup ambush offers some resistance but I was so stacked at that point that I didn't have to much attention there. But I mean, just based on the monster choices I feel like it wasn't even supposed to be a difficult map. Visually it's nice enough, you nail the techbase look and there's some fine detailing here and there. I agree that it does seem very flat though and the layout could have been less room-y.

 

FDA in the attachment, recorded with glboom+.

 

FDA_rotb.zip

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I enjoyed this!  It's a nice looking tech base--good layering of textures and some nice lighting.

 

I had a couple of deaths at the start figuring out what to do, but after that I found it pretty manageable on UV (the blue key ambush almost got me even though I really should have known it was coming, it was quite a fun fight.)

 

As far as issues, I agree with Biodegradable about the map feeling a bit too flat.  I'd also say that for a map with the word "running" in the title I found there to be a few too many non-key doors.  I haven't looked at it in the editor to see how much work those doors are doing but a lot of them felt superfluous to me.  For me it felt like they were slowing the action down.

 

Overall a solid, fun experience, though!

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Thanks for the feedback guys. Yeah it's flat but this map was merely practice to get me back into mapping after being absent for so long.

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On 10/8/2020 at 4:13 PM, Biodegradable said:

Phwoar, that was quite the meaty challenge, man. While the map itself feels a little flat given the lack of height variation, it very much makes up for it by its central combat gimmick alone. I also echo Sir Hattington's sentiment over the texturing being really solid despite the map overall being not much to look at. Regardless, it flows really well and the main idea behind it well and truly makes it an interesting concept and a fun challenge. This is a great way to show that one should never underestimate the Pinky Demon.

 

 

which mod are you using ? apart from the map ? thanks for you answer

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  • 1 month later...

It's nothing seriously game changing, I'd say it's a competent map. It leans on the easy side, except for the big monster mash right after collecting the blue key. The opening was somewhat tedious for me. Having so many spectres to deal with I guess is why you called it Running of the Bulls, but dealing with that many of them with just the regular shotgun drags out.  Overall, it was a competent and not too shabby level.

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Running of the Bulls

 

Ultra-Violence || GZDoom || SmoothDoom

 

Status:

*Deaths: 2 (Both because of a ghost Pinky in the beginning)

*Saves: none

 

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gzdoom-24-11-2020-22-04-05-677.png

gzdoom-24-11-2020-22-04-34-568.png

gzdoom-24-11-2020-22-04-57-917.png

 

A really peculiar map, it has many things, and on top of it, the structure used here is really good, it has some really great details, such as putting in a room, a steel fence, or also the one that there is a room full of water in the ground, among other things, to be a simple map, I must admit that it is really entertaining as far as you can tell. Here what really dominates is the initial difficulty, since, there are quite a few annoying enemies in all the initial rooms, being mostly Pinkys, and then the Hitscanners and the Imps would follow, and for the rest, when leaving all that problem, the game It becomes less stressful, because the rest of the combats do not represent a great threat, so, their real conflict is only at the beginning, other enemies that can also be found here would be the Cacodemons, and the Lost Souls, but again they do not represent great threat, so I'll just say have a great time with this map, although it was a bit annoying at the beginning, it was still very entertaining.

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