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BOSS BATTLE BONANZA - November Speedmapping Event [WAD RELEASED]


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24 minutes ago, Dylan Omen said:

@smeghammer, this sounds right up your alley.

 

Thanks for suggesting me for this. Not sure I could commit though. Kids are back at school, but I am back at work too now, so time is a bit limited :-(

 

Although I should probably do a map with custom textures at some point.

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Love this, boss fights are one area where imho the original games left a lot of room for improvement (sorry id), and I think there’s still a lot of room for creativity in this area. Gonna keep my eye on this one!

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Quick revision: when you submit a map, included with the rest of the map submission stuff, please specify what enemy you chose to be your boss.

 

So for example, if you make a revenant boss you would simply list it like this
...
Music: x
Sky: x
Boss: Revenant

...

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Map Name: Darkness without End

Author: Man With a Gun (MWG)

Music: Stonekeep - Gate of the Ancients

Sky: None

Boss: Mastermind, 2 Cyberdemons.

Format: Prboom plus (complevel 9)

Difficulty Settings: Yes, kinda.

Comments: I have no idea how I managed to make this map during this time, but still I made it. The boss battle was tested only once, so I hope I won't need to fix anything, but let me know if i need to.

Screenshots:

 

Something.png.7d2c656f6a8b63a4312d31513e7f8280.png

 

Something2.png.68a047b02626c287944f6b7856124a51.png

 

Download: DWE.zip

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Here is my play though of MWG’s submission. 
 

I need to clarify rules for bug fixing and balancing, but in short: you ARE allowed to back into your map to fix any errors and adjust the balance. BUT, you aren’t allowed to completely overhaul the map in its entirety. Shouldn’t take 15 minutes to adjust balancing on any map really. 

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Map name: Run and Hide
Author: ThePerson
Music: E1M5
Sky: Greenwar 2's sky1
Boss: Mega Archvile (red archvile)
Format: Gzdoom Udmf
Difficulty settings: Its just an archvile what im I gonna do?
Comments: Had to rush the end a bit but Im proud of the main gimmick.

Screenshot_Doom_20201106_201357.png

Screenshot_Doom_20201106_201453.png

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4 minutes ago, Theperson said:


Difficulty settings: Its just an archvile what im I gonna do?
 

 

I should have put a chaingun on lower difficulties. 

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Map Name: Chaos Lab
Author: Pierrot
Music: "Winds of the Destiny" by Thyrbse
Sky: none
Boss: Cyberdemons and Spiderdemons
Format: Boom
Difficulty Settings: yes, kinda, just not finely worked


Comments: This is a small slaughtermap. The plot is as in Cyberden, bosses are visible from the start but are released as you progress.


Screenshots:

Vu5KrnW.png

dsC9sve.png

wGKJ083.png

 

Download: chaoslab.wad

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Made my map too, barely did in time limit.

 

Map Name: Necroa Satelite.

Author: DukeOfDoom.

Music: MAP30 from TNT Evilution.

Sky: Greenwar 2's SKY1.

Boss: Cyberdemon (sub-boss), Spiderdemon (sub-boss), Icon Of Sin (true boss).

Format: Limit-Removing.

Difficulty Settings: None.

 

Comments: I didn't test the map thoroughly, so some small bugs may pop up. Also, the screenshots seem to be too bright because of my gamma. The real map is much darker.

Screenshot_Doom_20201119_224311.png

Screenshot_Doom_20201119_224321.png

Screenshot_Doom_20201119_224351.png

Screenshot_Doom_20201119_224439.png

Screenshot_Doom_20201119_224250.png

Satelite.rar

Edited by DukeOfDoom

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Map Name: Constant Consternation

Author: BluePineapple72

Music: "Versus" by Fookerton

Sky: HELLSKY7 by Mek
Boss: Archvile

Format: Boom - Runs in GZDoom. PRBoom currently crashes; I'm working on a fix.

Difficulty Settings: Yes

Comments: This map will kick your ass, as it did mine. UV is doable, but I had to save scum in order to beat it. HMP is far more manageable.

Screenshots:

Spoiler

5Dmv8EA.png

Y3YTWcp.png

jzxtV3t.png

P93BySy.png

 

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Map Name: Chain of Command
Author: WeirdSandwich
Music: "Master Militants" by James Paddock
Sky: SKY1 from greenwar2
Boss: Chaingunner
Format: UDMF
Difficulty Settings: No
Comments: To win, all you have to do is kill one chaingunner. This is simplified from what I originally intended, but was running out of time. Please play using vanilla settings, as custom weapon sets may break the design.

Download link: https://www.dropbox.com/s/1eolm7xcw1jap04/CHAIN2_1.wad?dl=0

Screenshots:

Spoiler

kHHOFTW.png

Tt3X3DN.png

 

Edited by Weird Sandwich

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Apologies for the late notice, but submissions close in an hour.

I'll get to you notes and playtest information before the 28th so that you can squeeze out any necessary changes before the bug fix due date on the 28th. Great work everyone!

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~~~~~~~~~~~~~~~~~~~~~~~~ 9 O'clock already!!?!!~~~~~~~~~~~~~~~~~~~~~~~~~~~


"YEAAAAH... YOU'RE GONNA HAVE TO COME IN THIS WEEKEND. THAAANKS.":

You're bosses just called. They wanted you to come in Saturday.

    "Like HELL I will!"

Take that double barrel of yours and rampage through these 12 levels submitted by an eclectic group of mappers to tell these 12 bosses that you are now SELF-employed!

 

WAD File: Boss Battle Bonanza
Port: GZDoom

       - Jumping/Crouching Disabled

       - Freelook Optional

IWAD: DOOM2 - Map01-09

Resources: Compiled in wad file. Credits in README file.
Comments: Mapset created as part of a monthly speedmapping series. Rules/gimmicks mappers followed are in the original post (SEE BELOW)


MAPLIST:
MAP01: "Darkness Without End" - @MAN_WITH_GUN

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rso3KbH.png

MAP02: "Run and Hide" - @Theperson

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MAP03: "Plasma Temple" - @DynamiteKaitorn

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MAP04: "Chaos Lab" - @Pierrot

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skSDQJQ.png

MAP05: "Gotcha 2" - @joe-ilya

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sDumZJt.png

MAP06: "Mizshun Impassable" - @joe-ilya

Spoiler

WR5R3p3.png

MAP07: "Necroa Satelite" - @DukeOfDoom

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cWsFNhT.png

MAP08: "Constant Consternation" - @BluePineapple72

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MAP09: "Chain of Command" - @Weird Sandwich

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MAP10: "Come Out and Fight Me Like a Man!" - @ViolentBeetle

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MAP11: "Four Chain" - @Pegleg

Spoiler

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MAP12: "Archvile Containment Center" - @Steve88

Spoiler

eCiUmol.png

 

Stick around for December where we'll celebrate THE 12 DAYS OF DOOMMAS!

 

DON'T FORGET TO READ THE MEMO!

Edited by BluePineapple72

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Having a blast with this wad! Btw, what are those changes on version 2 @BluePineapple72?

Im playing version 1, hope nothing to major.

 

Some thoughts:


Map01: "Darkness without end"

I dont usually like marble levels, but mwg does an excellent job visually. Intro was great, sets the atmosphere really well.
The 1st half is really well designed, I had a hard time and died quite a few times until I played more aggresive and spend my precious time dodging revenant missiles and eventually shooting at the archie, at least that was my strat. 2nd half was a dodge fest, and the last archie arrival was challenging as hell. So sad I found the bfg when everybody was dead. Couldnt find the final secret.

 

Map02: "Run and hide"

Cool gimmick. even though It felt kinda easy, I would have dropped some more imps in the way, but that just me.
Couldnt kill those two og archviles because I spent all the ammo on the boss heh. Was a nice break from the initial map.

 

Map03: "Plasma Temple"

This short map was very entertaining, and the 3d water bit was really nice. I fell accidentally and freaked out, that was quite a laugh,
same for the secrets (that 1hp bonus!). The little messages were fun to read, it added to the whole little adventure.

Nothing too difficult but quite fun.

 

MAP04: "Chaos Lab" 

This is my kind of finale map, hundreds of monsters, a bunch of cyberdemons, and mobs to get the infight money.
Was pretty fun locating the weapons to tackle the battle and feels great cleaning the whole map.

Loved it. Had no luck finding the secret though.

 

MAP05: "Gotcha 2"

I liked this Gotcha homage, really captured visually old school doom. It was tough navigating the map while hiding from the "bosses".
The outside area was very classic aswell, that texture combination is pure nostalgia. Nice secret hunting at the end, managed to get all kills and 9/10 secrets. Unfortunate I found the invulnerability when there was nothing left to be killed, yikes!

 

MAP06: "Mizshun Impassable"

This stealth induced map is great! The strategy its simple but works great, and the layout fits perfect. It reminded me of Stealth mode, from Mayhem 2020. One of the most satisfying "Mein leben" ive heard in a while!

 

MAP07: "Necroa Satelite"

An "Icon of Sin" map as expected! If the layout is good enough I have no complaints, and its more than good. The architecture is fantastic,
the central structure is so nice looking, and the whole going up scheme works nice; You know the drill, be quick or die overwhelmed.
No luck with that secret!

 

MAP08: "Constant Consternation"

Simple and straight to the point. Hard to navigate, this finale room have enough to get you killed pretty fast, archies the main factor, but also lava, and low tier weaponry.
But nothing like good old secrets to make things fast and feasible. Maybe a bit too cruel making the player wait for the ssg,

but doable nonetheless. Loved to master the map after some attempts.

 

MAP09: "Chain of Command"

I have mixed feeling with this map, I like a lot the layout, and progression was fine, but the fights were a bit boring for a Boss map.
The bulletproof windows (depending on the weapon using) were kinda confusing too. Couldnt find the damn secret.

 

MAP10: "Come Out and Fight Me Like a Man!"

The textures used were great, nice factory atmosphere. I died a few on this one, started to panic each time I heard a teleport haha.
The early secret berserker was a must to find, mostly because of the pinky situation.

Encounters were great, nothing too harsh but challenging.


MAP11: "Four Chain"

Kinda cool concept, but it was a bit too much for my liking. The secret shotgunner was nice, and gave me a little hope.
Couldnt understand why the exit wasnt blocked, Killing the chaingunner wasnt necessary.

 

MAP12: "Archvile Containment Center"

Had to idclev12, guess is the secret map, or v.1 stuff. Amazing layout, visually stunning, and the map name fits perfectly.

Such a party inside the containment center!
Glad the center include the biggest crushers ive seen haha. Excellent ending!

Couldnt get out of the secret with my fancy bfg, hom stuff there, again v1 bug maybe.

 

Kudos to everyone involved!

 

 

Here is a little video of map 8:

 

 

Edited by Soulless

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3 hours ago, Soulless said:

Couldnt understand why the exit wasnt blocked, didnt had to kill the chaingunners.

 

Thanks for the comment Soulless. I get that pistol-only maps aren't everyone's cup of tea, but the way I saw it, having anything more than the pistol trivialized the "boss." The shotgun made it easier without making the chaingunners too easy.

 

I'll take a look at the exit; it should remain closed until you kill the four chaingunners. The only time it should open without killing the chaingunners is in deathmatch.

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