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[Final Release] Micro Slaughter Community Project (17 maps)


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Map 5 first fight is overtuned in its difficulty, I think it was the hardest of the entire WAD. For the rest, it's a very good community map pack. Maybe map 9 and 10 were a bit weaker than the rest, but otherwise, very good.

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  • 3 weeks later...
1 hour ago, Dimon12321 said:

Any updates around?

 

A bunch of the maps have been updated, I'm just waiting on updates from one more.

 

I'll be then adding a few little extras (proper intermission text and an epilogue map), followed by a bit more bug checking (specifically to ensure every map is UV-Maxable). After that it should be time for RC1!

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7 minutes ago, thelazyqdude said:

Quick! Any support for Zandronum coop? I wanna play a level real quick with a friend before I go to the beach.

 

The levels have co-op starts, but it isn't designed for multiple players. A lot of the encounters utilize lock-in, and many of the maps haven't built in teleporters to allow players to get back into locked encounters.

 

So it should work, but be prepared for soft-locks. I'd enable cheats and be ready to use no clip where needed.

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  • 3 weeks later...

Nice! I played the beta version before, so this time around I wanted to see if I could UVMAX these maps without saving. It's been two months since the beta, so I can't really tell what's different, but I'm having a great time. Finished the first 8 maps so far, except for #5 which feels significantly harder than the other ones (I haven't even gotten through the first room in one piece yet). Good job everyone!

 

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@Bauul I noticed that map 13 and 14 were switched around, but they're still in the original order in ZMAPINFO, so it's showing the wrong name/author for those maps in GZDoom. The intermission also still says "Watch out for map13" (it's 14 in the DEHACKED version) 

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6 hours ago, SCF said:

@Bauul I noticed that map 13 and 14 were switched around, but they're still in the original order in ZMAPINFO, so it's showing the wrong name/author for those maps in GZDoom. The intermission also still says "Watch out for map13" (it's 14 in the DEHACKED version) 

 

Ah, thanks!  I thought I had fixed those, but evidently not!  I'll get the WAD updated.  

 

Edit: Wad has been updated with the corrected ZMAPINFO

Edited by Bauul

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Please delete the blank line in dehacked file here:

HUSTR_6 = 06: Guardsoul - Slaughter Factory

HUSTR_7 = 07: Pegleg - Tarnished Luster

It's incompatible with Eternity and Woof. Only works with PrBoom+ in my testing.

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7 hours ago, trntrn said:

Please delete the blank line in dehacked file here:


HUSTR_6 = 06: Guardsoul - Slaughter Factory

HUSTR_7 = 07: Pegleg - Tarnished Luster

It's incompatible with Eternity and Woof. Only works with PrBoom+ in my testing.

 

Thanks, I had no idea Eternity or Woof struggled with that.  I've updated the download link to remove the extra line.

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  • 1 month later...

I have played through the first 4 Maps so far, and it's awesome. I am completely new to slaughtermaps, but I'm having fun on HMP. Map02 was quite dropping FPS on GzDoom 4.5. on my 3700x/2080 Super. Gotta turn dynamic lighting off or something I guess.

 

Very nice, beginner friendly slaughtermaps so far. 

Edited by entrywayy

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So i was playing Map 03 Cherry Blossoms and i ran into a couple of these un texture stuff, Plus the room where you get the BFG on the pillar...the switch doesn't work unless there's a hidden switch i missed. But i'm enjoying this since i'm new to Slaughter maps and all. 

 

 

 

If this has already been address then please ignore this. 

Map 03 Cherry.png

Map 03 Cherry (2).png

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3 hours ago, entrywayy said:

Map02 was quite dropping FPS on GzDoom 4.5. on my 3700x/2080 Super.

I don't mean to intrude but, Geezy is quite demanding performace-wise. You could try playing it on a non-ZDoom port, such as DOOM Retro or PrBoom+.

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Thanks for the feedback guys, glad you are having fun!

 

6 hours ago, entrywayy said:

 I'm having fun on HMP. Map02 was quite dropping FPS on GzDoom 4.5. on my 3700x/2080 Super. Gotta turn dynamic lighting off or something I guess.

 

Map02 (which is my map ironically) doesn't use any special effects or anything, it's just a whole lot of sectors.  You may want to look at reducing some fundamentals in GZDoom (such as multi-sampling or AA).  Stuff like dynamic lights likely won't make too much impact on a Boom-compatible mapset.

 

 

 

3 hours ago, xScavengerWolfx said:

So i was playing Map 03 Cherry Blossoms and i ran into a couple of these un texture stuff, Plus the room where you get the BFG on the pillar...the switch doesn't work unless there's a hidden switch i missed. But i'm enjoying this since i'm new to Slaughter maps and all. 

 

 

 

If this has already been address then please ignore this. 

Map 03 Cherry.png

Map 03 Cherry (2).png

 

I've not seen that issue before.  Can I ask what source port you're playing on?  I'll also check the switch with the BFG - it should activate fine (if I recall correctly), unless something broke in the latest build.

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Thanks for the hints, I have no clue why i couldn't maintain 165fps on Map02, all other maps where fine (1, 3, 4, 5). But it's no big deal, I am pretty sure that's sourceport related. I don't even think reducing GPU-bound stuff will help in GzDoom, since my GPU isn't even working a lot, guess it has to do smth. with software lighting or whatever, shouldn't that be cpu bound?

 

And hey @Bauul, props to you man, your Map 02 looks so awesome holy shit  :-)

 

 

Regarding Map 03: The BFG switch worked flawlessly for me, every time (and I swear I used him quite a couple times hehehehe, I'm also new to slaughter).

 

 

 

I also want to add, that I really like your guys' idea of those small slaughtermaps. I'm normally not a slaughterfan, but I wanted to try that wad as an introduction into slaughter and to get prepared for some slaughtery classic wads. I am really enjoying this so far, seems like a perfect introduction to me using those small, fast maps! Thank you a lot guys, really appreciate this project! And these visuals, absolutely mindblowing!

Edited by entrywayy

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2 hours ago, Bauul said:

Thanks for the feedback guys, glad you are having fun!

 

 

Map02 (which is my map ironically) doesn't use any special effects or anything, it's just a whole lot of sectors.  You may want to look at reducing some fundamentals in GZDoom (such as multi-sampling or AA).  Stuff like dynamic lights likely won't make too much impact on a Boom-compatible mapset.

 

 

 

 

I've not seen that issue before.  Can I ask what source port you're playing on?  I'll also check the switch with the BFG - it should activate fine (if I recall correctly), unless something broke in the latest build.

I use LZDoom when i was playing this. I won't lie i think it's fucking dope but those missing textures kinda threw me off a bit

 

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2 hours ago, xScavengerWolfx said:

I use LZDoom when i was playing this. I won't lie i think it's fucking dope but those missing textures kinda threw me off a bit

 

 

I just tested the wad in LZDoom (both an old version and the latest, both hardware and software) and I believe I have identified the problem: are you using the experimental Softpoly Renderer?  I was able to replicate the issue by using that mode.

 

The actual effect is a clever Boom application of fake floors with a lowered semi-transparent mid-texture to create a "laser grid", that can then be lowered to release the monsters behind.  Unfortunately it seems the Softpoly Renderer struggles to display them.  I have a vague memory of people discovering the same issue with Stormcatcher's similar application of the effect in Map19 of Eviternity.

I think there might be at least one more application of this technique in the mapset, so if they prove too much of a distraction it might be better to use either the standard Software or Hardware mode.

Edited by Bauul

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2 minutes ago, Bauul said:

 

I just tested the wad in LZDoom (both an old version and the latest, both hardware and software) and I believe I have identified the problem: are you using the experimental Softpoly Renderer?  I was able to replicate the issue by using that mode.

 

The actual effect is a clever Boom application of fake floors with a lowered semi-transparent mid-texture to create a "laser grid", that can then be lowered to release the monsters behind.  Unfortunately it seems the Softpoly Renderer struggles to display them.  I have a vague memory of people discovering the same issue with Stormcatcher's similar application of the effect in Map19 of Eviternity.

I think there might be at least one more application of this technique in the mapset, so if they prove too much of a distraction it might be better to use either the standard Software or Hardware mode.

Ok i'll try that when i go back in but there fun and burtal.

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33 minutes ago, Bauul said:

idgames upload is ready, and the mapset is officially at v1.0!  

 

Thank you to everyone who play-tested the beta and RC builds!  

 

congratulations. been waiting for this day to come. hope this gets a cacoward!

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Hey I just wanna ask....will the final version of this project intended to be a full 32-map megawad? Asking because this idea looks absolutely fantastic and I just wanna know for sure what I can look forward to 

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1 hour ago, i suck at nicknames said:

Hey I just wanna ask....will the final version of this project intended to be a full 32-map megawad? Asking because this idea looks absolutely fantastic and I just wanna know for sure what I can look forward to 

 

read 3 posts up and you'll see this is v1.0, or generally "final version".

 

On 4/24/2021 at 6:57 AM, Bauul said:

idgames upload is ready, and the mapset is officially at v1.0!  

 

Thank you to everyone who play-tested the beta and RC builds!  

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5 hours ago, i suck at nicknames said:

Hey I just wanna ask....will the final version of this project intended to be a full 32-map megawad? Asking because this idea looks absolutely fantastic and I just wanna know for sure what I can look forward to 

 

Yep, we're already at the final version.  All done and dusted.

 

Although you never know, a MSCP2 may pop up some time down the road...

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10 hours ago, Bauul said:

 

Yep, we're already at the final version.  All done and dusted.

 

Although you never know, a MSCP2 may pop up some time down the road...

Thats fantastic :D 

Cant wait to try this baby out :))))

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Hey guys I know this is the final version but there is still a map-breaking bug on map ten. There are two arch-viles that are supposed to teleport into sector tag 30 however due to the way their closet is set up they cross their teleporting line at the same time so one teleports while the other stays behind. I have cleared the map about six times and it happens every time. I'm using DSDA v0.18 complevel 9. Just wondering if we can get a fix since I am currently recording demos of these maps and I would like to UV max all of them if possible. I have included a demo which demonstrates the bug.

 

MSCPMAP10BUG.zip

Edited by ScrappyMcDoogerton

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On 5/5/2021 at 7:38 PM, ScrappyMcDoogerton said:

Hey guys I know this is the final version but there is still a map-breaking bug on map ten. There are two arch-viles that are supposed to teleport into sector tag 30 however due to the way their closet is set up they cross their teleporting line at the same time so one teleports while the other stays behind. I have cleared the map about six times and it happens every time. I'm using DSDA v0.18 complevel 9. Just wondering if we can get a fix since I am currently recording demos of these maps and I would like to UV max all of them if possible. I have included a demo which demonstrates the bug.

 

MSCPMAP10BUG.zip

 

Thanks for pointing this out!  While I had considered the current id games upload final, being able to UV Max all the levels is a pretty crucial part of the project, so I've gone in and fixed the issue with Map10.  I've actually used the opportunity to make a few other improvements to Map10 too, in particular around the last big fight (it now triggers when you are in the room, rather than outside it, meaning you can't door-camp the whole thing any more). 

 

Also improved one of the intermission texts (turns out parentheses look just like "C"s in the intermission text font!)

 

Before I upload the fixed version, were there any other maps you couldn't get a UV Max on?

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Woo, congrats on the idgames release! As a fan of small maps I'm hugely stoked for this project and have thoroughly enjoyed my time with it. Sequel time ?

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