BluePineapple72 Posted July 1, 2021 (edited) Logo courtesy of @Danlex ~~~~~~~~~~~~~ SUNNY WITH A CHANCE OF BLOOD! ~~~~~~~~~~~~~ Not quite Summer anymore is it? It's getting rainier and colder outside. Thankfully, we can stay indoors an be nostalgic about the summer months with THE SUMMER OF SLAUGHTER - a (soon to be) 30+ Map extravaganza with... well... lot's a killin' in it. This wad ain't for folks with carpal tunnel. Important note: This is a BETA release. The final release will be very very different from the version seen here. It'll also get it's own release thread. Yippee!! It's summer again baby! Click the link below to see the release thread for this project. WAD File: Summer of Slaughter - (Release Thread) Port: UDMF Compatible - Tested in GZDoom IWAD: DOOM2 - Map01-26 Resources: OTEX - Spoiler Some things from Aaliens - 12days.wad - Blood textures - Enemies from realm667 - More to come Comments: MegaWAD created as the tenth edition of the PUSS series. Maps are ordered in chronology of submission. Rules/gimmicks mappers followed are in the original post (SEE BELOW). Change Log: Spoiler BETA 3.0 - 5/23/2022 Added MAP30 - "Broodgate" & MAP31 - "Slaywatch" by Death Bear Updated Map28 Added secret exits to two secret levels. BETA 2.3 - 12/23/2021 Added MAP29 - "The Forgotten Offering" - Peccatum Mihzamiz Added temporary Intermission (I think I actually forgot to do this) Updated Maps: - 04 v4 - 07 v4 - 16 v2.1 - 18 v7 BETA 2.2 - 11/13/2020 Updated Maps: - Titlemap - 01 v3 - 02 v2 - 03 v3 - 04 v3 - 07 v2 - 08 v6 - 10 v2 - 18 v5 - 14 v2 - 20 v2 - 23 v2 - 25 v2 Added Map 28 "The Chaosphere" - BluePineapple72 Added Map 34 "The Basement" - Pierrot - This level is curerntly inaccesible without using idclev34 - The resources for this level have been trimmed down. Added new menu graphics. - It also contains a boom compatible version of the wad compiled by @Danlex. It has some neat beachy hub goodness in place of the UDMF maps. Give er a spin if your computer can't handle high monsters on GZDoom as well as PRboom! BETA 1.3 Major update for MAP24 - fixed game breaking bug BETA 1.2 Fixed Christmas Tree bug Added Map27 - "Slaughter Incorpserated" - @Steve88 Updated Map05 to V3 - Map08 to V5 Please read the README file for more information as to what work is going to be put into this wad over the next few months. We need all the help we can get when it comes to testing! These maps are hard. One could say they're rather... slaughter like MAPLIST: Spoiler Map01 - "Funeralopolis" - @myolden Map02 - "Thou art in Heaven" - @DynamiteKaitorn Map03 - "Cenotaph" - @myolden Map04 - "Summer of Resistance" - @muumi Map05 - "The More You Know" - @notTyrone Map06 - "Premonition of Hostility" - @Lorenz0 Map07 - "Joy of the Blood of the Stars" - @Peccatum Mihzamiz Map08 - "Godhood Cathedral" - @El Inferno Map09 - "Caco Machine" - @muumi Map10 - "Morumotto" - @Danlex Map11 - "The End Is Purple" - @notTyrone Map12 - "Take a Plunge" - @Theperson Map13 - "Script of decay" - @Astro X Map14 - "Chaos Lab II" - @Pierrot Map15 - "Meltdown Madness" - @LateNightPerson Map16 - "Colors of NRG" - @Awall Map17 - "The Ultra Sector" - @Mike_C Map18 - "Lightning over the Beyond" - @Peccatum Mihzamiz Map19 - "Cosmo-Carousel" - @Worriedidiot Map20 - "From the Canyons to the Stars" - @Peccatum Mihzamiz Map21 - "Monodie" - @Peccatum Mihzamiz Map22 - "Divine Escalation" - Chookum Map23 - "Crimson Affinity" - @El Inferno Map24 - "death.digital" - @Worriedidiot Map25 - "Library of Babel" - @muumi Map26 - "No Living Land" - @MAN_WITH_GUN Spoiler Ah summer. Don't we all love it? The sunniest seasons of the year. Sandily sands. Grillingly grills. And poolingly pools. What better way to celebrate these months of heat than to cool off and erase entire populations of demons off the face of the cyberverse? (while indoors of course). That's right baby, this summer will be like none other, for we have begun THE SUMMER OF SLAUGHTER!!! Our TENTH PUSS event will see you challenged with creating none other than the greatest Slaughter Maps you can conceive. "Slaughtermaps?" I hear you non-suntouched mappers cry. "What in the heavens is a slaughter map?" That's a question I am not prepared to answer. It's an on going debate that many a doomer have fought over our near three decades of slaughtering. The simple definition is a lot of monsters, but to an absurd degree. Some mappers interpret the tenets of slaughter differently however. Compare Plutonia's Go 2 It to Benjogami's Long Road No Turns. Both maps have a lot of monsters in them yet follow two completely different styles of gameplay. Also compare NUTS to Bastion of Chaos, two more apt maps to fit the term "slaughtermap." The term slaughter begins to lose it's meaning when it can be applied to such a wide variety of maps it seems. But don't take it from me, take it from @MtPain27's Speed of Doom video. "Maps begin to become slaughter when, even with a BFG in hand, the odds seem stacked against you." - 12 Hour Mapping Time Limit - See the General Speedmapping Guidelines posted below for PUSS regulations for speedmapping. - REQUIRED: OTEX - WAD Format - MAPS MUST BE GRANDIOSE: This WAD will be your time to shine. The grandiose nature of your wad must come from the spectacle of your linedef and sector work. Your maps will be the ultimate testament to your work. I'm encouraging epic keeps and oppressive castles. Grandiose doth not mean long however, nor incredibly massive. I'm merely expecting you to wow the player with what you show them. Put on a show. Maps must showcase your best effort in creative and epic arena design. However... - ARENAS CANNOT BE TOO LARGE: While big open arenas can tend to be fun, any hoard of monster that can be lapped around is a useless hoard. Your playspaces must be tight enough to endanger the player to dying to your traps yet wide enough to allow them to strategize. I'm giving quite a bit of freedom with how you design your arenas. The simple stamp I'll put on all of this is that you must have your major fights be slaughter fights. Put the player on their toes, make them cut through the demons with their scythe. Speaking of. - YOU MUST USE HORDES. AND QUITE A BIT OF THEM: In your major fights, when it rains, it pours. A straggler here an there is fine for your in between sections and hallways, but your set pieces must envelop the player in monsters (to a fair extent) Although keep the total monster count reasonable. Speaking of... - KEEP MAP TIMES UNDER 40 MINUTES: While massive grand spectacle maps are cool and all, there are gonna be other maps in this wad to play too. I recommend checking out the Micro Slaughter Community Project for some inspiration on shorter slaughter maps. Any incredibly long challenge maps will be turned down. (40 minutes is par time for a successful run). - LIMIT RNG FIGHTS: Fights that rely on reloading saves over and over to get a fair shake at monster RNG are no fun. Try and balance your arenas to be defeatable merely through player skill. ** I INVITE EXPLORATION OF THE TERM "SLAUGHTER" ** As mentioned above, Slaughter maps can be stretched and redefined into many different sub groups and sub genres of slaughter maps (like metal genres). Maps can be clear BFG power trips or strict and tough challenge maps. If I can play a level and call it Slaughter: it'll fit this project. - MAP FORMAT OPEN: If your map runs with hitches in GZDoom (which is the target port for the final WAD), then it's all fine by me! - CUSTOM SKIES REQUIRED: Check out Mek's Box O' Skies - Jumping/Crouching are not banned, but maps that are not built for them will have them disabled. The start of each level will inform the player if it is disabled. Maps will be due to either this thread or my discord's event thread by August 24th at 11:59 PM EST. A date before the end of the month will see a wad compiled with each qualifying map ordered by difficulty. For discord submitters, I'd ask that you also post here to bump the thread so other folks could get their grubby little eyes on this event. Your mapping time can be nonconsecutive. Your timer will only go down when you are mapping, scripting or playtesting. Speedmaps will be under the honor rule. Neither you nor I can prove if a map went over the time limit or not, but one can kind of see what is and is not a speedmap. If you cheat, people will notice. Any time in Slade used to give a custom sky, midi, etc. is outside of your mapping time. I would recommend spending some time looking over the texture pack before you begin mapping, so that you don’t waste time scrolling. I'd also recommend playing a good bit of slaughter maps to get your palette ready for what to make. Once your time is up, if you haven’t beaten your map, please spend time to verify that your level is beatable. Bug fixing is for fixing bugs, not adding new areas to your map. Your bug fixing period should be spent balancing ammo and fixing any potential gameplay errors, such as texture misalignment or soft locks. I’m generally okay with you sending me as many fixes as you make, as long as these fixes don’t overhaul any major sections of your map. You’re not supposed to be mapping after your time is up, you’re supposed to polish what you have. There is no cap to how many maps you can submit to these events. You'll be in a competition with @Death Bear to see how many levels you can make. (Hint, you lose) Any bug fixing/map changes are due to me 1 week after I upload the final playthrough video of the last submission.For submissions, please post in this format:Map Name: [ X ]Author: [ X ] Music: [ Song + Author ] Sky: [ X ] Format: [ X ] Difficulty Settings: [ X ] Build Time: [ X ] Monster Count: Par Time: [ X ] Jumping Crouching: [Y/N] Comments: Include here a short description of what your map is all about really. I'll be creating short map descriptions for each map for release at the end of the month, so this will help me if I haven't had the chance to play it. Screenshots: I only need the .wad file of your map. Compiling your submission with the resources is unnecessary for this event. IMPORTANT LINKS: OTEX Slaughter Maps - Doomwiki Micro Slaughter Community Project Mek's Box O' Skies! James Paddock Music Doomkid MIDI Pack My discord server, The Pineapple Under the Sea, is a neat little community of mappers that occasionally participate in mapping events. Home to the PUSS, mappers of any swimming capability and of any interest in tanning are welcome to participate in these events in order to foster and grow their mapping abilities! It's a public pool essentially. We could always use more swimmers on the swim team! Finals are approaching, and I'm hoping we can smoke the competition with our world famous Freestyle. If not, I'm sure they'd think Breaststroke is cool too. Events:@ViolentBeetle Skulltiverse- Beta now out! PAST EVENTS: HellevatorHot Potato Line in the Sand PUSS IX: Mapping at Warpspeed - Beta Release Coming Soon (tomorrow hopefully) PUSS VIII: Speed Squared - Beta Version 2 out now!PUSS VII: Rowdy Rudy in... March of the Speeddemons! - Final Version near the LZ!PUSS VI: Imperfect Hatred - Now on idgames! PUSS V: Clandestine Castle Crashing The 2020 PUSS Collection:PUSS IV: 12 Days of DoommasPUSS III: Boss Battle BonanzaPUSS II: TRICK & TEAR IPUSS I: September Under the Sea Edited July 16, 2022 by BluePineapple72 Beta v2.3 22 Quote Share this post Link to post
Peccatum Mihzamiz Posted July 1, 2021 (edited) Quote MAPS MUST BE GRANDIOSE .... I INVITE EXPLORATION OF THE TERM "SLAUGHTER" I love how the constraints on these two requirements might still leave room for unexpected concepts. I'm thinking of making a series of arenas that become progressively smaller, with the final fight so small it seems quite out of place. And then BOOM! lots of son et lumière, a changing arena with the ceiling caving in etc.. As in any good book: if the stakes or characters feel real, it doesn't matter how big the thing that happens, as long as the Story of the scene is compelling. Edited July 1, 2021 by Peccatum Mihzamiz changed spoiler box to quote box 4 Quote Share this post Link to post
Bobby :D Posted July 1, 2021 5 hours ago, Peccatum Mihzamiz said: I love how the constraints on these two requirements might still leave room for unexpected concepts. I'm thinking of making a series of arenas that become progressively smaller, with the final fight so small it seems quite out of place. And then BOOM! lots of son et lumière, a changing arena with the ceiling caving in etc.. As in any good book: if the stakes or characters feel real, it doesn't matter how big the thing that happens, as long as the Story of the scene is compelling. Time to make the worlds most grandiose STOVE PIPE 0 Quote Share this post Link to post
Death Bear Posted July 1, 2021 17 hours ago, BluePineapple72 said: There is no cap to how many maps you can submit to these events. You'll be in a competition with @Death Bear to see how many levels you can make. (Hint, you lose) I love it when you (@) me like this. I should be starting my first one tonight. 4 Quote Share this post Link to post
Dusty_Rhodes Posted July 2, 2021 I'd love to contribute to this, but I don't know if my mapping skill is up to snuff. If I don't apply, I will certainly follow this wad. Good luck! 3 Quote Share this post Link to post
MemeMind Posted July 2, 2021 Planning on doing this. Havent mapped in a while. 3 Quote Share this post Link to post
El Inferno Posted July 7, 2021 1 hour ago, Outrageous Videos said: I made speed of doom 2 level Have you heard about speed of stupid? 4 Quote Share this post Link to post
Death Bear Posted July 7, 2021 (edited) There's nothing about the above submission that considers the rules of the event, nor the spirit in which the Pineapple Under the Sea series creates within. This is really disappointing. [EDIT: The above submission has been removed. If anyone is reading this, and hasn't read the OP for this event...GO DO IT. BluePineapple72 is a good dude who takes great enjoyment in these events, puts a lot of work into them, and loves involving humor into this. I love that about these events, and is why I continue to participate and spend a lot of mapping energy on these wads. Now, I'm not speaking for him, but take a look. It pretty clearly expresses what the intentions of this event are. Have fun mapping, but please (whatever your mapping level is), put some effort into it, and please make something that you think would be fun for slaughter enthusiasts to play without getting memerolled.] Edited July 8, 2021 by Death Bear Context 6 Quote Share this post Link to post
myolden Posted July 9, 2021 Map Name: Funeralopolis Author: myolden Music: The Mucus Flow by BPRD Sky: OSKY01 Format: Boom Difficulty Settings: UV only Build Time: 12 hours Monster Count: 583 Par Time: 15 minutes Jumping Crouching: No/No Comments: Down to the wire as usual, lots of areas that were intended to have more detail and lighting have gone unfinished.Funeralopolis.zip Screenshots: Spoiler 7 Quote Share this post Link to post
PinkFlamingo Posted July 11, 2021 I am considering starting a map for this. Are we allowed to use a few custom textures to complement OTEX, or do maps have to use OTEX exclusively? 2 Quote Share this post Link to post
BluePineapple72 Posted July 11, 2021 10 hours ago, PinkFlamingo said: I am considering starting a map for this. Are we allowed to use a few custom textures to complement OTEX, or do maps have to use OTEX exclusively? If you do use custom textures, just lemme know. Don't go overboard with how many you use, since I'd like to keep the final file size rather modest. But yeah, go for it! 1 Quote Share this post Link to post
DynamiteKaitorn Posted July 13, 2021 Map Name: Thou art in HeavenAuthor: HeichMusic: Lullaby - InsaniquariumSky: RSKY1 (sky texture included)Format: UDMFDifficulty Settings: All difficulties are identicalBuild Time: 6 hrs 53 mins 27 secsMonster Count: 2083Par Time: 20 MinutesJumping Crouching: Not necessary but if you want to use them, feel free to do so. :) Comments: This map is mostly built for those who just wanna romp through hoardes of enemies without too much hassle as there's plenty of ammo and health littered throughout the map. It's just you, your guns, a heap load of supplies and a giant armada of enemies. Have fun! :D https://www.mediafire.com/file/u0spk2av2v8x81d/ThouArt_v1.zip/file Screenshots: Spoiler 5 Quote Share this post Link to post
myolden Posted July 14, 2021 Map Name: Cenotaph Author: myolden Music: Fight The Logic If You Can by Chris Laverdure Sky: OSKY28 Format: Boom Difficulty Settings: UV only Build Time: 12 hours Monster Count: 566 Par Time: 15 minutes Jumping Crouching: No/No Comments: I had planned for this map to be a bit bigger with an additional fight before the exit, but it was cut for time.Cenotaph.zip Screenshots: Spoiler 6 Quote Share this post Link to post
myolden Posted July 15, 2021 V2 Notes: 1. Raised a few gates to prevent skips/soft locks from Archvile jumps 2. Added bars to the doorway leading to the red skull key, as it was possible to use an archvile jump to skip the second half of this fight. 3. Changed teleport destination of the out of bounds safety teleports in the blue skull key area to avoid potentially telefragging the cyberdemon (players with free look could use rocket jumping to escape this area) Cenotaph v2.zip 4 Quote Share this post Link to post
muumi Posted July 15, 2021 Map Name: Summer of Resistance Author: Muumi Music: Squeak from Duke Nukem II Sky: OSKY33 Format: Boom Difficulty Settings: UV only Build Time: about 12 hours. Less doomcute than intented. Monster Count: 1434 Par Time: ~20 minutes Jumping Crouching: No/No Comments: No slaughter levelset is complete without Resistance Is Futile knockout. No finesse or clever traps, just Devastation. After all - No guts, No glory summer_of_resistance.zip Spoiler 6 Quote Share this post Link to post
notTyrone Posted July 17, 2021 (edited) Map Name: The More You Know Author: NotTyrone (that's me) Music: Her Ghost in the Fog - Cradle of Filth (Not a flyin' clue who made it) Sky: sky transfers Format: UDMF Difficulty Settings: n/a Build Time: just about 12 hours Monster Count: 329 Par Time: kinda short 7ish minutes Jumping Crouching: go for it Comments: Get that imp a book. Imps love books. Updated zip file The More You Know v2.zip Edited August 5, 2021 by notTyrone 4 Quote Share this post Link to post
Lorenz0 Posted July 21, 2021 (edited) Map Name: Premonition of Hostility Author: Lorenzo Music: Disconcerted by Dragonfly Sky: OSKY01 Format: UDMF Difficulty Settings: kinda Build Time: 9-10 hours Monster Count: 425 Par Time: idk, maybe 10-15 minutes Jumping Crouching: No/No Comments: Linear series of setpieces/traps with one platforming section in the middle Download: slaugv2.zip Edit: version 2 is here Changelog: - first elevator lowers faster - replaced revenants with imps in the rocket launcher fight - added a bit more ammo - added lighting effects to the bridge in the final room - the yellow door now closes once you activate the final fight. you can open it with a red key after the fight - half assed difficulty settings on skills 1 and 2 Edited August 1, 2021 by Lorenz0 7 Quote Share this post Link to post
BluePineapple72 Posted July 24, 2021 1 month until submissions close! Come get your kill on! 3 Quote Share this post Link to post
Peccatum Mihzamiz Posted July 26, 2021 (edited) Map Name: Joy of the Blood of the Stars Author: Peccatum Mihzamiz Music: Necrocosmic Alchemical Aparatus by @AD_79 File link: https://www.mediafire.com/file/g8c1lmdmcf5fldv/PeccatumMihzamiz_PUSS_SoS_JotBotS_v02.wad/file Sky: OSKY42 Format: UDMF Difficulty Settings: UV implemented. Easy, Medium and co-op partially implemented Build Time: 11,5 hours Monster Count: 870 on Single Player UV Jumping is not needed but allowed. Mouselook is required. Comments: this is version 2. Changelog: -aligned some textures -fixed some scripting and teleporting issues -Did some balancing for the monsters and timing of fights Very happy with this one. Used lots of UDMF techniques I hadn't had experience with yet. Screenshots: Spoiler Edited August 2, 2021 by Peccatum Mihzamiz version 2 + changelog 4 Quote Share this post Link to post
El Inferno Posted July 26, 2021 (edited) Map Name: Godhood Cathedral Author: El Inferno Music: The Godhood Suite by Jimmy Link: epic_puss_map.v4.zip (updated) Sky: None Format: Boom Difficulty Settings: all difficulties Build Time: 11.5 hours Monster Count: 6666 on UV, 4444 on lower skills Par Time: 45 minutes on UV, 30 on HMP, 20 on HNTR Jumping Crouching: No Comments: Your tipical otex heaven map. Edited August 15, 2021 by El Inferno 6 Quote Share this post Link to post
Peccatum Mihzamiz Posted July 27, 2021 Tested maps by @Lorenz0, @DynamiteKaitorn, @myolden, @notTyrone and played through my own map. VOD over here. 2 Quote Share this post Link to post
muumi Posted July 30, 2021 (edited) Map Name: Caco Machine Author: Muumi Music: Scary-Go-Round by Jimmy Sky: OSKY44 Format: Boom Difficulty Settings: No Build Time: 7 hours Monster Count: 394 Par Time: 6-7 minutes Jumping Crouching: No/No Comments: Contains cacodemons. 200 iq players might even notice some influences here. Also includes cacodemons caco_machine_v2.zip Spoiler Edited July 30, 2021 by muumi updated map to v2 6 Quote Share this post Link to post
Danlex Posted August 1, 2021 (edited) Map Name: Morumotto Author: Danlex Music: Nightwish - Wanderlust Sky: OSKY21 Format: Boom Difficulty Settings: Yes Build Time: 12 hours Monster Count: 2146 Par Time: idk Jumping Crouching: No/No Comments: A tribute or remake of "Ginipiggu", a map from Slaughterfest 2011 that I really like Morumotto_v3.zip v2: -fixed some homs and other stuff -added more health to the yellow key fight -added more monsters to the final fight v3: -fixed two stuck monsters -added difficulty settings Edited August 2, 2021 by Danlex 7 Quote Share this post Link to post
notTyrone Posted August 3, 2021 Map Name: The End Is Purple Author: NotTyrone (that's me, again) Music: Tribal Dance - Stuart Rynn (Ancient Aliens) Sky: sky transfers Format: UDMF Difficulty Settings: n/a Build Time: just about 12 hours Monster Count: 323 Jumping Crouching: It's GZdoom/UDMF. Jump and crouch all day (doesn't change the map) Comments: p u r p l e TheEndIsPurpleV1.zip 5 Quote Share this post Link to post
BluePineapple72 Posted August 6, 2021 Maplist insofar. About 20 days left for submissions! Don't miss out! 3 Quote Share this post Link to post
Astro X Posted August 6, 2021 (edited) Map Name: Script of decay Author: Astro X Music: Dispersion by James Paddock Sky: No sky Format: GZDoom/Skulltag/vanilla Difficulty Settings: Yes Build Time: 6 hours Monster Count: 261 Par Time: 12:00 Jumping Crouching: No Comments: This is a very short map, but intense in action. The player makes use of all weapons to slaughter the enemies. Has got quite a lot of secrets for its size - they are not required to beat the level though. The map has two alternative opening fights - the player decides. I intended this map to be more difficult than it currently is, so this could be subject to change. Screenshots: Spoiler https://drive.google.com/file/d/1Gaf6OtYOsvc0yTqgu5Mn45ixpFPcdhkK/view?usp=sharing Edited August 6, 2021 by Astro X 3 Quote Share this post Link to post
Pierrot Posted August 14, 2021 (edited) Map Name: Chaos Lab II Author: Pierrot Music: MIDI rendition of "Epitome II" by Blut Aus Nord Sky: none Format: Boom Difficulty Settings: No Build Time: 12 hours Monster Count: 1036 Par Time: 15:10 Jumping Crouching: No Comments: This map is a retake of my first slaughter map "Chaos Lab" from Boss Battle Bonanza. Quite brutal, puts constant pressure on the player and requires a lot of dexterity, so be prepared. Only UV implemented at the moment. chaoslb2.wad Screenshots: Spoiler I'm also including a demo (-complevel 9) so you can see how the map plays in one set. chaoslb2-UV-by-Pierrot.zip Edited August 14, 2021 by Pierrot typo 5 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.