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My first micro Slaughter Map


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I recently enjoyed playing micro Slaughter Map and thought, I should try one building myself.

It's 2-3 Minutes long (excluding quickloading)

And equipped with custom textures, music and sky

For GZDoom.

 

If you have suggestion for improvments, I'd be happily to listen

 

Edit: I brought out a new version, without an exploit, which lets you finish the level in 15 seconds.

 

Have fun ; )

 

 

Panik Room.rar

 

Screenshot_Doom_20210911_191009.png

Screenshot_Doom_20210911_191022.png

 

Screenshot_Doom_20210911_191319.png

 

Edited by ChestedArmor
fixing an exploit

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It didn't work in DSDA-Doom, so I used GZDoom.

 

The main challenge comes from avoiding being cornered by all the pinkies while your only weapon is the rocket launcher, or you'll be unable to escape without blowing yourself up. Then there's an archvile wave at the end, resurrecting most of the enemies and shielding themselves in the process. That part killed me the most before I started recording, so I was a little relieved to get it on the first try in the video (after dying a few times on earlier parts). Anyway, good map.

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First of all, it's hard af. But difficulty is all personal fópreference so no problem there (the final archvile wave is a bit too hard though a little more ammo would be nice.)

 

But to the problems. I think the layout is confusing. I know, on such a small map? Yes! I'm talking about the starting room. The first time I just turned around and looked out a window. Instantly got teleported and rekt. I think that teleporter is unnecessary. Second time flipped the switch and went that way. Rekt. Third time I realized there are goodies in the room. I know it was my fault but how could have I known that I'll be teleported away? I think the player should be guided to pick up the armor. And the "bait". I played the map a couple times but I still wasn't sure if it was intended not to grab the shotty. Then why the shells? I get it to make it more believeable but I just don't like it. Not really a prblem though.

 

The ending. First of all, you can just jump into the soulsphere pit from the start. It'd be an unescapeable pit which is a big petpieve of mine, but you can just go to the exit from there. So definitely a bug there.

 

Other than these, nice work! I liked it much. Simple but effective.

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I don't think I was meant to win this quickly. I think what happened was the recoil from the close-range explosion pushed me backwards, and after falling down I just activated a wall because it was either that or die by poisonous floor, and turns out that was the exit.

Screenshot_Doom_20210911_214707.png.6fb8bd7f0c9616627fc618f30d1175b7.png

Edited by Sena

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9 hours ago, Sena said:

I don't think I was meant to win this quickly. I think what happened was the recoil from the close-range explosion pushed me backwards, and after falling down I just activated a wall because it was either that or die by poisonous floor, and turns out that was the exit.

 

Lol, interesting exploit.

I did some testing and apparently you can activate switches through walls thinner than 50 units.

I fixed that.

Now you shouldn't be able to do this again.

Edited by ChestedArmor

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@Csucskos thanks man

I placed the teleporter, because I thought players might be annoyed to wait for the bars to lower,

but I didn't consider it led to confusment.

The bug pointed out somebody else already, I've fixed it, but im still thankful you've pointed it out.

I actually doubled the amount of ammo before publishment, because I thought not everyone is quite resourcefull like me, good to know it paid off.

The trap is in my mind fine as it is, but you said yourself it wasn't a real problem, so Im not going to defend it.

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