CBM Posted November 21, 2021 (edited) antivirus slaughter okay, so a new nano slaughter wad joins the ranks... see a later post of mine for screenshots.. download it and give it a whirl then let me know what you think download link: antivirus slaughter ----------------------------------------------------- gazebo Info: This map is just 1024x1024 and is actually my square for Angry Quilt 3, but I decided to also release it as a stand alone level. It is great fun! But beware of the cliff walls, you may get stuck at the wrong moment... if you get to close DOWNLOADS: SLAUGHTER EDITION: Download (custom trees AND works in crispydoom, more monsters and more ammo... and a tad less health in higher difficulties): gazebo_slaughter.rar EASY EDITION (aka casual edition): Download (custom trees AND works in crispydoom, but waaaaay to easy... download the slaughter edition instead): gazebo.rar Info: Latest changes to slaughter edition based on feedback from kalensar and maribo, added more health, improved caves somewhat, added deathmatch and coop starts Screenshots: Tree update pic: Tested with: GZDoom and CrispyDoom Map format / made for: Doom2 format (limit removing) Buildtime: About 2-3 hours in total spanning over maybe 3 or 4 days? Misc: Freelook optional Not designed for jumping or crouching IWAD: DOOM2.WAD Requires: OTEX v.1.1 (used to fill in the non-standard textures used in the angryquilt3 version of this area) Difficulty: regular version is the same difficulty as doom 2 map 1 while the slaughter edition is maybe similar to doom 2 map 8? Content: 1 Map, MAP01... so far Playtime: regular edition is 1 to 2 minutes on UV and slaughter wad edition is about 5 minutes on UV Difficulty levels: Implemented! Regular edition is easy on any difficulty but the slaughter edition is almost impossible on UV or Nightmare! Limit: Yes, limit removing but otherwise fully vanilla Theme: Run and gun I suppose? Notes: Could potentially become part of a megawad of tiny maps at some point I guess. EDIT updated download link... small texture bug fixed and added trees from realm667 to replace various standard doom sprites slaughter edition now got a chaingun, ammo and caves for better cover AND on medium or hard the big bad is now the cyber demon instead of a mancubus Edited November 23, 2021 by CBM gazebo slaughter edition updated... trees now fixed... updated download link... small texture bug fixed and added trees from realm667 to replace various standard doom sprites 12 Quote Share this post Link to post
Pixel Fiend Posted November 21, 2021 Awesome detail. I'll check out how it plays later. Do we already have those new leaves and trees in the quilt? 1 Quote Share this post Link to post
CBM Posted November 21, 2021 6 minutes ago, game said: Awesome detail. I'll check out how it plays later. Do we already have those new leaves and trees in the quilt? Thanks! No, they are part of otex v.1.1, but I guess they could be added... I used them in place of the custom leaves present in Angry Quilt 3. 0 Quote Share this post Link to post
Walter confetti Posted November 21, 2021 I wonder if this map have this track as soundtrack lol. Btw your file looks undownloadable for me. 1 Quote Share this post Link to post
CBM Posted November 21, 2021 (edited) 25 minutes ago, Walter confetti said: I wonder if this map have this track as soundtrack lol. Btw your file looks undownloadable for me. Sorry, no custom music for now... I might update the map with music and additional details down the line if it becomes part of a megawad project at some point. ...also... I don't know how to add custom music to a classic doom wad like this :-) I just updated the download link... so if you try again then you should be able to download it now. Edited November 21, 2021 by CBM 1 Quote Share this post Link to post
Pixel Fiend Posted November 21, 2021 (edited) I support your idea of this tiny map wad. But consider Crispy or Boom compatible if not necessary otherwise. UDMF maps have less charm for me. The map is cool but as a standalone needs some gameplay tweaks, it's too easy on nightmare difficulty. Actually it might be a great gimmick - small maps but dedicated to nightmare difficulty. What do you think? Edited November 21, 2021 by game 2 Quote Share this post Link to post
CBM Posted November 21, 2021 (edited) 2 minutes ago, game said: I support your idea of this tiny map wad. But consider Crispy or Boom compatible if not necessary otherwise. UDMF maps have less charm for me. The map is cool but as a standalone needs some gameplay tweaks, it's too easy on nightmare difficulty. Actually it might be a great gimmick - small maps but dedicated to nightmare difficulty. What do you think? could be interesting I have great difficulty getting crispy to accept custom textures and sprites sadly... I have a version with custom trees and one without and even though they are both in vanilla doom 2 map format, only the one without custom tree sprites is working properly in crispydoom, both work in gzdoom naturally Edited November 21, 2021 by CBM 0 Quote Share this post Link to post
Pixel Fiend Posted November 21, 2021 Importing music and textures should be a trifle once you find out how it's done. If you find the nightmare difficulty theme interesting maybe you'd like to name it something like that game title "Little Nightmares", lol 1 Quote Share this post Link to post
jval Posted November 21, 2021 Crispy does not support PNG sprites. Use Slade3 to convert them to the Doom patch format. Spoiler Select the patches & press the right mouse button and go to the Graphics/Convert To menu: The next dialog appears. Use the following setting to convert the PNG images to the Doom patch format: Save and run with Crispy: 4 Quote Share this post Link to post
CBM Posted November 21, 2021 (edited) 22 minutes ago, jval said: Crispy does not support PNG sprites. Use Slade3 to convert them to the Doom patch format. Thanks! I'm so used to GZDoom that I totally forgot to check that little detail! I updated my original post with the fix. @game @Walter confetti My OP is updated with fresh download links just now, now the custom trees work in crispydoom as well! yay! Edited November 21, 2021 by CBM 2 Quote Share this post Link to post
kalensar Posted November 21, 2021 That Slaughter wad aint happening, but I suck at them anyway. The use of the single Pain Elemental is basically the thing that will stop you in your tracks. The lack of a chaingun basically is what makes it impossible. 1 Quote Share this post Link to post
CBM Posted November 21, 2021 3 minutes ago, kalensar said: That Slaughter wad aint happening, but I suck at them anyway. The use of the single Pain Elemental is basically the thing that will stop you in your tracks. The lack of a chaingun basically is what makes it impossible. I guess I could add a chaingun then 0 Quote Share this post Link to post
kalensar Posted November 21, 2021 (edited) 20 minutes ago, CBM said: I guess I could add a chaingun then The enemy count on UV really aint that bad, but give the tight conditions of the map, you just have nowhere to move. I did get the beginning strategy down ok but the amount of RNG involved is pretty stinking high, because it boils down to how many Cacos that Hell Knight can infight with while you're off slaughtering the imps on the side, and then trying to pepper an Archie while he's reviving imps. If that Archie goes straight after your instead you are barbeque. Thats not even including getting boxed in by the Cacos and Pain boy spitting Flame boys. The problem is NOT the enemies actually. The problem is flood of absurd Shell amounts in a fight that won't use anything close to that. A chaingun might sound like garbage, but it will make quick work of the Cacos and Pain boy. Its Stunning ability would even the odds much better, but still have all the same explosive enemy problems. So, yeah lack of tactical choice is basically why that beginning is so rough. Its hitting the "SSG in a Plutonia fight" button because the reload time is literally what is killing you(me), which is why Plutonia was more about shooting rockets than SSG spam. Edited November 21, 2021 by kalensar needed to add info 1 Quote Share this post Link to post
CBM Posted November 21, 2021 (edited) 17 minutes ago, kalensar said: The enemy count on UV really aint that bad, but give the tight conditions of the map, you just have nowhere to move. I did get the beginning strategy down ok but the amount of RNG involved is pretty stinking high, because it boils down to how many Cacos that Hell Knight can infight with while you're off slaughtering the imps on the side, and then trying to pepper an Archie while he's reviving imps. If that Archie goes straight after your instead you are barbeque. Thats not even including getting boxed in by the Cacos and Pain boy spitting Flame boys. The problem is NOT the enemies actually. The problem is flood of absurd Shell amounts in a fight that won't use anything close to that. A chaingun might sound like garbage, but it will make quick work of the Cacos and Pain boy. Its Stunning ability would even the odds much better, but still have all the same explosive enemy problems. So, yeah lack of tactical choice is basically why that beginning is so rough. Its hitting the "SSG in a Plutonia fight" button because the reload time is literally what is killing you(me), which is why Plutonia was more about shooting rockets than SSG spam. try downloading the slaughter edition again, this time I removed trees from the edge, added a chaingun with lots of ammo and some quick tunnels on each of the four sides to provide more cover... nothing worse than to be starved for ammo, especially in a slaughter map.. thats why I added more than enough ammo for the shotguns and now also the chaingun estimated time for getting all items on the easy difficulty in the slaughter map is 10 minutes and the easy difficulty is VERY easy... all the difficulties should all be a little easier in the slaughter edition now as well since the caves and the chaingun should help ... the map has no hitscanners and I will not add any For the slaughter edition, my hope is that compact slaughtermaps could be a 'thing' ... I'm considering replacing the mancubus with something more deadly in the slaughter edition though :-) And the regular edition I'm thinking could be an ok first intro map to a megawad, since the first map in a megawad doesnt nessecerily need to be a big ol' map. Edited November 21, 2021 by CBM 1 Quote Share this post Link to post
kalensar Posted November 21, 2021 11 minutes ago, CBM said: try downloading the slaughter edition again, this time I removed trees from the edge, added a chaingun with lots of ammo and some quick tunnels on each of the four sides to provide more cover... estimated time for getting all items on the easy difficulty in the slaughter map is 10 minutes and the easy difficulty is VERY easy... all the difficulties should all be a little easier in the slaughter edition now as well since the caves and the chaingun should help ... the map has no hitscanners and I will not add any For the slaughter edition, my hope is that compact slaughtermaps could be a 'thing' ... I'm considering replacing the mancubus with something more deadly in the slaughter edition though :-) And the regular edition I'm thinking could be an ok first intro map to a megawad, since the first map in a megawad doesnt nessecerily need to be a big ol' map. HAHAHA ! Yes! Haven't beat it yet on HMP, but that is Infinitely much more fun! 1 Quote Share this post Link to post
CBM Posted November 21, 2021 (edited) 23 minutes ago, kalensar said: HAHAHA ! Yes! Haven't beat it yet on HMP, but that is Infinitely much more fun! Hehe! I'm glad you like it! :-D I updated the slaughter edition again just now, I made the mancubus only appear on easy and then added the cyberdemon on medium and hard Edited November 21, 2021 by CBM 0 Quote Share this post Link to post
kalensar Posted November 21, 2021 44 minutes ago, CBM said: Hehe! I'm glad you like it! :-D I updated the slaughter edition again just now, I made the mancubus only appear on easy and then added the cyberdemon on medium and hard Just giving a quick review/update. I was recording a run for you, but the recording didn't fire up properly (user error), so that sucks. I almost beat it on HMP no save run and had a blast, but got Revenant sniped at the end. Then I got killed a boat load more after just due to Slaughter maps being what they are.. It is an excellent use of monsters all around showing that you know very well on monster tactics, or at least test played enough to know brutal a single Archie and Pain Elemental can be when protected by loads of Fodder. Class A tiny slaughter map, and much appreciated on the Chaingun addition because that wall of bullets is very handy on dropping those Lost Souls at minimum. 1 Quote Share this post Link to post
Maribo Posted November 21, 2021 Gotta be honest with you man, it's not really slaughter to jam a bunch of imp fodder into tight corridors with flyers and a pair of archviles that just fuck you up for peeking out of one of the corners. Seriously, there's a difference between space constriction and essentially forcing the player to play a peek-a-boo corner shooting game. The only methods I could come up with that consistently gets through this map are both snoozefest 4-5 minute bait and corner-peek strategies that abuse the fact that the enemies in the corridors don't wake up until they see you (on UV, the problem is less severe on lower difficulties). That said, I think there is a mismatch between the architecture and what you want the gameplay to be. The way this map is laid out does not really lend itself to the monsters placed inside of it. And it's good architecture, it looks nice (except for the tunnels.... I played the version before they were added as well and they are just a giant eyesore more than anything) and functions without missing textures or HOMs or anything like that (that I could find). The exceeding number of fodder enemies that take up space + the near-complete lack of health make taking risks so punishing that you probably just die if you play faster than a snail. Compact slaughter is cool and good, it has been done before, but there's just an inherent mismatch between the layout of this map and the gameplay that the slaughter variant has. Here's a 10 second pacifist exit, lol: gazebop010.zip 4 Quote Share this post Link to post
CBM Posted November 22, 2021 2 hours ago, Maribo said: Gotta be honest with you man, it's not really slaughter to jam a bunch of imp fodder into tight corridors with flyers and a pair of archviles that just fuck you up for peeking out of one of the corners. Seriously, there's a difference between space constriction and essentially forcing the player to play a peek-a-boo corner shooting game. The only methods I could come up with that consistently gets through this map are both snoozefest 4-5 minute bait and corner-peek strategies that abuse the fact that the enemies in the corridors don't wake up until they see you (on UV, the problem is less severe on lower difficulties). That said, I think there is a mismatch between the architecture and what you want the gameplay to be. The way this map is laid out does not really lend itself to the monsters placed inside of it. And it's good architecture, it looks nice (except for the tunnels.... I played the version before they were added as well and they are just a giant eyesore more than anything) and functions without missing textures or HOMs or anything like that (that I could find). The exceeding number of fodder enemies that take up space + the near-complete lack of health make taking risks so punishing that you probably just die if you play faster than a snail. Compact slaughter is cool and good, it has been done before, but there's just an inherent mismatch between the layout of this map and the gameplay that the slaughter variant has. Here's a 10 second pacifist exit, lol: gazebop010.zip good feedback... yes it wasnt meant to be slaughter but it became it in order to make a less super easy version of it... I've made some changes based on your feedback: more health, slight improved look of the caves I tend to think of this as like a nano slaughtertype map, I don't know how small these types of maps have been made though, but I've discovered that microslaughter seems to be a thing. 0 Quote Share this post Link to post
Nevander Posted November 22, 2021 That's an insane gazebo right there. 2 Quote Share this post Link to post
CBM Posted November 22, 2021 2 hours ago, Nevander said: That's an insane gazebo right there. thanks :-) 0 Quote Share this post Link to post
CBM Posted November 22, 2021 (edited) so I've been working on another nano slaughter map - a slaughter edition of my antivirus map with an expanded play area: I will likely make a nano slaughter megawad at some point and gezebo will be the first level while antivirus will be the second level... as for the rest of the levels? we will see what I come up with along the way... data: vanilla but also limit removing... same as gazebo slaughter - but perhaps a tad longer gameplay and this map adds a rocket launcher to the arsenal in addition to the shotguns, chaingun and chainsaw - and it also supports 4 player coop, 4 player dm and single player - just like gazebo pics: download: antivirus_vanilla_slaughter.rar (antivirus does not require otex) download link to antivirus slaughter added to OP as well - this edition make the antivirus map much more interesting Edited November 23, 2021 by CBM 1 Quote Share this post Link to post
CBM Posted November 23, 2021 (edited) bump! check out my new slaughter level right here this will end up as a megawad since I have already begun several other compact maps intended for slaughter Edited November 23, 2021 by CBM 0 Quote Share this post Link to post
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