Jump to content

Antivirus slaughter - a tiny vanilla limit removing map ... grab it now and please post gameplay videos


Recommended Posts

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:

gazebo4.png
gazebo3.png
gazebo2.png
gazebo1.png

 

Tree update pic:

 

gazebo5.png

 

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 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

Share this post


Link to post
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.

Share this post


Link to post
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 by CBM

Share this post


Link to post

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 by game

Share this post


Link to post
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 by CBM

Share this post


Link to post

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

Share this post


Link to post

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:

 

slade1.png

 

The next dialog appears. Use the following setting to convert the PNG images to the Doom patch format:

slade2.png

 

Save and run with Crispy:

 

gazebo-crispy.png

 

 

 

Share this post


Link to post
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 by CBM

Share this post


Link to post

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. 

Share this post


Link to post
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

Share this post


Link to post
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 by kalensar
needed to add info

Share this post


Link to post
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 by CBM

Share this post


Link to post
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!

Share this post


Link to post
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 by CBM

Share this post


Link to post
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.

Share this post


Link to post

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

 

Share this post


Link to post
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.

Share this post


Link to post

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:

antivirus-slaughter.png
antivirus-slaughter-wip3.png
antivirus-slaughter-wip2.png
antivirus-slaughter-wip.png

 

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 by CBM

Share this post


Link to post

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 by CBM

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...