Cutman Posted July 9, 2022 I've been making mods for Doom for more than half my life, and yet I've never created a "normal" Doom level. I usually edit maps in the UDMF format so going back to vanilla without texture offsets for top/bottom/mid was a rude awakening. I also opted to use Doom 2's stock textures to keep me honest. Took me a couple of days and I had a good time, so I might try this again someday. Tested with GZDoom and PrBoom+, Doom 2 format (but has MAPINFO for sky/map name changes). Doom II iwad required. Music is from the Ultimate Doom Midi Pack, composed by Lippeth. Difficulty settings implemented. UV should be spicy enough for veterans but maybe not too difficult. Download 26 Quote Share this post Link to post
Solmyr Posted July 9, 2022 Great map, played it on UV and was constantly low on health, dying a lot, and i really liked how no room in this map never felt truly empty because new enemies would teleport in to keep the player on their toes. I also loved that comically large midtexture guillotine, it looks like it was designed to behead a spiderdemon. 0 Quote Share this post Link to post
Breezeep Posted July 10, 2022 (edited) Little FDA in video format, played in Eternity Engine, died once, found 3 secrets. Really good stuff all around! Difficulty felt just right here, the encounters here were pretty fun and not too punishing, my favorite bit being with the marble hallway with the revenants behind bars and an archvile that teleports onto a pillar. The visuals were solid too, with good texture use and lighting. Some nitpicks I have with this map is that this skylight should be raised a bit so that the texturing looks properly aligned, and this tele-pad should be moved into the wall, since I barely noticed the pad on the floor and that It kinda felt like I teleported by accident. All that aside, good job, Mike Edited July 10, 2022 by Breezeep 4 Quote Share this post Link to post
Thaumaturge_Tanishq Posted July 10, 2022 Guillotine is not a very easy map, a bit technical because you have to move your feet all the time and keep running throughout every rooms. No good places to hide for few moments even, this is what makes the map interesting to me. The Lightning and Texture of every room exactly goes well with each of the Fight. I died many times while playing with the Ultra Violence Difficulty Mode. So, I relaxingly played in the Medium Difficulty Level just to explore all the Fights and Rooms in a Single Life Gameplay Video. I skipped all three Secrets for being in a hurry with this gameplay. Except the Spider Mastermind, you are going to meet all the Monsters in this Map. Guillotine truly trains about not to escape in any fight for the Beginners! Killing the Archville in Marbled Hallroom was easy and as well as the Bull Demon in that round stairs above the Hallway. The Room with Blood Waterfall seems to be most inferior, because I faced many Cacodemons and Mancubus as soon as collecting the Red Key. There are few traps with Revenants and Mancubus. As Usual, the Ending Fight is with the Cyberdemon when you pick up the Blue Key for the Exit Door, but watch out the Revenants again while walking towards the Exit Door. 2 Quote Share this post Link to post
Biodegradable Posted July 10, 2022 Good lord, you're a bastard mate lmao. I can see why @Breezeep would like it. Birds of a feather and all that among vicious nasty mappers who feed of the salt and blood from their playerbase! It's pretty well paced with cool set pieces and the way you repopulate the map to keep the heat on is really well done. Holy shit does this map HATE the player. You balance out your cruelty pretty well with ample pickups, but I always felt at the disadvantage, which was probably the point. Very cool, very cruel. Nicely done! 1 Quote Share this post Link to post
Degree23 Posted July 11, 2022 (edited) Challenging map. The only thing I didn't like from a design perspective was not running into the Plasma Gun during the course of normal gameplay. You see one early on, which as you can't get straight away you can assume is a secret. But given how difficult the map is, not getting one in the course of normal gameplay before getting to a Cyberdemon left me feeling disappointed. (As opposed to the rest of the map, which left me feeling frustrated!) I'd prefer to see the PG in the place that holds the Cyberdemon prior to him being released, as well as some ammo. Other than the PG, a really well constructed map. Edited July 11, 2022 by Degree23 0 Quote Share this post Link to post
LadyMistDragon Posted July 11, 2022 Here's a demo. Unfortunately I didn't have the time to finish, but for such an overused theme, this is extremely well-constructed and keep the blood pumping, though I think I had an easier time in most ways than most of the other folks here. lmd_guillotine.zip 0 Quote Share this post Link to post
rita remton Posted July 14, 2022 just one word came to mind while playing this in uv - "savage!". especially when surrounded with little cover by 2 archviles, a cyberdemon, arachnotrons and hordes of other monsters, and myself low on health and ammo :P ... particularly liked how the game-play completely caught me off-guard. based on the gradual rise of the game-play's intensity, was anticipating the climax after the last key. but it happened after the 2nd key, and the sudden spike of monsters appearing everywhere was surprisingly savage! ammo and health starvation was also spot on, balanced just enough to not become a resource management game. congrats on the awesome map and game-play. liked it lots :) 0 Quote Share this post Link to post
sandwedge Posted July 18, 2022 hey liked this level a lot, here's the raw gameplay footage. I said pretty much all my thoughts in the doom review vid I tagged you in. But in short, tough but fair, looks great, and very memorable for me. Awesome work! 1 Quote Share this post Link to post
Cutman Posted July 19, 2022 Thanks. What port did you play that in? The middle area is meant to fill up with blood when the Cyberdemon appears but didn't seem to happen for you. It's not game breaking or anything at least, just wondering how I can fix it. 0 Quote Share this post Link to post
Arsinikk Posted July 20, 2022 This was quite the tough cookie! While this map does inflict alot of pain, I still had quite the fun time with it. None of the fights were too bs imo, but the map wasn't a pushover either! Really enjoyed this map! (I will mention that I would change the monster closets teleport lines to WR instead of W1... In my playthrough, 2 monsters were unable to teleport because the out of bounds monster closets had W1 lines, and either I or another monster blocked their teleport destination resulting in 100% kills being impossible) You can watch my playthrough here: https://www.twitch.tv/videos/1537203318?t=02h15m35s 0 Quote Share this post Link to post
Cutman Posted July 21, 2022 Thanks, I'm surprised I never managed to block the first Revenant teleport in all of my testing. Also noticed a few more bugs watching that, but probably won't reupload the map now until I decide to put it in a map pack or something. 1 Quote Share this post Link to post
sandwedge Posted July 21, 2022 On 7/18/2022 at 8:49 PM, Cutman said: Thanks. What port did you play that in? The middle area is meant to fill up with blood when the Cyberdemon appears but didn't seem to happen for you. It's not game breaking or anything at least, just wondering how I can fix it. Played it in DSDA, complevel 2 (unless I messed that up) 0 Quote Share this post Link to post
Custom Longplay Posted July 22, 2022 So, have then also once dared to this map. Really good map and I had to proceed tactically to keep the hordes under control! 0 Quote Share this post Link to post
ryiron Posted July 24, 2022 This was pretty fun. The aesthetics and gameplay are good, with some nice challenges and set pieces. I really like the re-use of arenas. The map also flows quite well, it directs the player quite well, while still having some options in routes. Favourite encounters are the marble hallway with the archvile at one end and revs the other (seems to be popular), and the hall with the imps behind you, pinkies in front, and an archvile teleported back to the start area who can zap you through the windows. I did find that a bunch of the combat can be cheesed. Often just by triggering an encounter and then running out of the room. For some of the larger encounters, like the one with the cyber, this allows you to hang back and let most of the monsters kill each other (the cyber got stuck and never stood a chance). The revs that get released in the starting area can also be much more safely taken out from the window. You can hear the door open just before entering the teleporter, which gives a clue. One bit I wasn't a fan of was the red key lift trap. If you fall off the lift and need to wait for it to come back down you are basically dead. It's pretty difficult to stand on the small platform while waiting for it to raise while getting hammered by cacos, and if they don't get you the damaging floor will. Overall I think it's a great map, and a decent challenge. Here's a UV-Max. The derping around at the end is because I realised I didn't know where the last secret was. I also forgot that there was a backback in the room leading to the exit. I only memorised that I wanted to avoid that room until the end. 0 Quote Share this post Link to post
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