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Discussing Some Movement Maps


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Team Rocket map21: "Jogg On it" by Dragonfly

 

 

Pretty obvious which lineage this one is following in. 

 

I always liked this one for how forgiving it is: there are points where you can die, but assuming you don't fall off at an especially horrible stretch, you can just wait for the pillars to lower enough that you can get back on the main course. I don't think the "one mistake = death" pattern is bad, but having a smoother gradient of error, ranging from slight mishaps you can easily recover from to serious mistakes you can recover from with great effort to finally catastrophic mistakes, is unusual and when I first played this map in 2018 I didn't realize that could be so much of a thing in obstacle course maps. The style seems to more naturally support a clear binary between success and failure. 

 

Because of this, it's the perfect example of a pure movement map that would not be too out of place in a "regular" conventional megawad: you're allowed to fail many times and don't even have to be good at straferunning to simply beat it. But far from feeling like it's coddling you, this is built in naturally to the concept, and the overall impression is still oppressive so it doesn't feel like it's pulling punches. It also gives you plenty of room to do "better." So there is a "good ending" and "very good ending" dichotomy baked in that allows a wide range of players to potentially enjoy it. You can even go back and clean up zombiemen you missed if you want max kills or something. A lot of what makes the course potentially difficult is purely optional -- like how I wanted to get an attempt that two-shot the cyber without falling off after the first shot and without relying on the arachnotron to distract it, which took a handful of times getting there.  

 

Speaking of which, the monsters are hilarious. On UV (but apparently not on HNTR-HMP, which seems unusual) each pillar has a single zombie on it, and there's that one arachnotron that pesters you the whole way through, and at the end you suddenly get a mega and BFG to deal with a surprise cybie. It's a map that obviously knows how silly it is. The unrelenting M1 of the chaingun and then the plasma rifle is really funny. Mechanically I like how the "easy platforming" is offset with a couple of tighter stretches, for contrast's sake.

 

Team Rocket was a megawad of speedmaps, everything designed in a 24-hour span, and the one way that shows is that the mono-texturing makes the path somewhat illegible at times; I was still getting disoriented even though I knew the map. This is the sort of design that shows how visual design and gameplay can be tightly coupled. But apart from that, it's a fun map regardless of time frame. 

 

Rating: good
Difficulty: easy

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Dimensions Map02: "Walking in the Void" by Killer5/MrZzul
Other names I've heard it goes by, including but not limited to: "Bruh."; "Malding in the Void"; and "Actually The Worst Map Ever Created... But Why Am I Still Playing it?"

 

DmnsnsMap02Gaming(smaller).png.526634d45

 

This map is a strange one.  It is a painful map to play.  It is so bad, in fact, that the players who actually do play it only do so because of the virtue that the map is that bad.  It may even be the worst map ever created, perhaps.  One does not play this map for fun.  It isn't even possible to have fun or enjoyment on this map even.  Rather, the only thing that could even be considered a type of satisfaction here is a very contrived one:  It's a twisted blend of pride, curiosity, and/or accomplishment that might draw a player into not only booting this map up in the first place, but also pathologically driving them to continue playing it afterwards.


I haven't even described the map's material yet.  This map is segmented into several punchy, borderline insane, set-pieces.  These are all bizarre and daunting in their own way... or so I hear - Rumor has it there are actually a couple monsters on this map here and there on this map between actual walks in the void, but I don't really remember them too well.  If they are there, then I must have ignored them.  

 

Of all the set-pieces the map has to offer, the main signature feature of this map, and the thing that I think of first when thinking about this map, are the two (or four, 2x2 symmetrical) platforming pencil-stilt sections that dominate the first half of the map.  I usually like platforming in Doom:  I like The Chasm, I champion odd platforming progression like that of Downtown and Industrial Zone, but there has been a separate trend in custom mapping for a while to implement a particular type of "challenge" platforming via small pencil stilt platforms.  I wasn't really a big fan of this at first, but even this kind of platforming has grown on me over the years in a weird way, and maybe Walking in the Void is responsible for that.  I'll elaborate:  Walking in the Void doesn't just showcase this type of "platformeme", it actually tries to go above and beyond it, almost like it's trying to be an ironic over-the-top deconstruction/reconstruction of this very type of platforming in the first place.  Not only do you have a couple series of fifteen stilts you have to traverse across, you have to also do the same for their upside counterparts!  This combo is extremely daunting at first.  When you first see it, you will think, "How is this even reasonable, how is this even possible!?", and that's just for the right-side-up section before you get to the upside-down ones.  But, if you stick through this and persevere through your initial slip-ups enough times, you'll notice you can actually slow down and take it "easy" (relatively speaking).  You'll notice that you can do one stilt at a time without getting too fancy, without stuff like strafe running or carry-over momentum.  Then afterwards, you will eventually get a similar grip and understanding on the upside-down counterparts as well.  The upside-down ones: they have the same geometry as the right-side up ones, so you will get through it eventually if you just trust yourself.


The map is from 2017.  In 2022 now, there are finally a handful of players that can now blaze through these stilt sections without even stopping once.  I'm not quite at that level myself, but I've thrown myself at those stilts so much (I don't know why) that I'm kinda amazed at how much better I am at them than during the initial jaw-dropping experience of seeing them for the first time.


Doom modders will create harder, more extreme maps than Walking in the Void as the years go by, but this one lands as a signature modern classic.  It stands along the other two mainline maps in Dimensions, for being absolutely daunting in presentation, in an overbearing way even, while still being "technically balanced" in some sense; They are long maps, but just short enough to tease a small but bleak glimpse at the human possibility of beating the map, enticing the most bold and most crazy of people to step up to the plate.


Rating: One Of The Best Worst Maps Ever Created
Difficulty: Bruh...

Edited by NoisyVelvet

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30 minutes ago, NoisyVelvet said:

pic

Out of curiosity, what the hell happened to that screenshot???

 

(looks neat even)

Edited by Nefelibeta

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13 minutes ago, Nefelibeta said:

Out of curiosity, what the hell happened to that screenshot???

 

(looks neat even)

It's an edit, but a reimagining of when you play that map during the day with your back to the sun. 

(ps edit: I just disabled my blue-light filter just now and I must've made it extra blue by accident, and it does indeed look trippy)

Edited by NoisyVelvet

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Scythe 2 map31: "Secret" (Secret Exit Route) by Erik Alm

 

I'm not a fan of this one.

 

It's just...not that interesting? A successful run is almost like a -nomonsters run, which is alright and probably what the course is best for. Failed runs are just the marines deciding to thwart your run in some way, whether blocking you or pushing you off course. There is a lot of unavoidable damage tanking, which feels unpleasant. So yeah the basic thing is the route doesn't feel all that viscerally enjoyable, but there's a constant stream of unpleasant-feeling events, even on successful runs.

 

The main nuance to understand is that you don't need to get the keys; you just need to cross the tripwires near them. That means almost never grabbing the YK, but usually grabbing the two pedestal keys, Red -> Yellow -> Blue is the route to take. Yellow -> Blue -> Red is also possible but that allows a plasma marine to camp near the exit which is really inconsistent. It's also better to just move the same way every time and hope the marines cooperate, because playing reactively and juking around a marine can easily end up being too much of a slowdown anyway.

 

I actually wonder if success rates can be 80%+ for an elite (4shock-tier) movement runner or the marines are just too random and overbearing for that. But even if this were beatable on 99%+ of tries with no real RNG, the core mechanics of the run aren't that great at their best, and are usually annoying, because you'd still be tanking damage and getting bumped off course. Imo when it comes to fights, RNG is sometimes overrated as a lens to look at how good/bad things are; a high-RNG, (even unfair) fight can be very fun; a low-RNG fight can be irritating or dull. But it can be weighted higher in movement runs of course, especially the ones where there are no monsters. :P

 

Anyway, I got three exits in three attempts once, which is probably the longest streak I'd ever want to try for. 

 

 

 

Rating: subpar

Difficulty: mild-moderate

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RJSLOTH map 10 - TimeofDeath

 

One of the hardest rocket jump maps published thus far, a sadistic blend of difficulty and length. It features some tricky jumps, even by modern RJ-standards, and it constantly checks the player's consistency, too. You're not going to get very far if you get one thing right just once, you need to be good at what you're doing. In fact, if you've never played zdaemon rocket jump maps before, don't even try this one, you're just not going to see the end of it, unless of course you cheat...

 

The map has a starting hub, from where you pick a path to follow, most of which will lead you to a key - said key will then open up additional means of progression.

 

Coop-20190506-180248.png

 

To get across here, you need to be able to stack 3 rockets such that they detonate simultaneously. That in and of itself will probably require some "tinkering", if you don't have timings and placements of your rockets memorized somehow. You made it across? Good for you. Now you will need to climb these large, green steps on either side of the centre-platform you just reached with a combination of super-jumps (stacking 2 rockets), followed by a "corner-climb", which requires a series of well-placed rockets in a left-right-left-right fashion so you can climb without losing contact to a solid, vertical surface. There is our first consistency-check, and there's more where that came from...

 

 

Coop-20190506-180237.png

 

Another path, available right from the start. Another triple-stack of rockets, should you wish to proceed, and this one is way different from the other 3-stack I mentioned earlier. If you've made it to the large green pillar, you're staring down the barrel of a super-jump that needs to be performed immaculately, and angled such that you can use one of the smaller "sub-pillars" to gain some additional height by squeezing a rocket in whilst you're already in mid-air.

 

Coop-20190506-180259.png

 

Yet another path, traversable right off the bat. This one requires a series of precise super-jumps at slightly odd angles, and it leads you right towards an area where even more "combo-jumps" are going to be required...

 

Coop-20190506-180226.png


Got all the keys yet? If so, here's the fourth path that will lead you to the map's exit. Even more super-jumps - some of which need to be performed in a nigh pixel-perfect fashion - and a series of tricky wall-jumps await...

 

Now you might be thinking to yourself that, given how many super-jumps this map is asking for, you're gonna be able to make it through once you've figured out how to do them properly, but the fact of the matter is that many of these trick-jumps have some twist, some added wrinkle to them, that requires just a little bit more than solid "RJ-basics". There are also several, simple-looking jumps, which you will need to be able to execute consistently, sprinkled in for good measure - and for variety's sake, of course. Experienced rocket jumpers may be able to beat this thing in half an hour, probably a bit less than that, if they practise this map plenty of times, but if you're still wet behind the ears, this one's gonna take you an entire afternoon, assuming you have the necessary stamina and willpower.

 

It's hard to pick a favourite in terms of sections, for me anyway, because all of them have some sense of "identity", some "purpose", and none of them are trivial either. If I had to pick, it would probably be the "Goliath-Stair-Section", not because it's the hardest, meanest, or longest section, but because of how defining that section is from a visual POV. You see these huge, green steps, and you know immediately where you are, and what you've signed up for...

 

Rating: Legendary
Difficulty: Extreme

Edited by Nine Inch Heels

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On 8/19/2022 at 4:11 PM, NoisyVelvet said:

the two (or four, 2x2 symmetrical) platforming pencil-stilt sections that dominate the first half of the map... small pencil stilt platforms... a couple series of fifteen stilts you have to traverse across, you have to also do the same for their upside counterparts.. and that's just for the right-side-up section before you get to the upside-down ones...  you will eventually get a similar grip and understanding on the upside-down counterparts as well... upside-down ones: they have the same geometry as the right-side up ones.....

Thanks, I had an aneurysm in my ass just reading about it.

 

Out of curiosity, what percentage of these movement-focused maps would you guys say are even beatable using a controller? I can switch to kb&m for "easy" stuff like Scythe, but the thought of attempting some of these with a controller sounds like torture to me, although some of them I actually imagine might be easier using a controller (for certain parts, at least) due to the fact that a controller's analog stick can be good for making fine movements when compared to a keyboard.

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4 hours ago, TheMagicMushroomMan said:

Thanks, I had an aneurysm in my ass just reading about it.

 

Out of curiosity, what percentage of these movement-focused maps would you guys say are even beatable using a controller? I can switch to kb&m for "easy" stuff like Scythe, but the thought of attempting some of these with a controller sounds like torture to me, although some of them I actually imagine might be easier using a controller (for certain parts, at least) due to the fact that a controller's analog stick can be good for making fine movements when compared to a keyboard.

SR40 probably won't have much differences, and adjusting yourself in a tiny ass platform will certainly be a lot easier, though you can still do it by moving with the mouse on PC. It's already enough to handle a lot of things anyway.

 

Not very familar with controller but I think SR50 will be a pain in the ass to set up and excute. (or maybe even impossible)

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I am probably going to do a couple more chiller ones before adding a ballbuster. 

 

Haste map08: "The Cradle" (platforming stretch near ending) by Insane_Gazebo 

 

 

This is leisure platforming. It is not easy to mess up, just press "forward" (the amusing thing is this is the secret to a lot of "hard"-looking platforming too -- but with some mouse flicks and such mixed in). It's not trivial enough to be the Trackmania of Doom platforming -- you do have to turn -- which keeps it engaging. 95% of that turning is gently adjusting the mouse so that pressing the forward key will keep you on course. 5% is...well, gently adjusting the mouse, but manages, by quirks of how the pillars are positioned, to feel more involved. 

 

What makes it really cool is how it feels. First, consider the context. At this point in Haste map08, you'd just finished the indoor section, a gauntlet of ultra close-quarters battles -- not very hard or grueling if we're just comparing it to other difficult maps, but closing in on as cramped as it is possible to be. So what better contrast than something that give you free movement in open space, and also to flaunt the player's capabilities of movement, and even subverts the idea of an ever-present difficult map trope being difficult? Also, the architecture of the scenery is vital -- the metal bars loom all around you, zip past you and accentuate the movement and make you feel like you're cruising at light speed, even compared to how fast Doomguy normally goes. The architecture has nothing to do with gameplay directly, yet it is crucial for producing the right feelings. Also it is kind of funny too: it just keeps going, and going, and going, doing a full loop around the building just to get a few yards away from where it starts. 

 

Watching the clip I recorded, there are a couple moments where it looks like falling off might have been possible, but I'm pretty sure that's more of an illusion -- and that's also part of the appeal of it! The stretched designed to look and feel a lot scarier than it is, and I image the feeling a lot of people will have is being stunned they managed to pull it off on a first attempt just by throwing caution to the wind. It is also works as a light reference and callback to Insane_Gazebo's more arduous platforming stretches in Sunder if you've played or are even loosely familiar with that. The Furnace from Sunder has a long, long string of cubes suspended over inescapable lava pits, where if you have the movement practiced you can cruise forward, but with lots and lots of mouse turns to keep you going. These mouse turns are precise and that whole stretch is demanding, whether you're playing casually or in a run. "The Cradle's" platforming answers the question for someone who hasn't practiced that, "What does it feel like to be able to do that well?"

 

Rating: pretty good

Difficulty: very easy

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Surprised no one mentioned Jumpwad yet.

 

It is a pure movement wad with no monsters (except for friendly archviles and evil eyes) where you can jump by pressing attack button. It is an MBF wad, so the jump is not a GZDoom jump but rather a fake AVJ.

 

You need to collect gems on each map (small ones and large ones) and to exit the map you usually need a certain amount of large gems. In addition to jumps there are several more mechanics: mid-air fires that blow up when you touch them and give you additional momentum allowing you to make more prolonged jumps by landing on them, scrolling floors, flying green bombs that push you off, mandatory archvile jumps.

 

You take no damage and cannot die, so you have unlimited amount of tries in each map, which makes it very forgiving except for

Spoiler

Map 07 where you cannot get S rank if you were hit by a bomb during the run and thus cannot get access to the last few gems and do a UV-MAX. You can still complete the map for the lower rank though.

 

But while just finishing the map is not that hard, collecting all of the gems if quite challenging. Some jumps you also need to figure out first as it is not always obvious how to get to a particular gem. Some small gems require you to do SR50 or very tricky/precise jumps and there is also an additional "Eternal Golden Flame", that randomly spawns at one of the several possible locations on each map and is especially hard to get.

 

A few examples of especially tricky sections:

 

In Map 04 you need to do a sequence of jumps on a scrolling floor platforms, with each next platform scrolling in the opposite direction of the previous one, so you need to be really quick with your jumps.

jump04.png

 

Map 05 has a platforming section on a thin spiky ledges, that you need to start over from the beginning if you fail one of the jumps.

You can see this section in a video of my UV-MAX run (starts from 2:47, I've made a link with a timecode):

Spoiler

 

 

In Map 06 you need to do a sequence of AVJs across the room to collect some of the gems.

jump06.png

 

There are more cool sections in the wad, but I have to stop somewhere.

 

And of course, additional challenge would be in not just completing the maps, but doing it fast, because many of the sections are designed in such a way that to do it in one go, you need to be very precise with your movement, angles and jumping timings.

 

Rating: exceptionally good, if you didn't play it yet, you should go play it. It is not just the mechanics, but also map design, visuals and music that are incredible.

Difficulty: from moderate to hard depending on the map and how fast you want to be.

Edited by Ravendesk

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Well, I just ran this map, so may as well add it here.

 

Abyssal Speedmapping Sessions: Session 59 Map 13: "Tapioca Nights: The Ballad of Ricky Romero" by Totally not TheMionicDonut

 

Well, it's entirely uncharacteristic for the terms ASS map and platforming to go together without me being involved in it somehow, but here you have it; even the txt and intermission screen are incredulous at the concept of it. It's a pretty good little course, though, definitely has my approval conceptually, at least given the balancing constraints allowed in a speedmap (from experience, balancing platforming in speedmaps is not easy, heh). The main goals of the course are to get the rocket launcher and hit Romero, who is cycling on the outside of the course, presumably singing a ballad. The challenge is that in most places around the course, Romero is impossible to hit because of invisible barriers, except for a single opening where there is a door placed. In order to close that door, you have to go through the entire course, a second caveat, though, is that the door will re-open afterwards (I think it's a 3s door), so you have to trap Romero at the right moment. I believe then Romero is supposed to get on the center scroller to then teleport back to the start of the course, but for me that never worked and he just kinda gets stuck at the door, although you do have enough time to get a rocket or two in with good timing and movement.

 

I've got a video of me going through the course once (albeit failing at the main objective of rocketing Romero): 

 

One part that takes away from the overall enjoyment of this course, though, is the raise/lower floors, perhaps unintentionally as well. These floors are really the bane of all speedrunning, because they have a random chance of moving up or down when you cross the line, and RNG is the last thing you really want in a platforming map IMO. As such, you really want to just hope that they all stay up long enough for you to press the switch there and move on, or you lose a cycle, which makes the course run really annoying. That said, after doing the above, I realized you can sneak around these lines too, which would make it all much more fun, but it ends up not being relevant because this map is really cheese heaven for speedruns.

 

Section 2: THE CHEESE

 

Some obvious cheese to really start with is just jumping straight to the ending from the start; the central scroller the Romero is supposed to get on is not blocked off in any way, so it's an easy(ish?) jump straight through to the RL and switch. But you still need to wait for the entire Romero cycle this way, so it's really not much faster (although it also skips the raise/lower nonsense). Ideally, you'd want to either kill Romero right after he moves away or before that somehow, but you can't shoot through into the starting position he's in. You could probably go through the course, grab RL, then come back and let him out then kill him, but that still takes at least one cycle, so ideally we could avoid even that. And the solution we have is simple: infinite height.

 

When Romero starts on the scroller, he has to jump across to the surrounding scroller before he can get there. Nothing really prevents us just jumping down there, and he can't jump over us, so voila! Don't need to platform, don't need to take damage, even a keyboarder could do it. :^) I got 15 seconds with this approach here:

 

But wait, what if we could just kill him before he is even let out? Well, we get to control whether or not to let him out at all, and as I mentioned above, he should teleport back to the center at the end of the course. if it were to work correctly. Since the center scroller isn't blocked and the teleporter isn't monster-only, in theory, it should be a simple jump straight onto it, but the teleporter there is very low height, as while Romero looks rather tall, the sprite itself is quite short. Well, no matter, just gotta death slide in there. This ends up being pacifist, and the fastest approach to this map, although it is quite tricky to die on the scroller to the cyber rocket without being flung way off it. You can see my 7s time for that here:

 

In the end, this map is still good fun despite some of the issues above, I'm always all for creative gameplay gimmicks shoved into speedmaps, despite all the jank required. Other than the raise/lower floors, the only other shame is there's no max here, as there's just not enough rockets or ammo for the cyber, who can't even be punched (maybe if you keep falling off he can, but yeah, not really feasible).

 

Challenge-wise, it ends up being fairly easy with or without the cheese, compared at least to my standards. There's a fair bit of health, radsuits for some of the damaging floor (in the middle, on the raise/lower floors) so that doesn't end up really affecting the run, and you get teleporters up so you can always redo. Even though it got the scary last mapslot in this ASS, I wouldn't necessarily say it belongs after my map 12, which is probably the most fucked speedmap I've ever made, and I'm pretty sure no one other than me and Dubzzz has ever completed it fully with saves or otherwise. :^) That said, this one is a bit more of an esoteric experience compared to my standard-ish platforms and combat, so I guess it still fits.

 

Rating: pretty good
Difficulty: easy-medium
MIDI: The Bee's Knees :^)

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