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What is the appeal of Slaughter maps?


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Essentially, for me at least, a certain core aspect of Doom's gameplay flow just lends itself to killing large hordes of monsters, preferably in situations where the odds are either against the player or meant to be quite intimidating with the swarms of hostility at certain points. That said, maps that only exist to be spaces of killing (see: the average MaR1IaND00Mer map, Okuplok, and even slightly easier stuff like New Gothic Movement or Dark Tartarus) hold zero appeal to me because they seem more concerned with going all NUTS-like than keeping to the essence of 90s FPS games.

 

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35 minutes ago, Endless said:

My problem with slaughter is that it is hard to pronounce it as an Spanish speaker, and I find that to be pretty anti-Spanish.

 

There, I said it.

just pronounce it the way you'd pronounce "slater" in spanish. there, easy, badabing badaboom

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3 hours ago, cannonball said:

Every wad is a slaughter wad, because you, the player, single handedly slaughter every monster you can find before you leave every level. :)

Don’t like slaughter? I heard Tetris is pretty fun.

 

What!? This is the first time I don't agree with cannonball because I did slaughter so many lines in Tetris. Those souls of the pieces came back to haunt me in my dreams and I can see pieces falling into me trying to kill me in my dreams.

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1 hour ago, LadyMistDragon said:

the average MaR1IaND00Mer map

Off topic but who is MaR1IaND00Mer?

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4 hours ago, SpaceCatCommander said:

Why actually play these kind of maps, where is fun in them? Never played one, and especially after seeing Okuplok, i dont want to. But this question is more to people who play these maps or maybe someone who makes them.

1. Never presume to understand how enjoyable something is when you yourself have never tried it. If you wanna know what's fun about X, then nobody can tell you why you should be liking X - you need to find that out for yourself.

 

2. Don't presume to understand what a genre is all about after having seen only one example out of thousands. Slaughtermaps can cover a fairly wide range of settings, quantities, difficulty, and, like everything else, quality.

 

3. Why I play them is because I don't find the vast majority of "straighforward-classic-doom-gameplay" very entertaining any longer. I've been there, I've done that, I've moved on to something else. The fact that it's still one and the same game is mostly a coincidence - just like rocket jump maps, which are also unlike anything else, those are also something I've ventured into a fair bit, because it's not something I've been doing up and down for a decade or two.

 

Why I made some maps that were slaughter? Because why shouldn't I make something that I think is fun?

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3 minutes ago, SuyaSS said:

Off topic but who is MaR1IaND00Mer?

Timothy Brown who used to be on doomworld but left for, literally, political reasons. Hilarious because he has a voice like someone swallowed a bunch of thumbtacks and gravel and has roughly the charisma of such as well.

Edited by LadyMistDragon

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58 minutes ago, LadyMistDragon said:

Hilarious because he has a voice like someone swallowed a bunch of thumbtacks and gravel and has roughly the charisma of such as well.

Well found his channel and you are absolutely right. However I am surprised that he still uploads videos with the latest being uploaded 3 hours ago.

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Doom mapping is basically like a music genre. Best way to describe it would be like Rock music. Rock music is like a mega genre, with many different types of rock music that all spawn their own sub genres. That’s a lot of music that falls into the same categories but sounds nothing alike. Death is clearly a much different band than ZZ Top. That’s like death metal vs classic rock. Deep down, they’re both still a part of rock music as a whole despite being drastically different from each other. That’s how I envision Doom maps and their genres and sub genres. They all fall back to Doom. 
 

So the better question is, what is the appeal of Doom? What was so great about it that it inspired people to go different directions from what the original game had to offer? Why has it had such a lasting impact? Etc. 

 

Slaughtermaps are just one piece of the puzzle. 

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6 hours ago, SpaceCatCommander said:

Why actually play these kind of maps, where is fun in them? Never played one, and especially after seeing Okuplok, i dont want to.

 

Okuplok is an example of a slaughter map that’s completely extreme even for the best doom players out there. It’s one I doubt i’ll ever dive head first into nor do I have any interest in doing so.

 

There are so many different ways slaughter maps can present themselves, almost to the point some people consider that there are different categories for slaughter. There’s easy slaughter based wads such as Rush, which doesn’t really throw anything too difficult at you but it still gives you that same feeling of accomplishment. 

 

As someone that really enjoys slaughter maps, I do see an appeal. There’s something satisfying about charging into large groups of enemies whether low or mid tier. When I came out victorious in some of these slaughter maps, it felt like a huge milestone, and it made me crave more content similar to it. I’m not necessarily recommending slaughter however it isn’t all as bad as lots of people make it out to be.

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doome good

kill stuff fun.

slaughter stuff = more fun.

go fast. speed-run. maximum.... uh.... doome

 

tl;dr Play whatever you want to. Like whatever you want to. But don't base your decisions on other people's opinion without playing things yourself, and certainly don't base your decisions on watching 1 x YouTube video of 1 x DooM map. _especially_ Oku... smh

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because the sound a group of hell knights make when they all fall to a single bfg blast at the same time is the same sound that happened when the universe was born

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3 minutes ago, msx2plus said:

because the sound a group of hell knights make when they all fall to a single bfg blast at the same time is the same sound that happened when the universe was born

 

so what does this imply about our universe

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4 minutes ago, segfault said:

 

so what does this imply about our universe

 

Not imply, hell knightly.

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There is a lot of great slaughter maps. Im not a big fan of that type of gameplay, im more of a "Romero Style" wads.

But the same way i prefer that kind of wads that give me the challenge that appeal to me, a lot of people love killing a big horde of demons and its appealing to their taste.
 

Edited by Faceless

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So, I've heard it said that slaughter may be defined as monsters per unit area.  So the question is: if we assume this definition what is the threshold value for a map to be slaughter?

 

(for example one monster per (128x128)).  How small does this have to be to make a map slaughter?

 

Is there a minimum value of enemies as well?  Like can a map be considered slaughter if it is less than 100 monsters?  

 

Or should the definition instead be based on effective enemy health per unit area?  To me, 100 mancubi in a box is more "Slaughter-y" than 100 zombiemen in a box.

 

(This is all fun and theoretical, not trying to start anything. ;) )

 

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9 hours ago, SpaceCatCommander said:

Why actually play these kind of maps, where is fun in them? Never played one, and especially after seeing Okuplok, i dont want to. But this question is more to people who play these maps or maybe someone who makes them.

 

Newsflash my dude, different people like different things. Some people like a relatively nice, easy ride. Some people are masochists. Not sure why this is up for discussion?

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Okuplok is actually my favorite map ever. But I've never attempted to single - segment it. I have always used saves, and basically treated it as an entire megaWAD condensed into a single level.

 

 

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7 minutes ago, Murdoch said:

 

Newsflash my dude, different people like different things. Some people like a relatively nice, easy ride. Some people are masochists. Not sure why this is up for discussion?

If i had to guess, its because of people that dont like slaughter maps being connoted as noobs for a lot of people.

 

Thats why a lot of people who is new to the game always have this insecurity, for some reason. 

Edited by Faceless

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3 minutes ago, Murdoch said:

Some people like a relatively nice, easy ride. Some people are masochists.

 

It's interesting that the word masochist is usually used to describe those who like difficult maps. It implies that such people enjoy the pain these maps inflict. However, I find that personally, unless you are trying to beat something repeatedly without success, there isn't much pain at all. Only as much as there was when I was less skilled playing easier mapsets like valiant and Antaresian Legacy. If this comes off as confrontational then that's unfortunate because I don't really want that. I just find that the word masochist seems inaccurate at least to me.

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48 minutes ago, Jacek Bourne said:

 

It's interesting that the word masochist is usually used to describe those who like difficult maps. It implies that such people enjoy the pain these maps inflict. However, I find that personally, unless you are trying to beat something repeatedly without success, there isn't much pain at all. Only as much as there was when I was less skilled playing easier mapsets like valiant and Antaresian Legacy. If this comes off as confrontational then that's unfortunate because I don't really want that. I just find that the word masochist seems inaccurate at least to me.

 

I am using the term rather flippantly. I don't mean it seriously. 

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57 minutes ago, Fluuschoen said:


Try something like Rush, Micro Slaughter Community Project or Junkfood. Really approachable stuff.

 


Recommended source port: DSDA-Doom 0.25.6 with OpenGL/Indexed renderer.

Those latter two aren't necessarily what I would call approachable though - sure Junkfood starts out easy but that's not true after Maps 20-25 or so. Micro-Slaughter, on the other hand, might be short but has few maps that can be called 'easy.'

 

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1 hour ago, LadyMistDragon said:

sure Junkfood starts out easy but that's not true after Maps 20-25 or so


Dunno, the first map I had trouble with is map 43 (where I'm currently at @ UV), even though kinda figured it out what should be done, but I suck at this genre anyway.

 

But he doesn't have to play every single map in any WAD. First just the easier ones/the ones he really likes, getting comfortable with stuff, and the rest will come on its own. He can also save from time to time, it doesn't have to be single segment. Just not mid-fight, that's not really productive.

Edited by Fluuschoen

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1 hour ago, Murdoch said:

 

I am using the term rather flippantly. I don't mean it seriously. 


Considering how often this term is used that cannot apply to everyone.

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Killing heaps of monsters is satisfying, providing it's not insane levels like Okuplok's Holy Hell and later levels of Sunder.

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(trimming down the earnest shitpost about peppers from last thread to two sentences rather than like 4 paragraphs)

 

when people cook for themselves, they generally cook their meals to their own tastes. what's the point in cooking something for yourself, if it's something you're not going to eat?
 

12 hours ago, cannonball said:

Don’t like slaughter? I heard Tetris is pretty fun.


oh trust me, tetris is fun. especially if you can last more than 60 seconds in 20g, even more fun when the lock delay steadily decreases to down to 4 frames.

 

 

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