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Slaughterhut (1 Short map)


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Decided to finally upload something new. This time, it's the first map in a wad I plan to make. I doubt it'll go for the full 32 maps but I'll see.

The textures are taken from the 1997 game, Blood.

This map takes place inside a possesed church. After being kidnapped by demons, they have taken you into its basement. You managed to bend the bars of your cage, and now it's time to make your escape.

Oh, also, the SSG you can get in this level is pretty much useless because you can only get it after doing everything else on the map, but it's good fun, trust me ;)

 

Screenshots

Spoiler

Doom.png.1066f326df0bf6ca0095d7d7ce2ce78e.pngDd.png.65f63ed1e1647c1c91a5855ef4fe47c7.pngdDDD.png.da4f8c1081e288af3ab6633450bc56e0.pngddddd.png.3961215bb89651626b6d2aa738e71a34.png

 

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nice little design....tight areas... fights are bit moody player can skip half of the fights make map bit too short. so many rockets but cant found launcher

my fda and uv max

prboom cl9 uv skill iddt used

popi9.zip

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48 minutes ago, Zahid said:

nice little design....tight areas... fights are bit moody player can skip half of the fights make map bit too short. so many rockets but cant found launcher

my fda and uv max

prboom cl9 uv skill iddt used

popi9.zip

Thanks for playing!

Also, the rocket launcher is obtained by

Spoiler

clicking on the "altar" in that one room with the revenants and shotgunners... yeah, not the most intuitive secret

 

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Tried playing through the map, and it's fairly good. The graphics look great, and really help with setting the mood. That setpiece in the room in front of the starting door is strong, and really helps to align it with a slaughterhouse feel. For the most part, many of the enemies are well-used (especially those Chaingunners in the left room), and do help to apply some challenge in the layout given.

 

That being said, though, I didn't like the third encounter, the one to the right with two Revenants. I'm alright with cramped rooms, but it didn't feel fun to fight them with such little room to manoever in. I was lucky enough with my final run that the RNG damage rolls weren't too painful, but it was just way too precise and tight, especially with how DSDA-DOOM likes to momentarily stop the player moving on corners. At times, it felt like the Secrets were necessary to beat the stage, the ammo's just too stingy. Beyond that, though, this was a nice, little map!

Edited by JadedFanatic
Trying to remove superfluous wording and added a little more genuine detail in its place.

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