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[Boom] All Bloody Crackle - 7 maps - RC 1


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Download RC 1: albldcrk.zip

 

All Bloody Crackle is a set of seven Boom (cl 9) maps. The mapset was compiled from my loose standalone maps and two maps for a community project that sort of died, with some reshuffling the mapset even has a theme. For however little it matters
              
The entire mapset can be completed in under 2 hours, plus all time lost to random deaths. Fair warning: MAP06 is large and sprawling, takes up about half the playtime, and has multiple dangerous fights including its finale, so be prepared for that if you are single-segmenting. As a palate cleanser MAP07 is a single arena fight.

 

Difficulty settings are implemented; target difficulty level is somewhere in the vicinity of "hard"... which is very vague because I once again realised I don't actually play other people's works often enough to tell how "hard" is too much. UV was tested the most, so if something odd happens in HNTR-HMP please do tell.

 

All maps have deathmatch starts assigned. MAP06 has especially terrible layout because of its size, and MAP03 practically all corridors; the rest are dubiously balanced. Still, if you ever try that feel free to comment on it.

 

Some screenshots:

Spoiler

doom09.png.2474e39bf3106f2cc4dd4e5f67ae0cf1.pngdoom12.png.63f9713b4e292fc32135338ef2def150.pngdoom14.png.2c1379a8b1f655ddc7bf5c3484497497.pngdoom29.png.0edb08e26230d84042949b4cf20e4a27.pngdoom38.png.cc76b85a81606ad589d598c70189da04.pngdoom48.png.af6dc1034e2193cf8f06f0f0047a72e4.png

 

Following are brief map descriptions, so read onwards at your own peril.

Spoiler

MAP01 - Shuttle Bay
    Introduction techbase map. Introduces you to ammo starvation, too, because why not start with low stakes combat?
MAP02 - Redflower Computing ( 30 sectors )
    Warm-up techbase map that very definitely proves Super Shotgun saves your shells. Otherwise, spell "Out of all ammo" and enter Archvile final fight. On the other hand, the map can be completed in 30 seconds if you cut all the detours. The map is practically all incidental combat, and while I haven't tested it probably even halfway works for deathmatch if you squint a lot.
MAP03 - Undeath Trenches

    While the map starts out relatively easy with chaingun as your only weapon, the following fights are increasingly deadly. You are never actually locked in the arenas, but good luck running past the imp armies with but a shotgun.

MAP04 - The Lava Skull ( 30 sectors )

    Shorter, simpler breather map of a broken open crate warehouse amid crackle. Simpler does not necessary mean easier: considerably dense opposition for its size.

MAP05 - Hexed Halls

    Another small map which is more of a techbase once again.

MAP06 - Monument of Meat, PAR time = 40: 00

    Large, sprawling, barely-linear map with monster count greater than all previous maps combined. Since most of population are demons and I don't believe in providing ammo to kill single demons when you have berserk pack at the start, consider yourself warned. Finally, there are several archviles released at two points during the level and I don't need explain how it affects ammo concerns.

If you have difficulties figuring out how to solve that one switch puzzle, there is a demo for that.

MAP07 - A Place To Die For,

    A small map with a gimmick that barely registers. Doesn't overstay its welcome like Map06 does.

 

 

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I know not everyone likes the largely tan maps (I tend not to) but these are genuinely good and deserve more attention than what they've been getting. Sorry if I rushed through but actually completing these maps take more time and what's more, I'd probably spend tons (or some)  time looking for the secrets. I think these won't be too hard for experiences players as long as they don't rush things though.

 

 

 

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