Benjogami Posted May 7, 2017 (edited) This community project is meant to spread the joy of making and playing slaughter maps. Release version is on /idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/smax There is a version for coop that isn't included in the idgames release. It still needs some testing and will be released separately. SlaughterMAX Credits Spoiler =========================================================================== Advanced engine needed : Boom Primary purpose : Single play =========================================================================== Title : SlaughterMAX Filename : smax.wad Release date : 1/1/2020 Author : Various Email Address : [redacted] Other Files By Author : N/A Misc. Author Info : See bottom of text file for full credits. Description : SlaughterMAX is a community project meant to spread the joy of making and playing slaughter maps. All maps that were submitted and had a UV Max demo recorded were included, until there were 32 maps. The demos are also included in the zip file, so if you ever wonder "how the heck is this even possible?!" or just want a good show, check out the demos! Note about difficulty settings: Ultra-Violence (renamed "UV Max") is the main difficulty that all of the demos were recorded on. Hurt Me Plenty (renamed "Casual") is slightly more forgiving and is recommended for casual play. Hey Not Too Rough has been re-branded as "WILD!" and has experimental, ridiculous, or very hard gameplay that is sometimes barely tested, and will usually be harder than UV. Additional Credits to : See bottom of text file for full credits. =========================================================================== * What is included * New levels : 32 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : Yes Other : smaxcoop.wad will eventually appear and can be loaded by itself and contains some necessary fixes for coop play Other files required : None * Play Information * Game : Doom 2 Map # : 01-32 Single Player : Designed for Cooperative 2-4 Player : Coming Soon Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : About 9 months from project start to finish Editor(s) used : GZDB, DB2, SLADE, GIMP, MS Paint, Bitmap Font Writer, HxD, and whatever else the various authors used! Known Bugs : There's at least one soft-lock. Watch your step! May Not Run With : Some of the maps will not be performant in GZDoom, for example Tested With : PrBoom+ or GlBoom+, complevel 9 * Copyright / Permissions * This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/ You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. You may not use the material for commercial purposes. If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors ============================================================================= ======== SlaughterMAX ===================================================== ============================================================================= PROJECT LEAD: Benjogami MAPPERS: 42PercentHealth A7MAD antares031 Archi Bdubzzz Bemused Benjogami DanielAlexander Dododamian elmle floatRand Killer5 mArt1And00m3r11339 Memfis Nirvana RjY Scotty Spectre01 tourniquet Xyzzy01 Yousuf Anik MAXERS: A7MAD Ancalagon antares031 Bdubzzz Bloodite Krypto DanielAlexander elmle mArt1And00m3r11339 Player177 Spectre01 The Green Herring TITLEPIC is by DanielAlexander M_DOOM, INTERPIC, BOSSBACK and Status Bar are by antares031 Title midi is from Everquest Intermission midi is a midi version of "Chill and Rigor" from 9 Hours, 9 Persons, 9 Doors Thank you NoisyVelvet for recording the autoplay demos Thank you elmle for testing WILD mode ============================================================================= ======== CREDITS FOR EACH MAP ============================================= ============================================================================= MAP01: Mud Elemental Map by: Memfis Max by: Ancalagon Max time: 0:01:53 Midi: from Phobosphere ============================================================================= MAP02: Showdown Map by: Dododamian Max by: A7MAD Max time: 0:04:13 Midi: E3M1 (Untitled) by Bobby Prince ============================================================================= MAP03: Canyon Base Map by: DanielAlexander Max by: DanielAlexander Max time: 0:12:25 Midi: Last Ninja 2 - Central Park Loader OST ============================================================================= MAP04: Struggle Bug Map by: A7MAD Max by: Bloodite Krypto Max time: 0:01:29 Midi: "Heretic E1M9 Graveyard" by Kevin Schilder Additional credits: Sky is by Mechadon ============================================================================= MAP05: The Broken Machine Map by: DanielAlexander Max by: Ancalagon Max time: 0:03:22 Midi: Street Fighter II - Ken's Theme ============================================================================= MAP06: Sons of Liberty Map by: Scotty Max by: Bloodite Krypto Max time: 0:09:13 Midi: "Yell Dead Cell" from Metal Gear Solid 2 Additional credits: Sky is from Sunlust ============================================================================= MAP07: Lift of Enlightenment Map by: Bemused Max by: Bloodite Krypto Max time: 0:01:42 Midi: "Gutknot" by Thyrbse, from Hell Revealed 2 ============================================================================= MAP08: Dang! Map by: 42PercentHealth Max by: Ancalagon Max time: 0:08:16 Midi: "Legion of Fear" by Knightrider of Doom Additional credits: Sky is by Eradrop ============================================================================= MAP09: Heavy Impact Map by: Yousuf Anik Max by: Bloodite Krypto Max time: 0:22:21 Midi: Children of Bodom - Lake Bodom (midi version) ============================================================================= MAP10: Velvet Map by: floatRand Max by: Player177 Max time: 0:09:40 Midi: "Crystal Teardrops" from Castlevania: Symphony of the Night Mapper comments: "When I started working on this map concept, I had some few constraints; * A rather constrained space, after coming from Confinement project I had some hungering for more. * Contains invasion finale that can be accessed from start * Shortcuts and secret doors aplenty "Originally I had floated idea of making map sort of silly 'revenant factory', with conveyors moving them around, and finale being bit comical bit where you open security system to slam a button that releases all revenants into the factory. I had even thought about using 'Spalding Factory' theme from Barkley Gaiden. However, I must I struggled with the theme (perhaps it is just that I kinda am bad at using Doom2 textures), so I kinda went with my 'safe space' which is magical libraries etc. A throwback to 'Felt' of Disjunction and first map I made public. But perhaps it is masturbatory to reference something so recent - and something that is not perhaps that great. "Either way, doing slaughter-style gameplay proved to be bit difficult with the set constraints and maybe feels like afterthought. I hadn't really done that much slaughtery stuff, outside of specific encounters from Disjunction - map10 finale particular. I also tried to make the final encounter difficult to cheese, a situation where you have no safe corners to sit in and you have to use to shortcuts / openings you made prior, but if you rush the switches to the exit you can access outside section which can be used to safely kill revenants. Oh well. It isn't the fastest way apparently, so I guess it isn't that bad of a deal. "Oh, and I did enjoy making those 'elemental plane' sections. The 'elemental plane of fire' worked out much better, but the water one? I guess I didn't have as many ideas as I hoped. Oh well." -floatRand ============================================================================= MAP11: ritournelle Map by: tourniquet Max by: Player177 Max time: 0:09:37 Midi: "Amethyst Princess" by rdwpa Additional credits: Sky is from Speed of Doom ============================================================================= MAP12: Abscess Map by: Nirvana Max by: Bdubzzz Max time: 0:05:18 Midi: Secret of Evermore, Mini-boss Additional credits: Sky is by Mechadon. Bdubz for testing and demo, Scotty for fixing sky transfer woes. Mapper comments: "I was originally going to make the map a much more wide open, canyon-like space, utilising the contrasting rock textures you see in the starting area throughout. However, once I built the entrance to the main building, I decided I liked the idea of a river of blood pouring out to form a large pool and the concept became "where is this blood coming from?" I'm a big fan of using the default Doom 2 textures (it's one of the reasons I was drawn to this project), because I think it forces you to think outside the box in terms of textures-use. In this vein, I was inspired by the gaping maw in Sunder map 2 and decided I would design my own giant demonic mouth using the Icon of Sin's big ugly teeth. I really like how it turned out and love the Doomy boxiness of it all. "This big mouth inspired the rest of the room, with the skin and brain textures overtaking the area and this room inspired the name of the map; the demonic presence sort of eating away at the rest of the world. If I had, had more time to edit the map I would have altered the final fight to be a bit more exciting, but I was happy to punch out a little map without too many hangups. At least Bdubz enjoyed it :D" -Nirvana Maxer comments: "I put the most effort in to getting a FAST time for this map because it was turning out to be a little friendly competition ;p 5:2x was my goal and it ended up being 5:18. I think to really improve it anymore it comes down to infighting RNG with the first encounter that you skip. (sometimes when i went to the final encounter there was barely any hell knights left, other times there was a lot left and a cyber) Also screw those mancs on the cliffs :p" -Bdubzzz ============================================================================= MAP13: Rocketfest 2018 Map by: Scotty Max by: Bdubzzz Max time: 0:06:49 Midi: from Rise of the Triad Additional credits: Sky is by Mechadon Maxer comments: "This demo was the most fun to record and the time ended up being pretty good for me since I'm not a speedrunner :D" -Bdubzzz ============================================================================= MAP14: Slaughterstein Map by: Xyzzy01 Max by: Bdubzzz Max time: 0:07:02 Midi: "Evil Incarnate" by Bobby Prince Mapper comments: "...what. I literally made this random throw-away map (that I probably wasn't even planning on releasing) over a year ago to deal with mapper's block I had at the time, and somehow it's now part of a much larger project?! ._. Regardless, I am immensely content it found a home here; making it qualify for this project really opened my eyes to the world of slaughtermapping, and now I hope to make more slaughtermaps in the future! :D "Anyway, the idea behind this map was to just make a challenge map, totally styled to that of Wolfenstein 3D. I always loved those secret maps in Doom II and decided to make my own! The various encounters in this map used to be much easier, but they all had a similar theme: a fight that forces the player to work with the limited space they have in each room and incentivize the player to herd the monsters and find ways around them to access ammo. I think the final version of Slaughterstein by Benjogami still has that aspect intact, which is a relief! I went all out on making this as 'wolf' as possible by having ZERO light variation, items and monsters arranged in a grid, large secret areas, and I even simulated vines that are hard to see through like the ones from that game. The thing I like the most about this map is its simple nonlinearity; you can make your own path through it by choosing which door to open next. I think about the only thing I would change about Slaughterstein, looking back at it, is making those secrets less generous than they are. ;) "I gotta say, for a map that I wasn't really taking seriously while building it, it's becoming one of my favorites! I should make more like this one... Oh, and thank you Bdubzzz for maxing it! You got this map accepted after all." -Xyzzy01 Maxer comments: "Mostly a casual Max with a couple of fast strats I practiced. Nothing to impressive ;p What was fun about this map is there's a lot of ways to go so you had to think about 'whats actually the fastest route to go for a UV-Max?'" -Bdubzzz ============================================================================= MAP15: Necroveins Map by: Benjogami Max by: A7MAD Max time: 0:05:22 Midi: Original by PRIMEVAL Mapper comments: "The idea that started this map was the maze of viles far below the floor that would resurrect stuff that died in the middle of the map, and everything else was speedmapped around that. I made it in a single day, less than a week after the project was started, because I wanted to set a casual tone for the project, with simple but bold visuals and blunt gameplay that still invited different approaches. "I chose the map for the 15 slot because it was easiest to patch a secret exit into my own map ;)" -Benjogami ============================================================================= MAP16: Blood and Stones Map by: Bdubzzz Max by: Bdubzzz Max time: 0:21:43 Midi: "Atlantis Theme" from Banjo Tooie Mapper comments: "My first map I completed. The focus was more on gameplay that I find enjoyable/challenging and not map design/detailing/layout. There definitely would be a few things I would change looking back at the map but I think its better to leave early projects untouched and look back at them.. Did I improve as a mapper? :thinking face emoji:" -Bdubzzz ============================================================================= MAP17: Literally Unplayable Map by: Bemused Max by: Ancalagon Max time: 0:11:06 Midi: "Gotham" by Lee Jackson ============================================================================= MAP18: Swiss Cheese Strike Map by: Bdubzzz Max by: Bdubzzz Max time: 0:23:28 Midi: Final Fantasy/Chrono Trigger/Secret of Mana medley Mapper comments: "2nd map I made that again mostly focuses on gameplay. The textures used throughout are kind of random. This map has a couple encounters that ended up being pretty cool but maybe a little extreme for your average doom slaughter player." -Bdubzzz ============================================================================= MAP19: Last Light Map by: Benjogami Max by: Bloodite Krypto Max time: 0:11:41 Midi: "Opening to Hell" by Bobby Prince Additional credits: Sky is by Mechadon, edited by Benjogami Mapper comments: "Similar to Necroveins in that it started with a single gameplay concept that I wanted to explore: a huge mess of corpses inside maze-like partitions, and then a huge mess of viles is released into the center of it. I didn't particularly care how the corpses got there, even if it was more grindy than difficult, because I felt like the vile phase would be a good payoff. "But of course making all those corpses is a large portion of the map, so it should be somewhat interesting. I decided that each of the 3 keys should trigger fights that were tense by themselves, and that choosing between different orders and combinations and timings of keys should be an interesting process. "The tall bright fireblu pillars that mark where unused megaspheres are was a purely functional addition---while testing, I found it annoying that I didn't know where the megaspheres were, and adding a bright fireblu pillar that went dark when the megasphere was grabbed seemed like a good way to fix it. This led to the map's name and the theme of fading power/light." -Benjogami ============================================================================= MAP20: The Mouth of Madness Map by: elmle Max by: elmle Max time: 0:32:37 Midi: A remix of the Shinra Company theme from FF7 called Son of Chaos ============================================================================= MAP21: The Outhouse Map by: Benjogami Max by: Bloodite Krypto Max time: 0:03:54 Midi: from The Elder Scrolls: Daggerfall Additional credits: Sky is by Mechadon Mapper comments: "I made this map and then wanted it to have a home, because I really liked it. Because it's a small map and doesn't really stand by itself, and because I didn't have any ideas/motivation for a set, I thought about the sort of community project I might like it to live in, and came up with the ruleset for SlaughterMAX. "After writing my comments for Necroveins and Last Light, I realize that all of my SlaughterMAX maps (and probably a lot of my other maps) start with a single gameplay idea (usually involving viles) that I want to explore (so that I can play it myself :D). This map's idea was to have a whole mess of viles that the player can't deal with and has to run from, and then to have those viles pursue the player and filter through the map and combine with the other resident monsters to create a randomized oppressive mess for the player to solve. I wanted every phase of the map to be very oppressive. It's also a bit of a love letter to Doom's wonderfully simple but random and surprising monster pathing. I like to make maps that play differently each time." -Benjogami ============================================================================= MAP22: Electro Wizard Map by: A7MAD Max by: Bloodite Krypto Max time: 0:10:28 Midi: "Bergschrund" by James Paddock Mapper comments: "A map dedicated for players to take their anger on hordes of Cyberdemons and archi's" -A7MAD ============================================================================= MAP23: Pandemonium Unveiled Map by: Archi Max by: A7MAD Max time: 0:12:57 Midi: "I Sawed the Demons" remix by Jay Reichard ============================================================================= MAP24: Dead Ringer Map by: A7MAD Max by: Bloodite Krypto Max time: 0:22:32 Midi: "Guardhouse" by James Paddock Mapper comments: "I forgot to tag all the monsters with the 'deaf' tag , ooops..." -A7MAD ============================================================================= MAP25: Castle of Hell Map by: Bdubzzz Max by: Bdubzzz Max time: 0:18:52 Midi: "Sidstyler" by Machinae Supremacy Mapper comments: "4th map I made that is themed outside of a castle ( ended up being the smallest and undetailed castle ever). The idea was you eventually go to a hell like area in the map. I wanted this map to be short ( so it was easier to MAX) but to still have an epic final fight, which I think it does ;)" -Bdubzzz ============================================================================= MAP26: Eviscerate Map by: Killer5 Max by: Bloodite Krypto Max time: 0:10:44 Midi: "Goin' Down The Fast Way" by Lee Jackson ============================================================================= MAP27: BacknForth Map by: Bdubzzz Max by: Bdubzzz Max time: 0:34:01 Midi: Forest Theme from Actraiser Additional credits: Sky is the EP4 sky from The Ultimate Doom by Id Software Mapper comments: "3rd map I made where I actually thought of a concept before making the map. You go 'back and forth' to a new encounter at the end of the map each time and when you go back something changes on the map/monsters appear etc. This was harder to do then expected and ended up just being small encounters with more monsters. I also tried to stick with a 'theme' for the map. (marble/hell textures)" -Bdubzzz Maxer comments: "This map was by far the hardest to get a UV-Max demo for. It eventually came down to nerfing some problem encounters." -Bdubzzz ============================================================================= MAP28: The Eclipse of Betelgeuse Map by: antares031 Max by: antares031 Max time: 0:41:38 Midi: Psychedelic Eyeball - The Day of Defeat Additional credits: Sky is by Mechadon Mapper comments: "Try to load this level with GLBoom+, if you're having a frame-rate issue. Thanks, and have fun." -antares031 ============================================================================= MAP29: Skindustrial Sector 04 Map by: Spectre01 Max by: Spectre01 Max time: 1:34:01 Midi: "Winds of the Destiny" by Petter M\E5rtensen, from HR2 MAP20. "Church of the Machine" by Symphony X, from Scythe 2 MAP30. Mapper comments: "*HNTR is the intended difficulty!* Large, abstract "skin-tech" city that's partially submerged in an ocean of infected blood. Designed to be played from a Pistol Start. Originally intended for DMP2017, as a sequel to my map from the previous year, this level ended up here instead. The goal was to make a map which pushed difficulty to the limit of what I find enjoyable in Doom: Medium-scale, high-threat encounters that limit the player's mobility; whether through high monster density, environmental hazards, or dangerous turret monsters (hence the 4 Cybers in the central tower at the start). I also wanted an epic finale, which lead to the creation of the sandbox-ish, macro-slaughter fight to wrap up the map. Considering how long the map ended up, while maintaining a high level of difficulty, it wasn't very friendly from a saveless/speedrunning perspective. I ended up moving the intended difficulty to HNTR, and the more reasonable HMP to UV, so the map could qualify for this project." -Spectre01 Maxer comments: "It was still way harder to get a successful exit than I expected. Playing consistently for a long period is not my forte. The demo ended up being 94 minutes long, largely due to extremely conservative play in the final area (also platforming in Doom). Also, -shorttics really suck." -Spectre01 ============================================================================= MAP30: Bugger This Map by: RjY Max by: The Green Herring Max time: 0:01:44 Midi: "Opening to Hell" by Bobby Prince ============================================================================= MAP31: Assassin's Greed Map by: mArt1And00m3r11339 Max by: mArt1And00m3r11339 Max time: 0:54:19 Midi: "Evil Incarnate" by Bobby Prince ============================================================================= MAP32: Power Overwhelming Map by: Killer5 Max by: Ancalagon Max time: 0:15:16 Midi: from Gubble ============================================================================= ============================================================================= ============================================================================= Project specifications and rules Spoiler Basic specifications Format: Boom IWAD: Doom 2 Textures: Only IWAD textures, plus you may use WFALL, LAVFALL, and SLMFALL from cc4-tex, and you may transfer a sky. Please include the falls and sky in your wad file, if you choose to use them. Acceptance criteria All maps must have a complevel 9 UV-Max demo. You can record the demo yourself, or you can post your map in the thread and hope that someone is inspired to max it. Please be kind to your fellow Doom players and don’t harass them for demos. If you don’t want to do it yourself and your map isn’t attracting any takers, maybe it’s a sign. The demo doesn’t have to be fast, but it does have to be saveless, deathless, complevel 9, non-TAS, with max kills and secrets. It has to be a slaughter map. What’s a slaughter map? I dunno, but I know one when I see one! Monster count doesn’t really matter to me. Size doesn’t really matter to me. Anything that’s hard or that might be called a “challenge map” is probably fine. Anything that has an intimidating number of monsters attacking/pursuing the player at once, even if it’s more grindy than hard, is probably fine. But I don’t want to be in the awkward position of saying “this definitely isn’t slaughter, will not include,” so please do your best! Perhaps check out this thread for reference. We’re looking for something like high 2 and up (“high 2” meaning the hardest maps from wads that are rated 2). Although Combat Shock is listed as 1?! Whatever, the list is far from perfect, but hopefully gives you some idea. Maps must make no use of map-specific actions, exits, or features (7, 15, 30 kinda stuff). If we get 30 or more maps, secret maps will need to be warped or clev’d to, and something special will need to be made for map 30, I guess! Both the mapper and the maxer with the best time will be credited in the CWILs, and the fastest demo for each map will be released with the final compilation, so I’m hoping for some fun competition. IMPORTANT! Once a map has a UV-Max demo, that’s the version of the map that will be in the final compilation. I can’t think of another way to make it fair and fun for the maxers. Changes that don’t desync demos are fine. If there’s a bug that really wants to be fixed but it will desync a demo… well... if a max demo was recorded, how bad can it be? ;) If you want to post your map for some feedback and testing and want to reserve the right to make changes, please specify "not ready for a max demo yet" in your post. Please also… Implement Medium difficulty such that it’s slightly more forgiving than Hard. If you don’t, I’ll do it lazily for you. Implement Easy difficulty such that it’s a fun or ridiculous reimagining of the map. It can be harder than Hard and it doesn’t need a demo, but it’s a good idea to test it with saves at least. See my map for an example of what I mean. If you don’t do it, I’ll do it very lazily for you. Keep a single post updated with the latest version of your map for easy reference. MIDIs! PRIMEVAL has generously offered to compose midis for SlaughterMAX. If you'd like him to score your map (preferably once the map is done and has a UV-Max), please give him a PM with some thoughts about the style of midi that you'd like, an example of a track that you'd like it to be similar to, or however else you can make your wishes known! (It's probably too late to do this if you haven't already) Misc. notes: Arbitrary due date for all maps and demos is January 31st, 2018. However, if we reach 32 qualifying maps with demos earlier, map submissions will be closed and there will be 1 month to work on finalizing those max times. If you want to make more than one map, that’s great. Let’s say a maximum of 4 maps per mapper for now. If you’d like to make a TITLEPIC, M_DOOM, INTERPIC, status bar, or anything else like that, that’d be great! Post it in the thread and we’ll have a poll at compile time if there are competing submissions. A speedrunning AND art competition? Wow! Sorry if you don’t win---I think you’re great just for participating! Maps will probably be ordered by me, by some vague sense of difficulty. I thought about ordering them by best max time, low to high, but then the end of the wad will be huge and long, and I’d prefer some long, grindy, easier maps at the start rather than short, brick-wall-hard maps. But maybe they’ll be ordered by best max times within a few different episodes or something. Final changelist: Spoiler - smaxccop.wad removed from release, will be released separately - ritournelle: new midi: "Amethyst Princess" by rdwpa RC2 changelist: Spoiler - Slaughterstein and Canyon Base: Swapped map slots - Slaughterstein: Improved Wild mode - Canyon Base: Improved Wild mode - Struggle Bug: Fixed a missing texture - Heavy Impact: Fixed a midtex rendering through floor in software - Rocketfest 2018: Improved Wild mode, demo is in sync again - Blood and Stones: Improved Wild mode - Swiss Cheese Strike: Improved Wild mode - Electro Wizard: Changed some W1 teleports to WRs - Electro Wizard: Improved Wild mode - Dead Ringer: Improved Wild mode - Castle of Hell: Improved Wild mode - Back and Forth: Fixed some missing textures - Back and Forth: Improved Wild mode - The Eclipse of Betelgeuse: Updated map and demo added - Assassin's Greed: Improved Wild mode - Added smaxcoop.wad which is a standalone wad with fixes for coop Edited January 4, 2020 by Benjogami 33 Quote Share this post Link to post
Benjogami Posted May 7, 2017 (edited) The Outhouse https://www.dropbox.com/s/scooq1dp75bm1ir/outhouse.wad?dl=1 Midi: from Daggerfall Thanks: Mechadon for the sky Edited July 15, 2018 by Benjogami 9 Quote Share this post Link to post
Benjogami Posted May 7, 2017 Here's a UV-Max for The Outhouse: https://www.dropbox.com/s/tkzekzxfhyqa8sm/outhouse-459.lmp?dl=1 Despite the map's brevity, this took me quite awhile to get recorded. This is a first exit and I was real nervous about throwing it away at the end so it gets pretty slow and sloppy. :D 0 Quote Share this post Link to post
Spectre01 Posted May 7, 2017 So this is basically Slaughterfest 2017 then? I'm working on a follow-up to my DMP2016 map that uses only Doom 2 textures so it might be a better fit here. 0 Quote Share this post Link to post
Benjogami Posted May 7, 2017 It does seem pretty similar to Slaughterfest doesn't it! But I don't mean to take over or step on any toes. If Slaughterfest is Call of Duty, this is... Medal of Honor? :P I hope to still see SF4 one day. 0 Quote Share this post Link to post
Ribbiks Posted May 7, 2017 setting a map in stone after a maxdemo has been recorded seems like a bad idea. what if the map was technically maxable, and someone recorded it, but it would've been immeasurably more fun with a few minor changes? (e.g. adding a soulsphere somewhere facilitates an aggressive strat where otherwise you are more or less forced to play conservatively, or something) 5 Quote Share this post Link to post
Benjogami Posted May 7, 2017 3 minutes ago, Ribbiks said: setting a map in stone after a maxdemo has been recorded seems like a bad idea. what if the map was technically maxable, and someone recorded it, but it would've been immeasurably more fun with a few minor changes? (e.g. adding a soulsphere somewhere facilitates an aggressive strat where otherwise you are more or less forced to play conservatively, or something) I suppose it could be left up to the holder of the best time whether changes can be made. I just really want to avoid a situation where demos that had a lot of effort put into them are invalidated, or where demo recorders are pressured into giving up their demos because mappers want to make changes. It's less important to me that all the maps are fun and/or good. :P But if a mapper didn't max their own map, I hope to see potential maxers suggesting changes to improve it before they do attempts. 0 Quote Share this post Link to post
Demonologist Posted May 8, 2017 Why a "no new textures" rule, Benjogami?.. 0 Quote Share this post Link to post
bonnie Posted May 8, 2017 i am interested in this purely for more experience mapping as i strongly dislike slaughtermaps do i just randomly make a map and submit it here with no planning or reserving a spot just first come first served or what's the deal also if you have 30 or more maps you could make the secret levels just be part of the normal progression by making map15 and 31 only have secret exit triggers rather than normal exit triggers unless you want them to be secret i don't frickin know man 0 Quote Share this post Link to post
Benjogami Posted May 8, 2017 2 hours ago, Demonologist said: Why a "no new textures" rule, Benjogami?.. It was a tough decision. That's the point that I got the most feedback on, but I ended going with my first thought. :P It was either going to be no new textures, or a specific smallish texture pack, so that the maps would resemble eachother in some way. Ultimately, I want the project to be casual with a low barrier to entry and a focus on gameplay, and I felt a texture pack didn't really jive with those goals. 1 hour ago, bonnie said: i am interested in this purely for more experience mapping as i strongly dislike slaughtermaps do i just randomly make a map and submit it here with no planning or reserving a spot just first come first served or what's the deal also if you have 30 or more maps you could make the secret levels just be part of the normal progression by making map15 and 31 only have secret exit triggers rather than normal exit triggers unless you want them to be secret i don't frickin know man Yeah, no planning or reserving. The first 32 maps that meet the requirements will be in, if we're lucky enough to get that many maps. If changing exits to secret exits doesn't desync demos, that might be a good way to do it! 0 Quote Share this post Link to post
bemused Posted May 9, 2017 just gonna leave this post to show a vague interest in this, although i dont wanna promise anything yet as doom 2 stock texturing makes me sad :( 2 Quote Share this post Link to post
Outrageous Videos Posted May 11, 2017 Slaughterfest 4? Sweet can't wait to demo this 0 Quote Share this post Link to post
ArmouredBlood Posted May 11, 2017 oh boy, do I try and make something that looks good or go ToD? 0 Quote Share this post Link to post
rehelekretep Posted May 11, 2017 i think that's a bit harsh (even if i know what you mean), some of ToD's maps have an odd beauty to them 0 Quote Share this post Link to post
Ancalagon Posted May 11, 2017 6 hours ago, ArmouredBlood said: oh boy, do I try and make something that looks good or go ToD? Go tod plz 4 Quote Share this post Link to post
rehelekretep Posted May 11, 2017 'going full tod' -to make a map filled entirely with 100+ pointless secrets, revenants, archviles and 200 cyberdemons with only enough cells to 2-shot them all. 4 Quote Share this post Link to post
Benjogami Posted May 12, 2017 (edited) Here's a big ugly map without a demo to maybe help break the ice? ;) Necroveins https://www.dropbox.com/s/p1l4n2x7hdz1tt3/necroveins.wad?dl=1 Midi: by PRIMEVAL Edited June 6, 2017 by Benjogami 3 Quote Share this post Link to post
Killer5 Posted May 12, 2017 Whatev max I made real fast on stream for necroveins. necroveins.zip 2 Quote Share this post Link to post
40oz Posted May 13, 2017 Hi Benjogami, Dont be discouraged that this isn't taking off as quickly as you expected. I'm watching this thread pretty closely because your maps look great and I'm excited to see people try to keep up with you. I'd love to participate but I don't have a whole lot of time. I could try and fuck around in the editor to try and make something pretty hectic and if something cool happens ill schedule some hours to try and make it look pretty and post it here. 7 Quote Share this post Link to post
Dylan Jarvis Posted May 14, 2017 I've never really made a slaughter map before, but I think I might try something for this and see what I can come up with. Time to start drawing and listen too some death metal to set the mood lol. 4 Quote Share this post Link to post
Xaser Posted May 15, 2017 Randomly dropping in with a suggestion: allow mappers to post beta versions of their maps for testing and explicitly state "no demos 'allowed' yet" or similar, so there's a window for folks to get feedback before locking it in place. That would ease the perfection burden greatly. 2 Quote Share this post Link to post
Benjogami Posted May 15, 2017 Ah yes, good idea. I added some stuff to the OP for that. 1 Quote Share this post Link to post
Fonze Posted May 16, 2017 Yeah I'd just like to drop in and provide a little moral support, as I like the idea of this CP, but don't really have time to pledge to making a new map. Also, I'd just like to cast my unwavering vote for more people to do this: On 5/7/2017 at 6:56 PM, Benjogami said: Implement Easy difficulty such that it’s a fun or ridiculous reimagining of the map. It can be harder than Hard ++ do it up; remember that using this difficulty setting in this way also allows for ITYTD to be used to play through this super-special mode with damage divided by half, thus pleasing the true challenge-seekers (HNTR) and giving the "UV or bust" crowd an outlet (ITYTD) if they discover the super-secret hush-hush mode, though also we would have to hope that crowd is unobservant enough to not notice the notes about said difficulty setting on account of the fact that the same crowd often doesn't notice the *do not play/start on UV* notes some slaughter mappers leave for them. 2 Quote Share this post Link to post
Scotty Posted May 16, 2017 (edited) Posting to register interest but a map probably won't get done until the deadline is a bit closer. Creating map23 for last year's DWMegaproject was fun for me and was done in a similar vein to the idea behind this project, so i'll look to expand on that map and have definitely learnt from some of the slaughter mapping 'mistakes' (eg frontloading the map) i made there. Question, are we limited to D2 textures or can i use stuff from Plutonia etc? Edited May 16, 2017 by Scotty 1 Quote Share this post Link to post
Benjogami Posted May 16, 2017 26 minutes ago, Scotty said: Question, are we limited to D2 textures or can i use stuff from Plutonia etc? Limited to D2 textures. Sorry! 0 Quote Share this post Link to post
bonnie Posted May 16, 2017 On 5/8/2017 at 2:55 PM, Benjogami said: It was a tough decision. That's the point that I got the most feedback on, but I ended going with my first thought. :P It was either going to be no new textures, or a specific smallish texture pack, so that the maps would resemble eachother in some way. Ultimately, I want the project to be casual with a low barrier to entry and a focus on gameplay, and I felt a texture pack didn't really jive with those goals. Go for a specific texture pack then! Do that recolor one or something. Having no custom textures might give your project a low barrier to entry, but it will also severely limit the number of people who will be interested in the first place. Having a specific texture pack, even if it ends up being small allows for a LOT more creative freedom as well as retaining a focus on gameplay friend. If people can have more fun making their map, they will make a better map all around. Not to say that having the choice of any custom textures can cause people to focus more on visuals and less on gameplay, but you won't see that happening if you give us something nice, simple, and small, best friend. 0 Quote Share this post Link to post
Benjogami Posted May 18, 2017 Nah, it's been decided, for better or for worse! 1 Quote Share this post Link to post
Unholypimp1n Posted May 18, 2017 Ill make a map for this project as long as it can be hellish themed. 0 Quote Share this post Link to post
Benjogami Posted May 18, 2017 1 hour ago, Unholypimp1n said: Ill make a map for this project as long as it can be hellish themed. You heckin bet it can be hellish themed my friend! 3 Quote Share this post Link to post
Unholypimp1n Posted May 18, 2017 Okay ill probably start working on my map today after I come up with some ideas for it. 0 Quote Share this post Link to post
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