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Bauul

[Final Release] Micro Slaughter Community Project (17 maps)

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I recorded some quick demos of the first four maps. Really fun stuff.

 

MSCPdemos1-4.zip

 

I also played map05, and the cyberdemon telefrag sequence at the end doesn't seem to work right. 90% of the time that I try it, I eat a rocket. This can be circumvented by returning to the first arena and killing the cyberdemons with weapons, but I assume this telefrag sequence exists so that backtracking isn't required for maxing.

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Great concept, this looks fantastic! Love how you've retained the sense of foreboding grandeur in the architecture, even at a smaller scale.

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So much fun and no bugs so far! Thanks, Bauul and the team!

Edited by dmslr

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18 minutes ago, holaareola said:

Slaughter without the monotony.


I mean, there's plenty out there that does this... 

 

Wouldn't say slaughter is typified by monotony at all in order to make the "inverse" of it very unusual. 

 

More of it isn't bad though! 

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3 hours ago, Pseudonaut said:

I recorded some quick demos of the first four maps. Really fun stuff.

 

MSCPdemos1-4.zip

 

I also played map05, and the cyberdemon telefrag sequence at the end doesn't seem to work right. 90% of the time that I try it, I eat a rocket. This can be circumvented by returning to the first arena and killing the cyberdemons with weapons, but I assume this telefrag sequence exists so that backtracking isn't required for maxing.

 

Hi, what port are you using? I will go investigate later.

 

Although I will note, if you don't keep moving forward and stop, you probably will get a rocket or 2.

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1 minute ago, rd. said:


I mean, there's plenty out there that does this... 

 

Wouldn't say slaughter is typified by monotony at all in order to make the "inverse" of it very unusual. 

 

More of it isn't bad though! 

Well, horses for courses. I find a preponderance of arena battles and times where I'm dodging around holding down fire whittling down a horde for 10 minutes. Maybe this is a common setup, I wouldn't know, it's not a style I seek out much so I've only really played the banner mapsets.

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4 hours ago, Pseudonaut said:

I assume this telefrag sequence exists so that backtracking isn't required for maxing

I also noticed you couldn't backtrack even if you wanted to. So, if you didn't killed all imps and other monsters in the first arena and decided to enter the middle teleport, you can't max the level.

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11 minutes ago, dmslr said:

I also noticed you couldn't backtrack even if you wanted to. So, if you didn't killed all imps and other monsters in the first arena and decided to enter the middle teleport, you can't max the level.

 

You can back track, the right hand teleporter still works after visiting this area. You can 100% max the level. The middle portal is the exit.

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16 minutes ago, Liberation said:

 

You can back track, the right hand teleporter still works after visiting this area. You can 100% max the level. The middle portal is the exit.

It didn't look like an exit. I thought it was just the next and final arena. No biggie anyways.

doom01.png.c3fca427bd559b938a2886c5dc122953.png

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I love short maps. I don't like to save mid map so these will work out great. And those screenshots, good god man.

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Here is Map01... I'm currently trying to figure out how the hell to survive Map02.

 

Spoiler

 

 

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9 minutes ago, Doom OG said:

I'm currently trying to figure out how the hell to survive Map02.

 

Pro-tip:

 

Spoiler

Don't shoot until you absolutely have to.

 

Edit: For further context, in-fighting is a crucial part of many slaughter setups, so I wanted to create a map that really focused on it.  Essentially Map02 is about two things: encouraging infighting in the first encounter, and herding enemies in the second.

 

Edited by Bauul

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6 hours ago, Liberation said:

 

Hi, what port are you using? I will go investigate later.

 

Although I will note, if you don't keep moving forward and stop, you probably will get a rocket or 2.

 

PrBoom+ 2.5.1.5 -cl9

 

I attempted to move, but the game wouldn't let me. This is normal when telefragging cyberdemons IIRC.

 

 

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I tend to shy away from slaughter - the only one I've beaten is 'Rush', and that's debatable being slaughter in the first place, but this levelpack has piqued my interest...

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Waaaah, this looks prettyyyyyy... Not really a slaughterer myself, thank the gods for "resurrect", I know what I'm doing with my evening.( Instead of correcting MY wad... It can wait)

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The wall behind the bars isn't wide enough for the textureAs a fan of Rush I'm looking forward to playing this, will give it a hoon.

Edit: Here's my notes as I play the maps. I'm alt-tabbing to write them down as I play so they won't be exactly beautifully cohesive and nicely flowing paragraphs.


Random note: The blue hud numbers are a bit confusing for me in prb, they makes me think I have 100hp+ even when I don't but that's a subjective and tiny issue.

 

Map01 @Dreadopp

Spoiler

It's nice and tight. It's very easy but that's what I expected. The balancing was A++, I finished the map with 50hp and 2 shells (didn't find/look for secret). With noclipping around I can see a lot of attention was put into detailing the map. You don't get to see all of it from the map (I don't think) but it looks great. Good use of mids for the room over room effect connecting main building to towers.

 

Map02 @Bauul

Spoiler

Still playing but had to open it up in the editor... holy shit, that sky effect is fucking SICK.
Just finished map02 - super fun. Both fights are mint, I really enjoyed em both. No issues on either. Another pretty easy map, I'm digging it.

 

Map03 @Danlex

Spoiler

Visuals off the bat are great. Classic use of neon colors and dark neutrals, feels a bit played out tbh. Last fight was great, was really fun to figure out how to do it 'properly.

 

Map04 - @Lord_Z

Spoiler

Clean, gets the job done. Succinct. I like it.

 

Map05 @Liberation

Spoiler

Love the first arena, holding m1 and shooting rockets into fat groups of HKs is tasty. Ended up killing enemies a bit quick and having to wait for AVs to lower. I dig the lowering floors on the second arena, adds some dynamics to the fight. The damaging floor was a real concern. The telefrag setup at the end ended up killing me in a bullshit way, the second I teleported (kept holding W) I was hit by a cyber rocket and died instantly. I think the bars in the first room could use a different texture potentially. The full red makes them look quite plain. In any case, you could alter the offsets so they don't all have the exact same texture pattern as it's quite obvious.

 

Map06 @Guardsoul

Spoiler

Very cool intro, I like how the player dictates exactly how and when the fight will start. One of the first things I noticed was the crates slightly sunken into the snow, very nice touch. Those 4 AVs in the center at the start are absolute dog cunts, it was such a ruthless race against time to kill them before I got swarmed. The cacos are very effective in movement denial, inf height is busting my balls.
Getting the BFG secret was satisfying - are both switches needed to get it? Having the BFG made the last horde (caco + PE) really fun to fight.

Great midi!

 

Map07 @RonnieJamesDiner

Spoiler

I really dig that first room, getting the Cybers to smash the pinkies multiple times was very satisfying as was pummeling the rev horde with rockets. The midi combined with the sky and textures make for a really pleasant, ancient greek/egyptian/something feeling for me. The whole concept of using the Cybers as mobile artillery for yourself was really well executed. I felt like I needed the Cybers following me but at the same time it was making me very tense. The texture work on the outdoor grass bits was superb! I had to open up the map in UDB to see if they were really 3 different flats and yep, they sure are.

The corner fight where you're getting dp'd by by Revs and HKs was entertaining. Playing it was a tossup between pure damage and trying to coax infighting. Getting a lucky dash through to the BFG and putting space between myself and that cluster led to a heavy sigh of relief. Holding the Revs off from the BFG/Blue Key has helped me get a better feel for how many revs I can keep back by holding +attack and how much time I can afford to take ducking behind walls to dodge seekers.

Superb visuals, fantastic attention to detail (incl. lighting) and thoroughly engaging gameplay. I found no issues with this map, I loved it.

 

Map08 @antares031

Spoiler

You bustin' my chops with this health bonus? Holy fuck, you bustin' my god damn balls with these Revs!? Luckily (heh) you don't need super good RNG to get past them right at the start but after that they fucked me up pretty good. I'll be honest, normally I only save between fights, this time I saved after I juked the first revs and got the supercharge+BA.

 

I appreciate the smart use of monster blocking lines. So far it's been used in clever places but nothing that feels very out of place. I feel like I can't get a proper foothold at all. I just have no ammo and there's so, so many revs but I know eventually it will all unfold. Man, scrambling over the platforming bit, struggling to keep the path clear of chaingunners only to teleport into a room surrounded by arachnatrons... I love it. The pacing and constant crushing death is bone snappingly beautiful. The atmosphere makes me think of really curshing deathcore, it just keeps breaking down further and further, getting heavier and heavier.

The detailing in the arachnatron room was quite intriguing. The platforms in particular really stuck out to me as being exemplary tech base detailing, it captures the essence of a techbase very well. The cheesy fire texture by the tele was a tasty touch. The big Rev fight after the yellow tele took me a while to figure out. It all clicked when I realized the horde was smaller than I had previously thought and I could, in fact, circle-strafe 'em with the BFG. I had to mind my cell ammo at the end but I made it. The (presumably) shootable switch behind the caco wouldn't activate for me though? glboom 2.5.1.5 -complevel 9.


This map is notably tougher/took me longer to figure out than the previous maps. I thoroughly enjoyed it, it was very satisfying to conquer those seemingly impossible odds. I'm really excited about the late maps in the wad,

 

Map09 @Walter confetti

Spoiler

Really interesting midi right off the bat, very subdued and almost ambient. I dig the plainly detailed first area, it's a nice contrast to the extensive detailing in the previous maps. I struggled a bit until I died in my first run due to not finding the RL. This map feels like a respite after the previous map. The disappearing stairs is quite a nice effect.


I'd struggle to call this a slaughter map tbh. This plays much more like a 'standard' map than any of the others so far. The final fight with the cyber ended up going a bit wonky (in my favor) - a HK went through the tele before the cyber leaving the cyber in the put below as easy pickings.

From an overall pacing point of view this map functions great, it's a nice breather. As an individual map I'd say is middling. The combat isn't overly engaging most of the time and there could be a fraction more detailing IMO.

 

Map10 @Pegleg

Spoiler

Hell yeah, the intro with raising/lowering sectors is cool as fuck. It's a bit janky if you don't flip the switch immediately as the sectors block you for seemingly no reason but that's negligible.


I was able to press the switch behind the bars next to blue key through the bars but I don't know if this breaks the progression/what the switch does. The wall behind the bars isn't wide enough for the texture, it should be changed to something else IMO. The weird scifi aesthetic works well and gives me DN3D vibes. There's no lock-in for the first big fight so it's possible to run back out of the blue door and door camp.

 

I appreciate you not putting Cell boxes right in front of switches so I don't need to waste ammo. I found the BFG secret accidentally but I'm not complaining :)

 

I really like the look of the final arena. The pyramid in the middle is the best bit - it feels like it should be made of stone but because it's made of metallic cubes it fuses technology with the occult. It has a very mysterious feel to it. The manc who teles in to this location clips into the wall and is stuck/can't attack sometimes.

 

The final battle feels a bit lacking IMO, with such a big arena I expected more of a challenge. The map is quite easy overall, which is fine, but I think the ending could use a bit more oomph.

 

Map11 @Dragonfly

Spoiler

The first thing I noticed was the low enemy count and that fills me with anxiety and unease..


Great use of floor heights with those first revs, their slight elevation and the players lack of space makes them fairly threatening and quite fun to fight. Smart move making the HK cubby a damaging sector to prevent camping.

 

The visuals are tight, nothing is wasted or surplus. I am glad you didn't use SKINLOW, I can never unsee Adrian's knee..

 

Being a single room with a limited bestiary make this map feel quite cozy. The fairly gentle difficulty adds to sense of comfort, I really like this bite sized experience.

 

Edited by xvertigox : Playing through and jotting down notes on maps.

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Instead of giving it a score, I'd say it's just not a WAD for me. I don't wanna spoil my mood. I enter IDDQD, watch hundreds of revenants shooting their aimbotted fireballs at me, rush through them by blasting rockets right in their chests, run out of ammo, hear constant punch sounds and enter IDCLEV to see more fun how they try their best to kill me.

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This is epic as hell, will try this when I have time.

2 minutes ago, Dimon12321 said:

Instead of giving it a score, I'd say it's just not a WAD for me. I don't wanna spoil my mood. I enter IDDQD, watch hundreds of revenants shooting their aimbotted fireballs at me, rush through them by blasting rockets right in their chests, run out of ammo, hear constant punch sounds and enter IDCLEV to see more fun how they try their best to kill me.

That's the basic superslaughter experience.

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I finished the wad and the maps for the most part were really fun. My favorite was map07. I also found some bugs:

Spoiler

Map05

    The cybs can't be telefragged reliably. It took me 3 tries for it to work, as discussed above

Map10

    There are missing sky transfer tags on the center podium in the final arena

    The teleport destination for the repopulation mancs is incorrect. They teleport onto the podium instead of in their alcoves

    The closet with the 2 barons in the southeast of the secon-to-last big arena doesn't open

    There was a manc stuck in a scrolling monster closet in my playthrough

Map15

    There are two chaingunners stuck in the floor in the far southwest arena    

Also map13 is probably one of the hardest maps I've ever played.

Edited by Arbys550

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Thanks for the feedback guys!  We'll get these bugs fixed up for the next version.

 

57 minutes ago, Dimon12321 said:

Instead of giving it a score, I'd say it's just not a WAD for me.

 

Good of you to give it a go at any rate!  Hopefully you at least enjoyed the first few maps before the hundreds of revenants start showing up.  With the final version there'll be completion demos included if you're curious how the maps can be beaten without necessarily being a Doom-god.

 

55 minutes ago, Arbys550 said:

Also map13 is probably one of the hardest maps I've ever played.

 

Map 13 is surprisingly reasonable on lower difficulty settings, but yeah, on UV it does not mess around.

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