LateNightPerson Posted August 17, 2021 Map name: Meltdown Madness Build time: probably 10 hours Music used: Sonic CD - Wacky Workbench Bad Future JP Comments: Yeah this took some time to make. (Hopefully) will be back with another one. Also, the Spoiler nuclear missile setpiece is cool imo. slaughter.rar 5 Share this post Link to post
Mike_C Posted August 18, 2021 Map Name: The Ultra Sector Author: Mike_C Music: "Machine" by Immorpher Sky: custom (cannot remember where I got it from) Format: GZDoom Difficulty Settings: Implemented and tested Build Time: about 12 hours Monster Count: 88/99/110 Par Time: 4 minutes Jumping Crouching: not needed/doesn't break the map as far as I can tell Spoiler Slaughter_MC.zip 3 Share this post Link to post
Peccatum Mihzamiz Posted August 19, 2021 (edited) Map Name: Lightning over the Beyond Author: Peccatum Mihzamiz Music: 'The Doom World is Flat', by decino. From the TNT MIDI PACK Sky: OSKY28 from OTEX Format: Boom Difficulty Settings: Yes, implemented Build Time: about 12 hours, with some additional balancing and bugfixing Monster Count: 595 Jumping/Crouching/Mouselook: not allowed Comments: Tried my hand again at preventing 'circle strafe to win' in a slaughter map. I think I succeeded this time, though this is not the purest of slaughter maps. If you think the arena with the raising and lowering rocks is too difficult: try a different tactic like Spoiler running straight through the middle every now and then. That's where all the health is. It was a nice experience making this. First time having used many Boom features such as 'transfer sky'. Known issues: There are still a few HOMs and a few strange slime trails that have to be fixed. Download link Screenshots: Spoiler Edited August 22, 2021 by Peccatum Mihzamiz : different download link 2 Share this post Link to post
Worriedidiot Posted August 21, 2021 Map Name: Cosmo-Carousel Author: Worriedidiot Music: Midi version of Corridors of Time from Chrono Trigger SNES Sky: OTEX "OSKY33; OSKY38" Format: GZDoom (UDMF) Difficulty Settings: Yes Build Time: ~10 hours Monster Count: 333/555/777 Par Time: 15 Jumping Crouching: No Comments: A very strange yellow and blue themed map with a lot of moving and blinking stuff. It's probably one of the strangest and most unenjoyable maps I've ever made. Enjoy! (It's possibly not even good enough to be in here, but oh well) Screenshots: Spoiler Cosmo-car.rar 3 Share this post Link to post
Peccatum Mihzamiz Posted August 25, 2021 Map Name: From the Canyons to the Stars Author: Peccatum Mihzamiz Music: "In Search of an Answer" from the Arrival soundtrack, by @AD_79 Sky: OSKY01 from OTEX Format: UDMF Difficulty Settings: Not implemented yet Build Time: 4 hours Monster Count: 249 Par Time: 1 minute Jumping/Crouching: optional but not needed. Mouselook is optional and recommended. Known issues: the ACS is not perfect but in the end it gets the job done. I might still change some of the textures. Comments: One of three 'intermezzo' maps I'm planning for this event. Short and with a clear, singular gimmick. They are meant to be a 'breather' in between longer slaughter maps. Screenshots: Spoiler Download link 3 Share this post Link to post
BluePineapple72 Posted August 26, 2021 Here's a prerelease for the Summer of Slaugher PK3 There are 12 Maps compiled in this pre release, but there are about 10 more waiting to be put in (by me). Also, I'm a bit tenuous with the deadline at the moment. For now, act as if the submissions were closing on the 31st. 3 Share this post Link to post
El Inferno Posted August 29, 2021 (edited) Map Name: Crimson Affinity Author: El Inferno Music: taken from Abandon map 1 Sky: OSKY17, OSKY25 Format: Boom Difficulty Settings: UV and HMP Build Time: 11 hours 15 minutes Monster Count: 83 Par Time: 10 minutes Jumping/Crouching: nop Comments: The map features a secret exit so it may fit the map15 or map31 slots. This is an alternative interpretation of the term "microslaughter" (aka cramped bs) craf.zip (update v3) Edited September 7, 2021 by El Inferno : forgot some skytransfers 3 Share this post Link to post
Worriedidiot Posted August 30, 2021 Map Name: death.digital Author: Worriedidiot Music: Accelerator by AD_79 Sky: Mek's Box o' Skies "VP1SKY01" Format: GZDoom (UDMF) Difficulty Settings: Yes Build Time: ~8 hours Monsters: 300/397/508 Par Time: 25 Minutes Jumping Crouching: No Comments: [!WARNING!] DUMB GIMMICK AHEAD You've got infinite ammo, but only for a couple of minutes so spend your time (and ammo) wisely. Take the optimal route if you don't want to punch a cyberdemon to death in close quarters. 100% is possible, but very tedious. Screenshots: Spoiler digital death.rar 2 Share this post Link to post
muumi Posted August 30, 2021 Map Name: The Library of Babel Author: Muumi Music: The Collector by Jimmy Sky: lots of black Format: Boom Difficulty Settings: no Build Time: 12 hours Monsters: 3240 Par Time: 20 Minutes Jumping Crouching: No Comments: Features huge slaughter fights, precise platforming and precise platforming under pressure. Somewhere in this library must be book that explains why. the_library_of_babel.zip Spoiler 5 Share this post Link to post
MAN_WITH_GUN Posted September 1, 2021 (edited) Map Name: No Living Land Author: Man With a Gun Music: Sombre Visions by Eris Falling Sky: RSKY3 from cc4.tex Format: Prboom plus (complevel 9) Difficulty Settings: UV only Build Time: 12 hours Monsters: Around 1000 monsters Par Time: 40-45 mins Jumping Crouching: No Comments: The smell of rotten flesh hurts your nose, The bright red sky hurts your eyes, There's nothing good in this place except you... This is No Living Land, and you're not welcome here. Warning! This map tested only once! This version might contain some bugs and unbalancing stuff in it, so please feel free to say about this while testing it. Download: https://www.dropbox.com/s/spes6yv3c9hlfjp/NLL.zip?dl=0 Screenshots: Edited September 1, 2021 by MAN_WITH_GUN 9 Share this post Link to post
BluePineapple72 Posted September 9, 2021 I will be closing public submissions to summer of slaughter at 11:59 PM on September the 10th. There are a few maps (including mine) that will be between this closing and release; these maps have been in development for some time and are from some PUSS regulars. If you have a map that is over 6 hours in, DM me so I can potentially accept it. Either way, I need to close submissions so that we can wrap this bad boy up ,o7 A pre beta build should hopefully be out sometime next week. 3 Share this post Link to post
BluePineapple72 Posted September 17, 2021 (edited) Not quite Summer anymore is it? It's getting rainier and colder outside. Thankfully, we can stay indoors an be nostalgic about the summer months with THE SUMMER OF SLAUGHTER - a (soon to be) 30+ Map extravaganza with... well... lot's a killin' in it. This wad ain't for folks with carpal tunnel. Important note: This is a BETA release. The final release will be very very different from the version seen here. It'll also get it's own release thread. Yippee!! WAD File: The Summer of Slaugther - BETA V1 Port: UDMF Compatible - Tested in GZDoom IWAD: DOOM2 - Map01-26 Resources: OTEX - Some things from Aaliens - 12days.wad - More to come Comments: MegaWAD created as the tenth edition of the PUSS series. Maps are ordered in chronology of submission. Rules/gimmicks mappers followed are in the original post (SEE BELOW). Please read the README file for more information as to what work is going to be put into this wad over the next few months. We need all the help we can get when it comes to testing! These maps are hard. One could say they're rather... slaughter like MAPLIST: Map01 - "Funeralopolis" - @myoldenMap02 - "Thou art in Heaven" - @DynamiteKaitorn Map03 - "Cenotaph" - @myoldenMap04 - "Summer of Resistance" - @muumi Map05 - "The More You Know" - @notTyrone Map06 - "Premonition of Hostility" - @Lorenz0 Map07 - "Joy of the Blood of the Stars" - @Peccatum Mihzamiz Map08 - "Godhood Cathedral" - @El InfernoMap09 - "Caco Machine" - @muumi Map10 - "Morumotto" - @Danlex Map11 - "The End Is Purple" - @notTyroneMap12 - "Take a Plunge" - @ThepersonMap13 - "Script of decay" - @Astro X Map14 - "Chaos Lab II" - @Pierrot Map15 - "Meltdown Madness" - @LateNightPerson Map16 - "Colors of NRG" - @Awall Map17 - "The Ultra Sector" - @Mike_C Map18 - "Lightning over the Beyond" - @Peccatum Mihzamiz Map19 - "Cosmo-Carousel" - @Worriedidiot Map20 - "From the Canyons to the Stars" - @Peccatum Mihzamiz Map21 - "Monodie" - @Peccatum Mihzamiz Map22 - "Divine Escalation" - Chookum Map23 - "Crimson Affinity" - @El Inferno Map24 - "death.digital" - @Worriedidiot Map25 - "Library of Babel" - @muumi Map26 - "No Living Land" - @MAN_WITH_GUN 4 Share this post Link to post
Blip Posted September 19, 2021 Casual playthrough in UV starting with map01. I'll probably be posting the uploads of the next few maps in groups so as to not spam the thread: 4 Share this post Link to post
BluePineapple72 Posted September 19, 2021 @Blip Awesome stuff! Looking forward to it! To you and anyone else playing though this WAD; I’m planning on ordering these levels by difficulty. So once a full playthough is complete, I’d like y’all to submit to me a map list in order of difficulty. The final release will be a composite of everyone’s opinions and my own experiences with the maps. 4 Share this post Link to post
muumi Posted September 19, 2021 Godhood Cathedral - hard Everything else - easy 4 Share this post Link to post
BluePineapple72 Posted September 21, 2021 Howdy folks! Here's BETA 1.2! It fixes the Christmas tree bug and adds a new map! Whoopee! Full Change Log - 1.2 Spoiler BETA 1.2 Fixed Christmas Trees Added Map27 - "Slaughter Incorpserated" - @Steve88 Updated Maps: Map05 to V3 - Map08 to V5 3 Share this post Link to post
Blip Posted September 26, 2021 Ok as promised here are some my playthroughs of the maps. I'll be uploading them in groups of 5. NOTE: map 2 and 3 were using the wrong tree texture, the weird Christmas trees are not there in the latest version. Map02: Map03: Map04: Map05: Map06: 6 Share this post Link to post
Blip Posted September 28, 2021 Map07: Map08 (Bring some popcorn to watch this movie, it's a big boy and extremely hard): Map09: Map10: Map11: 7 Share this post Link to post
Peccatum Mihzamiz Posted September 29, 2021 Thanks again for the playthroughs @Blip! They help us out a lot and are inspiring. Looking forward to the rest of your videos! 2 Share this post Link to post
Blip Posted October 8, 2021 I think map24 is broken in the PUSS pk3 and the gimmick isn't working at all, making the map totally unplayable, though it would've been nice for the mapmaker to put a sign somewhere in the map that explaining the gimmick instead of making me look at the forums to know how the map is supposed to be played. I played the map in the standalone wad submitted by the author just to be sure and it all seemed to be working fine in there. I played it using gzdoom 4.7.0 with default compatibility settings. 2 Share this post Link to post
BluePineapple72 Posted October 8, 2021 (edited) 6 minutes ago, Blip said: I think map24 is broken in the PUSS pk3 and the gimmick isn't working at all, making the map totally unplayable, though it would've been nice for the mapmaker to put a sign somewhere in the map that explaining the gimmick instead of making me look at the forums to know how the map is supposed to be played. I played the map in the standalone wad submitted by the author just to be sure and it all seemed to be working fine in there. I played it using gzdoom 4.7.0 with default compatibility settings. They sent a fix to me a few weeks ago though unfortunately I haven't had the time as of late to go in and fix it. Thankfully, since Fall Break is about to land for me, I'll see about getting Beta 1.3 out this weekend. Fingers crossed for a new map. 1 Share this post Link to post
Worriedidiot Posted October 8, 2021 1 hour ago, Blip said: I think map24 is broken in the PUSS pk3 and the gimmick isn't working at all, making the map totally unplayable, though it would've been nice for the mapmaker to put a sign somewhere in the map that explaining the gimmick instead of making me look at the forums to know how the map is supposed to be played. I played the map in the standalone wad submitted by the author just to be sure and it all seemed to be working fine in there. I played it using gzdoom 4.7.0 with default compatibility settings. I'm so sorry. I really messed up that version. I basically fixed a few bugs and somehow completely broke the map while doing that. I know the gimmick is confusing. I had no idea how I could tell the player about it. I'm not even a little bit proud of that map... 2 Share this post Link to post
MemeMind Posted October 8, 2021 Just Checked the beta out really quick, looks like my map is using a early version without the difficulty tweaks I put in. I know its a beta but reminding in case the early version gets in the final wad. 1 Share this post Link to post
Arbys550 Posted October 20, 2021 (edited) Nice mapset so far, the death exit for map03 didn't trigger for me the first time I tried it though, I just sat there dead. Update: Finished my playthrough and I just now realized I don't have the latest version, so some of my comments may be outdated. In map07, the floor trap in the beginning doesn't work all the time, I stepped back to safety since I heard barons down there. I thought some sort of platform was gonna raise up with barons on it so waited a while until finally they died somehow and I dropped down. This meant the giant wave of imps was already spawned and I was completely surrounded and had no chance. In map12, the little switches to raise you up onto those sand mountains aren't repeatable and I had to noclip to get up on one of them. In the beginning of map18, where the imps swarm you in that hallway, the floor keeping me in the fight was invisible so I just got randomly blocked by an invisible line. In map24 I think something just didn't work for me. The map just stopped giving me ammo halfway through for some reason and I had to just run through a giant horde of 300+ revenants and get around 2 giant archvile hordes with pretty much nothing. The BFG and megasphere also didn't lower all the way. Finally, aside from map26 being almost unplayable for me, even with a high end gaming laptop, I think the progression to get to the final fight is incredibly obtuse, there's no way for the player to know that the light texture is a lift. Also I'd like to see someone play map08 because I just can't believe the final fight can ever be consistent with the insane amount of archviles there are. Yet another edit: The reason I had the wrong version is because the link in the OP isn't updated with the latest version Edited October 25, 2021 by Arbys550 5 Share this post Link to post
Steve88 Posted October 26, 2021 (edited) @Arbys550 Don't know if this version has the map in it yet, but there is a map27, it was a late submission on my part. Would be interested in your thoughts on it if you are interestedand have time. If it's not I can post up a link. I only posted in the discord... I was to lazy to add it here lol maybe @BluePineapple72 can post the updated version 😅 Edited October 26, 2021 by Steve88 1 Share this post Link to post
Arbys550 Posted October 26, 2021 @Steve88 I downloaded the latest version and I played part of it but rage quit on the part with all the viles in the tight square space because I just had no idea what was going on with the crushers. I pretty much just instantly died every time the crushers started and in one attempt a giant revenant swarm came out but in later attempts it never happened. I was just confused about the whole thing. I liked the beginning with the imps and the rest of the map was pretty good too. 1 Share this post Link to post