Doom slaughter maps

Doom slaughter maps DEFAULT
Slaughterfest 2011

A compilation of 32 slaughter maps, each designed to be played from a pistol start.

Filenames

sf2011.wad, SF2011.wad, sf2011v8.wad

MD5

f889ca6be912e703fb4dec4b709bf31a

SHA-1

561c59c7de24b2b0be132befcd927bb51782d9f9

SHA-256

d0139474f048d55c9f2c0d77b22d1c4e684fa2e76926ac3b5d3ab5663c80e8b0

Engines

PRBOOM+, Limit Removing, Boom

Maps

MAP09, MAP12, MAP20, MAP21, MAP22, MAP25, MAP26, MAP27, MAP28, MAP29, MAP30, MAP13, MAP23, MAP01, MAP04, MAP06, MAP05, MAP02, MAP07, MAP03, MAP32, MAP14, MAP31, MAP18, MAP17, MAP19, MAP15, MAP10, MAP08, MAP11, MAP16, MAP24

Incorrect? Suggest a correction.

=========================================================================== Archive Maintainer : doom2/Ports/megawads Advanced engine needed : PrBoom-Plus -complevel 9 compatible Primary purpose : Single + coop play =========================================================================== Title : Slaughterfest 2011 Filename : SF2011.wad Release date : February 7, 2012 Author : Various Email Address : [email protected] Description : A compilation of 32 slaughter maps, each designed to be played from a pistol start. Additional Credits to : Textures, flats, and sprites from cc4-tex, doom, gothictx, Oblige, q1tex, retres - See the CREDITS and MAPLIST sections for more =========================================================================== * What is included * New levels : 32 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : Dehacked lump included in the main wad. OPTIONAL .bex files included in the "extras" zip file. They speed up the weapons and give the player more health and ammo. All maps were designed to be played without the optional .bex files. Also in the "extras" zip file is a wad called SF2011TOD.wad that makes the caco corpses smaller. Map28 and map29 are intended to be played with that wad. The password for the "extras" zip file is "doom". Demos : Yes Other : No Other files required : None * Play Information * Game : Doom 2 Map # : 1-32 Single Player : Designed for Cooperative 2-4 Player : Untested Deathmatch 2-4 Player : Some maps Other game styles : None Difficulty Settings : Some maps * Construction * Base : New from scratch Build Time : lasted 200 days Editor(s) used : level editors, boom anim tool, xwe, slumped, paint, paint shop pro, GIMP, Bitmap Font Writer Known Bugs : May Not Run With... : * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse, as long as you give proper credit. You MAY distribute this zip file for free, provided you keep this entire zip file intact. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: www.doomworld.com/idgames FTP sites: =========================================================================== * DISCLAIMER * This PWAD contains select texture(s) and flat(s) that can originally be found in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive contains thirty-two professional quality levels and music. http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothicdm.zip http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothic2.MIDI file from vgmusic. Comments: Inspired by an old, unreleased megawad called ?The End?. Commander Keen. Maple Story. A train station. A book of rubbish ghost stories I once had. And, finally, the dark section of Phml?s MAP25 directly influenced my decision to use an empty void for a sky. A remake of a speedmap that was itself a remake of a speedmap. What annoys me about this map is that the sections after the first fight should be *more* chaotic. I wanted to preserve the ridiculous cyber/archvile free for all that existed in the very oldest version (now lost in the mists of time), but it just didn?t work out. There is also a hedgemaze in this map Oh well, at least the first room plays alright. Tested by gggmork, dannebubinga and Phml. Build time: Maybe three days. No bugs that I know of. =========================================== MAP02 - Control Freak Author - Grain of Salt Music - Kevin Schilder -- "SWAMPR", from Hexen. Comments: Inspired by Hexen, Julian Plenti is... Skyscraper, and half-remembered mansion-esque maps from Quake and Hexen 2 (the part inspired by that got deleted, though...) I wanted to make a map which would have one small, symmetrical room repeated 1700 times (don?t ask), but eventually I got sick of that idea and ended up with this instead. Early versions featured nothing but Hell Knights and a tide of Cacodemons that eventually filled the map from outside, but that was too much like Bananabread, so I got rid of it. This version is two rows and two columns smaller, and a lot lighter on the monsters, but still pretty unforgiving if you don?t play precisely. Features an unused voodoo mechanism which lowered the central pillars in older versions and warped in two cyberdemons. Or possibly three. Nearly my favourite map. And if we had dozens more maps to choose from for this project, this is the only one of mine besides MAP16 that I would keep. Tested by: Phml and gggmork. Build time: 4 or 5 hours, with some minimal tidying over the following weeks. No bugs that I know of. =========================================== MAP03 - Lull Author - Grain of Salt Music - Kevin Schilder -- "DEEPR", from Hexen. Comments: Inspired by Hexen, and Hexen: Deathkings, and something else I can't remember. Not hard enough, and too much like Control Freak, but it?s still quite pretty, and I like it. Again, this came from trying to make a room that could repeat 1700 times. One day this will make sense. Besides that, gggmork?s version is better. Go play that. Tested by: Phml. Build time: About 4 hours. No bugs that I know of. =========================================== MAP04 - North Author - Grain of Salt Music - Kevin Schilder -- "E2M4", from Heretic. Comments: Inspired by Heretic and... David Bowie? So apparently we?re in the arctic now. Tested by: gggmork and Phml. Build time: 3 hours on some gloomy morning. No bugs that I know of. =========================================== MAP05 - Eyes and Ears Author - Grain of Salt Music - Yasunori Mitsuda -- "The Girl Who Stole The Stars", from Chrono Cross. MIDI file from vgmusic, slightly edited by me, for volume, and to postpone the flute (?) melody at the start. Comments: Inspired by nothing I can remember. Probably some kind of music. This map was once ridiculously hard. The pillared cyberdemons used to be groups of about nine archviles. The HKs were revenants. But it was just unpleasant to play, so I toned it down quite a lot. This version is still a bit evil, but not so bad. Tested by: UnholyMessias, Phml and dannebubinga. Build time: 4 hours. No bugs that I know of. =========================================== MAP06 - Earthquake Author - Grain of Salt Music - Lee Jackson -- "Stalag 3D", from Duke Nukem 3D. Comments: Inspired by Quake, ?Homonculus? by Xiu Xiu, general Halloween themes, a Quake deathmatch map I remember from 1999, from a pack of maps called something like ?Time to Kill?...? Or maybe ?Countdown... something?. It was on a CD. Help me out here. Anyway. This map is quite hard. It also looks pretty drab and pointless. In the end, I just couldn?t get that much detail out of the Quake textures. There aren?t enough textures there that work together. Tested by: Phml and dannebubinga. Build time: 5 hours. In terms of bugs... if you idclip and go stand on the cliffs, you can make the sky look weird. But why would you do that? =========================================== MAP07 - Lull Remix Author - Grain of Salt gggmork Music - Descent, Music 18. Comments: *censored* =========================================== MAP08 - Metsu Author - dannebubinga Music - TNT map 06 Comments: This started as a speed map in the vein of Hell Revealed. I didn't complete it so when this project started I used the map as a base for a longer slaughtermap. Metsu is named after Ryu's ultra combo in Street Fighter 4 which is called Metsu Hadoken. Metsu meaning "destruction", sums up what this map is all about - demolish the fucking place and get the hell out of there. Works in coop, but not playtested. Tested by Phml, gggmork and Bloodite Krypto (thanks guys). =========================================== MAP09 - Ginipiggu Author - dannebubinga Music - Plutonia map 21 Comments: A simple slaughter-ish attempt on a circle of death tribute, made in a very short time borderlining on speed map. Also known as "Videopung" which is quite funny if you understand swedish. Later went for anoher japanese/english name which of course is "Guinea Pig". Works in coop, but not playtested. Tested by Phml =========================================== MAP10 - True Violence Author - dannebubinga Music - Plutonia map 2 Comments: My first time using the q1tex resource. It turned out quite nice and plays very well too. This map is very inspired by my fellow mapper "Grain of Salt" who uses these textures in a very tasteful way. Works in coop, but not playtested. The YK fight may break when in coop mode, but I don't know how 2 players would fit in there anyway. Player may also get stuck in the BK room if the player uses an AV jump to the coop teleporter leading to the BK room. Tested by Phml, Grain of Salt and Memfis (many thanks for that!). =========================================== MAP11 - Satsui No Hado Author - dannebubinga Music - Descent (d cent06) Comments: The nerd inside of me thought that I should pay another homage name-wise to the Street Fighter series. A big tech-base structure with gallons of cooling water running everywhere and tons of Hell Knights. The map is also a response to recent discussions about symmetry and how you've failed as a mapper if you implement it. What I think about symmetry is after playing this map - kind of obvious. Works in coop, but not playtested. Tested by Phml. =========================================== MAP12 - Ultra Author - dannebubinga Music - Descent (d cent09) Comments: A speedmap inspired by phmlspd. It may not look that way, but that's how I thought while I was mapping. I wanted the map to look like a phmlspd map, but when I threw in the jungle textures to spice it up a bit, it became quite abstract. A pretty poor looking map tbh, plays quite good for fast maxes and speed runs though. Works in coop, but not playtested. Tested by Phml and Grain of Salt. =========================================== MAP13 - Kama Sutra Lite Author - Memfis Music - MUS_E2M3 (slowed down a bit) from Heretic [created by Kevin Schilder] Comments: Just a little tribute to one of the most original KS maps. Made at russian 4 hour speedmapping event, with small corrections made soon after. =========================================== MAP14 - Unholy Courtyard Author - Olympus Music - Comments: This was a, well, different style map than I usually make! It's probably noticeable but it was inspired by a map from Hell Revealed. =========================================== MAP15 - Killtastrophe Author - Odd-o-matic dannebubinga (gameplay edits) Music - "Nobody Told Me About id", E2M8 from DOOM, by Bobby Prince Comments: =========================================== MAP16 - Night Train Author - DoomHero85 j4rio Grain of Salt Music - Descent, Music 12. Comments: DH85 - This was a speedmap for the project and I'm glad people took the time to flesh it out a little. Grain of Salt - Inspired by my own maps. Windows 95. Duke Nukem 3D. Finally a good map! In July, when nothing much had happened yet in SF2011, DoomHero85 (that?s General Rainbow Bacon to you) released a speedmap called ?Butt Donuts?. Much later, when we were compiling the beta releases, j4rio was generally unsatisfied by the DH85 maps we were looking at, and released a fix to make this one beatable, as well as adding a few interesting fights. I played j4rio?s version, and I started having ideas for how to detail it, so I loaded up Doom Builder, and a few hours later I had this. As well as the detailing, I tweaked the beginning fight quite a lot, I took out a couple of areas that didn?t work, and I shuffled the order of things around. So essentially, DoomHero created the shape of the map, j4rio fixed the gameplay, and I made it look pretty. In terms of aesthetics, it?s basically a rip-off of my Green Goddess maps, but no one played Green Goddess so I think we?re safe. I love the MIDI piano on this track. Ahhhh. Tested by: Phml and j4rio. Build time: Four hours of detailing. A few days of tweaks and discussion. No bugs that I know of. =========================================== MAP17 - Soup Author - DoomHero85 j4rio (gameplay edits) Music - Comments: This was a speedmap for the project and I'm glad people took the time to flesh it out a little. =========================================== MAP18 - MetalFuneral Author - DoomHero85 j4rio (gameplay edits) Music - Comments: This was a speedmap for the project and I'm glad people took the time to flesh it out a little. =========================================== MAP19 - Waffles Author - DoomHero85 j4rio (gameplay edits) Music - Comments: This was a speedmap for the project and I'm glad people took the time to flesh it out a little.Not being big on intellectual property and all that stuff, I explicitely said anyone was free to do with these as they wished. Now, some people thought it meant they could take the wad and haphazardly throw a bunch of monsters in it, completely destroying balance ; and so far all of that is fine, more power to them if they enjoy it that way. Then comes the annoying part: the original wad was named Phmlspd (creative, isn't it), and our fellows, which we'll assume were just appalled at the astounding amount of effort required to change a wad title, decided to just stick a version number at the end of it, call it a day and host it on Skulltag. Not only making it look like that sorry mess was condoned by me, but that it was the official thing, and that I was directly responsible for this atrocity. Yeah. Thank you very much, guys. So I bitched about it, still respectfully and all at this point, on the Skulltag forums, pointing out I wasn't so hot on the wad being tied to my name. Whoever was involved didn't bother to answer, and for a few days it seemed like the situation wasn't about to change any. Suddenly, the (Skulltag) wad name changed. To... Chillax. Oh, it. Is. ON. And so, Cat. A remix of Phmlspd map01, filled to the brim with monsters, with several new areas and redesigns of the old ones. Gritty redesigns, because if Hollywood told us something, reboots must be angsty. Following that thought, the secret area was a homage of sorts to some of ToD's maps, trying to grasp an eerie feeling of something that went terribly wrong and resulted in this black, soulless dimension filled with nothing but blood and monsters. Well, there's the blood and the monsters. Difficulty settings roughly implemented: HMP is like UV with more powerups and a few problematic monsters gone. HNTR is intended as a walk in the park / tourist difficulty; although there's still shit to shoot. Co-op starts are there, but no playtesting or balancing has been done, save for removing the BFG (which in itself should make a sizeable difference). =========================================== MAP26 - Mouse Author - Phml Music - "The Jade Emperor", Secret of Evermore Comments: Huge, dead temple. Let's get this out of the way, the texture scheme is ripped straight out of Sunder Map11. And *I* asked permission, thank you very much. ...Sorry. I'll behave. Back to the point: if you like anything about the aesthetics, Insane Gazebo is the one to thank for it ; and in that case, you ought to check Sunder if you haven't already. If, on the other hand, you think this map is complete junk, throw your rotten apples at me. I can't come close to the level of artistic skill the man has, and picking the same pieces to build with only makes the above that much more obvious. There's been many ideas, some discarded and some kept from the start, as it took an ungodly 3 months or so to get this done. 10-20 minutes a day at a time, admittedly, as not to yell in disgust and discard the whole thing while it looked like I was getting nowhere with it. The plan was to have a layout that'd tie back on itself in a way that fight dynamics could heavily change based on where and when you choose to fight ; a maze-ish environment with lowering walls triggered by walkover lines rather than switches, which along with the scale was an attempt to build on the lab mouse thing. While the set pieces were there, the gameplay was somewhat lacking in certain parts. Thankfully, dannebubinga single-handedly saved this map. He did a lot of playtesting during the final month, gave a lot of feedback, got me to consider and rework various stuff I wouldn't have thought of myself. Of course, he's not the only one who's been providing valuable feedback, and much thanks to everyone involved. It's just that danne's contribution was so critical to the result it'd be wrong not to acknowledge its extent. Difficulty settings roughly implemented: HMP is like UV with more powerups and a few problematic monsters gone. HNTR is a bit easier still. Co-op starts are there, but no playtesting or balancing has been done. =========================================== MAP27 - Supernib Author - TimeOfDeath Music - Comments: Named after the licorice cuz I was eating them when I made the map. =========================================== MAP28 - em1all Author - TimeOfDeath Music - Comments: This is map33 from em116.wad, credit to eternall.wad. =========================================== MAP29 - Chocolate Pain Author - TimeOfDeath Music - Comments: There's this grocery store in Canada called Sobey's, and they sell these pastry things (kinda like croissants) that are stuffed with chocolate. On the plastic container it says they're called "Pain Aux Chocolat", so yeah... =========================================== MAP30 - Mixed Nuts Author - TrueDude j4rio (gameplay edits) Music - Blind Guardian - Time What is Time Comments: [TD] An attempt to make the biggest map with the largest possible enemy count I could. I originally aimed to surpass Holy Hell, but I only reached just above 3/4 of its monster count I made the fatal mistake of testing with ZDoom, so when I switched to prBoom most of the enemies couldn't move because of how close they were to each other. I eventually just left it out for some else to finish. =========================================== MAP31 - Crest of Simplicity Part 2 Author - Zom-B TimeOfDeath (minor edits) Music - Comments: =========================================== MAP32 - Bananabread Author - Grain of Salt Music - Ellinia Forest, from Maple Story. MIDI file from vgmusic. Comments: Inspired by nothing. I spent about twenty minutes making a detailed 64x64 segment of stairs, and then I copy-pasted it into a big arena and filled it with stuff for some reason. The music here was the music I used for a very early version of Apple Acres, and I was sorry to see it go, so I found a space for it on this map, which never really had a track associated with it. It?s not a complex map. Just run, fire and stay alive. Tested by: gggmork and Phml. Build time: Less than 2 hours. No bugs that I know of. =========================================================================== ///////////////////////////////////////// // A U T H O R I N F O R M A T I O N // ///////////////////////////////////////// =========================================================================== Author - dannebubinga Alias - Daniel Jakobsson Email - [email protected] Other wads - combat shock Comments - I'm proud to be a part of SF2k11. Some of the finest players and mappers have contributed to this project and I hope we can continue making quality slaughter maps together in future projects! =========================================== Author - DoomHero85 Alias - General Rainbow Bacon Email - [email protected] Other wads - Comments - =========================================== Author - gggmork Alias - *censored* Email - *censored* Other wads - *censored* Comments - *censored* Banworld Minion: "We have successfully censored gggmork's above text fields, sir!" Dark Helmet: "Excellent!" Banworld Minion: "And the forum Ban Laser is almost complete! We just need your input on what to set the ban duration to!" Dark Helmet: "Set the ban duration to... INFINITY... ha ha haaa, even if gggmork is cryogenically unfrozen 5 BILLION years from now, he'll STILL be banned from MY forum! That's what he gets for DARING to post an external link that conflicts with my opinion, AKA. the law, and for posting gibberish! Any communication that does not conform with Banworld Newspeak Version 3 shall now be called "gibberish", and add it to the drop down box of potential review abuses at idgames! Remember, giving any of MY maps less than perfect scores is considered gibberish, and shall be met with the power of SCHWARTZ!" Banworld Minion: "YES SIR!" *covers crotch* Dark Helmet: "Make sure gggmork can't download his own demos from the Banworld forum; his user generated content is now... OUR content, just as we always planned! Send our propagandists to compare him to antisemitic chess players and double child murderers, now that he can no longer reply! Revoke bathroom privileges forum-wide! Place the censored loser forum on rolling evidence deletion! Ban all pictures of puppies, even ones on externally linked sites, because puppies don't wear clothes! And now... commence Operation Vacusuck on Planet Troll, and bring me a platter of BANanas! BAN! BAN! BAN!" =========================================== Author - Grain of Salt Alias - Grain of Salt Email - None Other wads - Green Goddess, which was never completed, and was released only on the forums, and MAP25 of Progressive Fiction, which isn't going to come out for a while. So, in effect... nothing. :) Comments - First off, I've got to thank the other members of the team for their contributions. We were lucky enough to get some of the best slaughter mappers around, and I'm thankful I got to work on something with them. Really, what other project is ever going to have new maps by TimeOfDeath, Phml and gggmork at the same time? SF2011 gives me a pretty strong Hell Revealed 2 vibe. We have similar gameplay, a similar mix of maps, and we even have a third episode that starts off gothic and segues into a surreal, scaled-up classic theme. All we're missing is a ridiculous IoS map at the end. Actually, why did no one do that? Come on, that would have been great. In terms of map variation, this is one of the strangest megawads I've ever seen. We have some maps with barely any thought given to the gameplay or aesthetics, and we have some maps that are extraordinary works of art in every respect. Luckily, most maps here are pretty solid, thanks to people like Phml and dannebubinga ravenously testing everything they can get hold of. There are weird lapses, but I guess that was inevitable in a project this open. I'm looking forward to SF2012, which will have twice as long to gather maps, and will therefore hopefully be able to avoid getting stuck with unfinished speedmaps. SF2012 could well be the last version of the project involving broadly this group of mappers, so we'd better make it a good one. Now pick a map and record something. =========================================== Author - j4rio Alias - none Email - nope Other wads - none Comments - none =========================================== Author - Memfis Alias - kuchitsu Email - [email protected] Other wads - sbspd020 MAP02, ht MAP17, whitemar MAP04, vodeim21, kashimir, spd6 MAP12, stckblod, map18mem, greenday, kurogane Comments - GUSTA, PLEASE RELEASE KS2 ALREADY! =========================================== Author - Odd-o-matic Alias - Email - Other wads - Comments - =========================================== Author - Okuplok Alias - Email - Other wads - Comments - =========================================== Author - Olympus Alias - Email - Other wads - Progressive Fiction (Hadephobia) Maps 12 and 23 Comments - This was really a fun project to work on, mostly because it was a different type of gameplay than I usually do. Now, I know I will probably not be able to beat a single map from this mapset, but I think it will be a good challenge for hardcore doomers. I hope the players have as much fun playing it as I did making my map for it. =========================================== Author - Phml Alias - None that I know of Email - [email protected] Other wads - Chaos Order, Bloodlust, Phmlspd, Trifling, dwspd022 map02, dwspd024 map13 Comments - Quality not guaranteed =========================================== Author - TimeOfDeath Alias - eternal slumber, Anigav, Croysent Email - [email protected] Other wads - dib28a map01 03 04 05 09 22 23 26 27 28, 2sector map07, rjsloth12, masterjumps map06, smedley, squane, chips19, flanagan, dekutree, loink, tom19, sloth0409, uuhhtod, slut, bump, av20mem, em116, nostril, reality3, ninadobrev, pppp, 64lemons, nh1 Comments - DOOM is liek r34lly gr8 =========================================== Author - Michael A. Jurich Alias - TrueDude Email - [email protected] Other wads - bonedry.wad Comments - =========================================== Author - Zom-B Alias - Email - Other wads - Comments - =========================================================================== /////////////////////////// // E N D O F F I L E // /////////////////////////// ====================================================================================================================================================== Archive Maintainer : doom2/Ports/megawads Advanced engine needed : PrBoom-Plus -complevel 9 compatible Primary purpose : Single + coop play =========================================================================== Title : Slaughterfest 2011 Filename : SF2011.wad Release date : February 7, 2012 Author : Various Email Address : [email protected] Description : A compilation of 32 slaughter maps, each designed to be played from a pistol start. Additional Credits to : Textures, flats, and sprites from cc4-tex, doom, gothictx, Oblige, q1tex, retres - See the CREDITS and MAPLIST sections for more =========================================================================== * What is included * New levels : 32 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : Dehacked lump included in the main wad. OPTIONAL .bex files included in the "extras" zip file. They speed up the weapons and give the player more health and ammo. All maps were designed to be played without the optional .bex files. Also in the "extras" zip file is a wad called SF2011TOD.wad that makes the caco corpses smaller. Map28 and map29 are intended to be played with that wad. The password for the "extras" zip file is "doom". Demos : Yes Other : No Other files required : None * Play Information * Game : Doom 2 Map # : 1-32 Single Player : Designed for Cooperative 2-4 Player : Untested Deathmatch 2-4 Player : Some maps Other game styles : None Difficulty Settings : Some maps * Construction * Base : New from scratch Build Time : lasted 200 days Editor(s) used : level editors, boom anim tool, xwe, slumped, paint, paint shop pro, GIMP, Bitmap Font Writer Known Bugs : May Not Run With... : * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse, as long as you give proper credit. You MAY distribute this zip file for free, provided you keep this entire zip file intact. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: www.doomworld.com/idgames FTP sites: =========================================================================== * DISCLAIMER * This PWAD contains select texture(s) and flat(s) that can originally be found in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive contains thirty-two professional quality levels and music. http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothicdm.zip http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothic2.MIDI file from vgmusic. Comments: Inspired by an old, unreleased megawad called “The End”. Commander Keen. Maple Story. A train station. A book of rubbish ghost stories I once had. And, finally, the dark section of Phml’s MAP25 directly influenced my decision to use an empty void for a sky. A remake of a speedmap that was itself a remake of a speedmap. What annoys me about this map is that the sections after the first fight should be *more* chaotic. I wanted to preserve the ridiculous cyber/archvile free for all that existed in the very oldest version (now lost in the mists of time), but it just didn’t work out. There is also a hedgemaze in this map Oh well, at least the first room plays alright. Tested by gggmork, dannebubinga and Phml. Build time: Maybe three days. No bugs that I know of. =========================================== MAP02 - Control Freak Author - Grain of Salt Music - Kevin Schilder -- "SWAMPR", from Hexen. Comments: Inspired by Hexen, Julian Plenti is... Skyscraper, and half-remembered mansion-esque maps from Quake and Hexen 2 (the part inspired by that got deleted, though...) I wanted to make a map which would have one small, symmetrical room repeated 1700 times (don’t ask), but eventually I got sick of that idea and ended up with this instead. Early versions featured nothing but Hell Knights and a tide of Cacodemons that eventually filled the map from outside, but that was too much like Bananabread, so I got rid of it. This version is two rows and two columns smaller, and a lot lighter on the monsters, but still pretty unforgiving if you don’t play precisely. Features an unused voodoo mechanism which lowered the central pillars in older versions and warped in two cyberdemons. Or possibly three. Nearly my favourite map. And if we had dozens more maps to choose from for this project, this is the only one of mine besides MAP16 that I would keep. Tested by: Phml and gggmork. Build time: 4 or 5 hours, with some minimal tidying over the following weeks. No bugs that I know of. =========================================== MAP03 - Lull Author - Grain of Salt Music - Kevin Schilder -- "DEEPR", from Hexen. Comments: Inspired by Hexen, and Hexen: Deathkings, and something else I can't remember. Not hard enough, and too much like Control Freak, but it’s still quite pretty, and I like it. Again, this came from trying to make a room that could repeat 1700 times. One day this will make sense. Besides that, gggmork’s version is better. Go play that. Tested by: Phml. Build time: About 4 hours. No bugs that I know of. =========================================== MAP04 - North Author - Grain of Salt Music - Kevin Schilder -- "E2M4", from Heretic. Comments: Inspired by Heretic and... David Bowie? So apparently we’re in the arctic now. Tested by: gggmork and Phml. Build time: 3 hours on some gloomy morning. No bugs that I know of. =========================================== MAP05 - Eyes and Ears Author - Grain of Salt Music - Yasunori Mitsuda -- "The Girl Who Stole The Stars", from Chrono Cross. MIDI file from vgmusic, slightly edited by me, for volume, and to postpone the flute (?) melody at the start. Comments: Inspired by nothing I can remember. Probably some kind of music. This map was once ridiculously hard. The pillared cyberdemons used to be groups of about nine archviles. The HKs were revenants. But it was just unpleasant to play, so I toned it down quite a lot. This version is still a bit evil, but not so bad. Tested by: UnholyMessias, Phml and dannebubinga. Build time: 4 hours. No bugs that I know of. =========================================== MAP06 - Earthquake Author - Grain of Salt Music - Lee Jackson -- "Stalag 3D", from Duke Nukem 3D. Comments: Inspired by Quake, “Homonculus” by Xiu Xiu, general Halloween themes, a Quake deathmatch map I remember from 1999, from a pack of maps called something like “Time to Kill”...? Or maybe “Countdown... something”. It was on a CD. Help me out here. Anyway. This map is quite hard. It also looks pretty drab and pointless. In the end, I just couldn’t get that much detail out of the Quake textures. There aren’t enough textures there that work together. Tested by: Phml and dannebubinga. Build time: 5 hours. In terms of bugs... if you idclip and go stand on the cliffs, you can make the sky look weird. But why would you do that? =========================================== MAP07 - Lull Remix Author - Grain of Salt gggmork Music - Descent, Music 18. Comments: *censored* =========================================== MAP08 - Metsu Author - dannebubinga Music - TNT map 06 Comments: This started as a speed map in the vein of Hell Revealed. I didn't complete it so when this project started I used the map as a base for a longer slaughtermap. Metsu is named after Ryu's ultra combo in Street Fighter 4 which is called Metsu Hadoken. Metsu meaning "destruction", sums up what this map is all about - demolish the fucking place and get the hell out of there. Works in coop, but not playtested. Tested by Phml, gggmork and Bloodite Krypto (thanks guys). =========================================== MAP09 - Ginipiggu Author - dannebubinga Music - Plutonia map 21 Comments: A simple slaughter-ish attempt on a circle of death tribute, made in a very short time borderlining on speed map. Also known as "Videopung" which is quite funny if you understand swedish. Later went for anoher japanese/english name which of course is "Guinea Pig". Works in coop, but not playtested. Tested by Phml =========================================== MAP10 - True Violence Author - dannebubinga Music - Plutonia map 2 Comments: My first time using the q1tex resource. It turned out quite nice and plays very well too. This map is very inspired by my fellow mapper "Grain of Salt" who uses these textures in a very tasteful way. Works in coop, but not playtested. The YK fight may break when in coop mode, but I don't know how 2 players would fit in there anyway. Player may also get stuck in the BK room if the player uses an AV jump to the coop teleporter leading to the BK room. Tested by Phml, Grain of Salt and Memfis (many thanks for that!). =========================================== MAP11 - Satsui No Hado Author - dannebubinga Music - Descent (d cent06) Comments: The nerd inside of me thought that I should pay another homage name-wise to the Street Fighter series. A big tech-base structure with gallons of cooling water running everywhere and tons of Hell Knights. The map is also a response to recent discussions about symmetry and how you've failed as a mapper if you implement it. What I think about symmetry is after playing this map - kind of obvious. Works in coop, but not playtested. Tested by Phml. =========================================== MAP12 - Ultra Author - dannebubinga Music - Descent (d cent09) Comments: A speedmap inspired by phmlspd. It may not look that way, but that's how I thought while I was mapping. I wanted the map to look like a phmlspd map, but when I threw in the jungle textures to spice it up a bit, it became quite abstract. A pretty poor looking map tbh, plays quite good for fast maxes and speed runs though. Works in coop, but not playtested. Tested by Phml and Grain of Salt. =========================================== MAP13 - Kama Sutra Lite Author - Memfis Music - MUS_E2M3 (slowed down a bit) from Heretic [created by Kevin Schilder] Comments: Just a little tribute to one of the most original KS maps. Made at russian 4 hour speedmapping event, with small corrections made soon after. =========================================== MAP14 - Unholy Courtyard Author - Olympus Music - Comments: This was a, well, different style map than I usually make! It's probably noticeable but it was inspired by a map from Hell Revealed. =========================================== MAP15 - Killtastrophe Author - Odd-o-matic dannebubinga (gameplay edits) Music - "Nobody Told Me About id", E2M8 from DOOM, by Bobby Prince Comments: =========================================== MAP16 - Night Train Author - DoomHero85 j4rio Grain of Salt Music - Descent, Music 12. Comments: DH85 - This was a speedmap for the project and I'm glad people took the time to flesh it out a little. Grain of Salt - Inspired by my own maps. Windows 95. Duke Nukem 3D. Finally a good map! In July, when nothing much had happened yet in SF2011, DoomHero85 (that’s General Rainbow Bacon to you) released a speedmap called “Butt Donuts”. Much later, when we were compiling the beta releases, j4rio was generally unsatisfied by the DH85 maps we were looking at, and released a fix to make this one beatable, as well as adding a few interesting fights. I played j4rio’s version, and I started having ideas for how to detail it, so I loaded up Doom Builder, and a few hours later I had this. As well as the detailing, I tweaked the beginning fight quite a lot, I took out a couple of areas that didn’t work, and I shuffled the order of things around. So essentially, DoomHero created the shape of the map, j4rio fixed the gameplay, and I made it look pretty. In terms of aesthetics, it’s basically a rip-off of my Green Goddess maps, but no one played Green Goddess so I think we’re safe. I love the MIDI piano on this track. Ahhhh. Tested by: Phml and j4rio. Build time: Four hours of detailing. A few days of tweaks and discussion. No bugs that I know of. =========================================== MAP17 - Soup Author - DoomHero85 j4rio (gameplay edits) Music - Comments: This was a speedmap for the project and I'm glad people took the time to flesh it out a little. =========================================== MAP18 - MetalFuneral Author - DoomHero85 j4rio (gameplay edits) Music - Comments: This was a speedmap for the project and I'm glad people took the time to flesh it out a little. =========================================== MAP19 - Waffles Author - DoomHero85 j4rio (gameplay edits) Music - Comments: This was a speedmap for the project and I'm glad people took the time to flesh it out a little.Not being big on intellectual property and all that stuff, I explicitely said anyone was free to do with these as they wished. Now, some people thought it meant they could take the wad and haphazardly throw a bunch of monsters in it, completely destroying balance ; and so far all of that is fine, more power to them if they enjoy it that way. Then comes the annoying part: the original wad was named Phmlspd (creative, isn't it), and our fellows, which we'll assume were just appalled at the astounding amount of effort required to change a wad title, decided to just stick a version number at the end of it, call it a day and host it on Skulltag. Not only making it look like that sorry mess was condoned by me, but that it was the official thing, and that I was directly responsible for this atrocity. Yeah. Thank you very much, guys. So I bitched about it, still respectfully and all at this point, on the Skulltag forums, pointing out I wasn't so hot on the wad being tied to my name. Whoever was involved didn't bother to answer, and for a few days it seemed like the situation wasn't about to change any. Suddenly, the (Skulltag) wad name changed. To... Chillax. Oh, it. Is. ON. And so, Cat. A remix of Phmlspd map01, filled to the brim with monsters, with several new areas and redesigns of the old ones. Gritty redesigns, because if Hollywood told us something, reboots must be angsty. Following that thought, the secret area was a homage of sorts to some of ToD's maps, trying to grasp an eerie feeling of something that went terribly wrong and resulted in this black, soulless dimension filled with nothing but blood and monsters. Well, there's the blood and the monsters. Difficulty settings roughly implemented: HMP is like UV with more powerups and a few problematic monsters gone. HNTR is intended as a walk in the park / tourist difficulty; although there's still shit to shoot. Co-op starts are there, but no playtesting or balancing has been done, save for removing the BFG (which in itself should make a sizeable difference). =========================================== MAP26 - Mouse Author - Phml Music - "The Jade Emperor", Secret of Evermore Comments: Huge, dead temple. Let's get this out of the way, the texture scheme is ripped straight out of Sunder Map11. And *I* asked permission, thank you very much. ...Sorry. I'll behave. Back to the point: if you like anything about the aesthetics, Insane Gazebo is the one to thank for it ; and in that case, you ought to check Sunder if you haven't already. If, on the other hand, you think this map is complete junk, throw your rotten apples at me. I can't come close to the level of artistic skill the man has, and picking the same pieces to build with only makes the above that much more obvious. There's been many ideas, some discarded and some kept from the start, as it took an ungodly 3 months or so to get this done. 10-20 minutes a day at a time, admittedly, as not to yell in disgust and discard the whole thing while it looked like I was getting nowhere with it. The plan was to have a layout that'd tie back on itself in a way that fight dynamics could heavily change based on where and when you choose to fight ; a maze-ish environment with lowering walls triggered by walkover lines rather than switches, which along with the scale was an attempt to build on the lab mouse thing. While the set pieces were there, the gameplay was somewhat lacking in certain parts. Thankfully, dannebubinga single-handedly saved this map. He did a lot of playtesting during the final month, gave a lot of feedback, got me to consider and rework various stuff I wouldn't have thought of myself. Of course, he's not the only one who's been providing valuable feedback, and much thanks to everyone involved. It's just that danne's contribution was so critical to the result it'd be wrong not to acknowledge its extent. Difficulty settings roughly implemented: HMP is like UV with more powerups and a few problematic monsters gone. HNTR is a bit easier still. Co-op starts are there, but no playtesting or balancing has been done. =========================================== MAP27 - Supernib Author - TimeOfDeath Music - Comments: Named after the licorice cuz I was eating them when I made the map. =========================================== MAP28 - em1all Author - TimeOfDeath Music - Comments: This is map33 from em116.wad, credit to eternall.wad. =========================================== MAP29 - Chocolate Pain Author - TimeOfDeath Music - Comments: There's this grocery store in Canada called Sobey's, and they sell these pastry things (kinda like croissants) that are stuffed with chocolate. On the plastic container it says they're called "Pain Aux Chocolat", so yeah... =========================================== MAP30 - Mixed Nuts Author - TrueDude j4rio (gameplay edits) Music - Blind Guardian - Time What is Time Comments: [TD] An attempt to make the biggest map with the largest possible enemy count I could. I originally aimed to surpass Holy Hell, but I only reached just above 3/4 of its monster count I made the fatal mistake of testing with ZDoom, so when I switched to prBoom most of the enemies couldn't move because of how close they were to each other. I eventually just left it out for some else to finish. =========================================== MAP31 - Crest of Simplicity Part 2 Author - Zom-B TimeOfDeath (minor edits) Music - Comments: =========================================== MAP32 - Bananabread Author - Grain of Salt Music - Ellinia Forest, from Maple Story. MIDI file from vgmusic. Comments: Inspired by nothing. I spent about twenty minutes making a detailed 64x64 segment of stairs, and then I copy-pasted it into a big arena and filled it with stuff for some reason. The music here was the music I used for a very early version of Apple Acres, and I was sorry to see it go, so I found a space for it on this map, which never really had a track associated with it. It’s not a complex map. Just run, fire and stay alive. Tested by: gggmork and Phml. Build time: Less than 2 hours. No bugs that I know of. =========================================================================== ///////////////////////////////////////// // A U T H O R I N F O R M A T I O N // ///////////////////////////////////////// =========================================================================== Author - dannebubinga Alias - Daniel Jakobsson Email - [email protected] Other wads - combat shock Comments - I'm proud to be a part of SF2k11. Some of the finest players and mappers have contributed to this project and I hope we can continue making quality slaughter maps together in future projects! =========================================== Author - DoomHero85 Alias - General Rainbow Bacon Email - [email protected] Other wads - Comments - =========================================== Author - gggmork Alias - *censored* Email - *censored* Other wads - *censored* Comments - *censored* Banworld Minion: "We have successfully censored gggmork's above text fields, sir!" Dark Helmet: "Excellent!" Banworld Minion: "And the forum Ban Laser is almost complete! We just need your input on what to set the ban duration to!" Dark Helmet: "Set the ban duration to... INFINITY... ha ha haaa, even if gggmork is cryogenically unfrozen 5 BILLION years from now, he'll STILL be banned from MY forum! That's what he gets for DARING to post an external link that conflicts with my opinion, AKA. the law, and for posting gibberish! Any communication that does not conform with Banworld Newspeak Version 3 shall now be called "gibberish", and add it to the drop down box of potential review abuses at idgames! Remember, giving any of MY maps less than perfect scores is considered gibberish, and shall be met with the power of SCHWARTZ!" Banworld Minion: "YES SIR!" *covers crotch* Dark Helmet: "Make sure gggmork can't download his own demos from the Banworld forum; his user generated content is now... OUR content, just as we always planned! Send our propagandists to compare him to antisemitic chess players and double child murderers, now that he can no longer reply! Revoke bathroom privileges forum-wide! Place the censored loser forum on rolling evidence deletion! Ban all pictures of puppies, even ones on externally linked sites, because puppies don't wear clothes! And now... commence Operation Vacusuck on Planet Troll, and bring me a platter of BANanas! BAN! BAN! BAN!" =========================================== Author - Grain of Salt Alias - Grain of Salt Email - None Other wads - Green Goddess, which was never completed, and was released only on the forums, and MAP25 of Progressive Fiction, which isn't going to come out for a while. So, in effect... nothing. :) Comments - First off, I've got to thank the other members of the team for their contributions. We were lucky enough to get some of the best slaughter mappers around, and I'm thankful I got to work on something with them. Really, what other project is ever going to have new maps by TimeOfDeath, Phml and gggmork at the same time? SF2011 gives me a pretty strong Hell Revealed 2 vibe. We have similar gameplay, a similar mix of maps, and we even have a third episode that starts off gothic and segues into a surreal, scaled-up classic theme. All we're missing is a ridiculous IoS map at the end. Actually, why did no one do that? Come on, that would have been great. In terms of map variation, this is one of the strangest megawads I've ever seen. We have some maps with barely any thought given to the gameplay or aesthetics, and we have some maps that are extraordinary works of art in every respect. Luckily, most maps here are pretty solid, thanks to people like Phml and dannebubinga ravenously testing everything they can get hold of. There are weird lapses, but I guess that was inevitable in a project this open. I'm looking forward to SF2012, which will have twice as long to gather maps, and will therefore hopefully be able to avoid getting stuck with unfinished speedmaps. SF2012 could well be the last version of the project involving broadly this group of mappers, so we'd better make it a good one. Now pick a map and record something. =========================================== Author - j4rio Alias - none Email - nope Other wads - none Comments - none =========================================== Author - Memfis Alias - kuchitsu Email - [email protected] Other wads - sbspd020 MAP02, ht MAP17, whitemar MAP04, vodeim21, kashimir, spd6 MAP12, stckblod, map18mem, greenday, kurogane Comments - GUSTA, PLEASE RELEASE KS2 ALREADY! =========================================== Author - Odd-o-matic Alias - Email - Other wads - Comments - =========================================== Author - Okuplok Alias - Email - Other wads - Comments - =========================================== Author - Olympus Alias - Email - Other wads - Progressive Fiction (Hadephobia) Maps 12 and 23 Comments - This was really a fun project to work on, mostly because it was a different type of gameplay than I usually do. Now, I know I will probably not be able to beat a single map from this mapset, but I think it will be a good challenge for hardcore doomers. I hope the players have as much fun playing it as I did making my map for it. =========================================== Author - Phml Alias - None that I know of Email - [email protected] Other wads - Chaos Order, Bloodlust, Phmlspd, Trifling, dwspd022 map02, dwspd024 map13 Comments - Quality not guaranteed =========================================== Author - TimeOfDeath Alias - eternal slumber, Anigav, Croysent Email - [email protected] Other wads - dib28a map01 03 04 05 09 22 23 26 27 28, 2sector map07, rjsloth12, masterjumps map06, smedley, squane, chips19, flanagan, dekutree, loink, tom19, sloth0409, uuhhtod, slut, bump, av20mem, em116, nostril, reality3, ninadobrev, pppp, 64lemons, nh1 Comments - DOOM is liek r34lly gr8 =========================================== Author - Michael A. Jurich Alias - TrueDude Email - [email protected] Other wads - bonedry.wad Comments - =========================================== Author - Zom-B Alias - Email - Other wads - Comments - =========================================================================== /////////////////////////// // E N D O F F I L E // /////////////////////////// ===========================================================================

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Loading..
Sours: https://www.wad-archive.com/wad/Slaughterfest-2011

Slaughter map

Under construction icon-yellow.svgThis article or section is a stub. Please help the Doom Wiki by adding to it.

A slaughter map is a style of fan-made Doom level where gameplay is centered around fighting large hordes of mid-tier monsters.

The Plutonia Experiment'sMAP32 and PUNISHR.WAD, each designed by one of the CasaliBrothers, are cited as some of the earliest examples of a slaughter map.[1][2] Most slaughter maps feature large arenas where large numbers of monsters typically attack in hordes, and the player is forced to apply "group management" techniques to attack groups of numbers of monsters together. This necessarily requires the use of high-level weapons such as the rocket launcher, plasma gun and BFG9000.

Two of the largest and hardest maps are Okuplok Slaughter Map[3][4][5] and Holy Hell Revealed.[6]

Noteworthy slaughter mapsets[edit]

External links[edit]

References[edit]

  1. ↑Doomworld forums post
  2. ↑Doomworld forums post
  3. ↑Doomworld forums post
  4. ↑Doomworld forums post
  5. ↑Doomworld forums post
  6. ↑Doomworld forums post
Sours: https://doomwiki.org/wiki/Slaughter_map
  1. Flirty memes for him
  2. Godfall bosses
  3. Mario bros coins
  4. Rise n shine pediatrics

ZDoom

Re: Any good Slaughter Maps?

Postby printz » Sat Mar 09, 2013 11:48 pm

Xaser wrote:"Slaughtermap" has a rather precise definition among the Doom community, though I suppose that sort of thing is indeed what you're after, since the genre generally involves mowing down hordes of monsters in arena-ish settings.
I thought "slaughtermap" merely means a level with too many monsters per square, where because of this you're also over-equipped just to survive. Sounds vague and fuzzy, I know.
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printz
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DOOM Eternal - CULTIST BASE SLAUGHTER MAP

Which was also upsetting. Anyone else in my place would only rejoice: What's wrong with being a male. Yes, class. For some reason, I always wanted something else.

Maps doom slaughter

A member of course - half-cocked. That's what youth means - another two or three minutes, and the young male will be ready for a new fertilization. I will receive more accurate data on the recovery time of potency after the third electroejaculation.

Doom II - Okuplok Slaughter Map (Blind Ultra-Violence Run)

Sitting more comfortably in the chair, he grunted contentedly. - And you are high-spirited, schoolboy. Looks good you were beaten there for discipline. Look how you report. But we don't have Confederate forces here, but a transport fleet.

You will also like:

Having tickled the bridle under the head, she worked the hole, and then took the whole head into her mouth. Irka did not suck my dick. Not. He literally floated in hot saliva. Irka either swallowed it almost entirely, then left only the head in her mouth.



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