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TimeOfDeath
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Final Final VERSION: SF2012_final.zip


It's January 1st, 2012 and nobody's made a thread yet, so...

SLAUGHTERFEST 2012
Resource Wad: SF2012-tex.zip (includes Infinite BFG dehacked)
Other used texture packs: cc4-tex - gothictx - nb_recol - q1tex

NOTE #1
Anyone can join, but your maps must be playtested. Some of the players may also have comments and suggestions for the gameplay in your maps.

NOTE #2
At the end of the year, we'll all vote on our favourite maps. The favourites will be added together in one wad, while the others will be added together in a second wad.

SPECIFICS
* prboom-plus -complevel 9
* add coop starts
* add difficulty settings
* use sky transfers if you want a custom sky
* custom textures & flats are allowed
* DO NOT put any nazis in your map - the game will crash because of dehacked conflicts
* only want to make a layout? post it here for someone else to do gameplay

* the Chainsaw will be replaced with an Infinite Ammo BFG

- if your map uses the Infinite BFG, your map is REQUIRED to have a death exit (kill/telefrag an icon of sin and a voodoo doll at the same time)
- only place the Chainsaw in your map if you want players to use the Infinite BFG



Slaughterfest 2011 thread: http://www.doomworld.com/vb/wads-mo...ghterfest-2011/

code:
/////////////////////////////////// // M A P S U B M I S S I O N S // ///////////////////////////////////

2012/01/06 - Castle Lava - TimeOfDeath - post - final
2012/01/07 - Shore of Hell - Rayzik - post - v.3
2012/01/09 - Red Death.wad - General Rainbow Bacon - post - v.1
2012/01/20 - New Gothic Tribute - General Rainbow Bacon - post - v.2
2012/01/27 - Slaughtenstein - Phml - post - maybe final
2012/02/09 - Brookhaven Hospital - TimeOfDeath - post - final
2012/02/09 - Degrassi - TimeOfDeath - post - final
2012/02/10 - Bane's Atrium - General Rainbow Bacon / j4rio - post - final
2012/02/12 - Startan Arena - Phml - post - v.3
2012/02/14 - Flesh Eater - General Rainbow Bacon - post - v.1
2012/02/17 - Tingsryd - dannebubinga - post - final
2012/02/18 - MAP30 - War to End All Wars - General Rainbow Bacon - post - gameplay edits up for grabs
2012/02/21 - Damned Legion - Archi - post - v.3
2012/03/09 - A base - General Rainbow Bacon - post - v.1
2012/03/15 - Pure Hate - darkreaver - post - v.3
2012/03/16 - Damnation - darkreaver - post - v.1
2012/03/18 - KSP - TimeOfDeath - post - final
2012/03/20 - KykaMap07(Version4) - Kyka - post - v.4
2012/03/24 - True Grit - cannonball - post - final
2012/04/01 - Lost - elm

Last edited by TimeOfDeath on 10-12-13 at 01:48

Old Post 01-01-12 23:02 #
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Phml
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Claiming this spot for great justice, and eventual edits further down the line. No more trudging through dozens of pages to find out the latest info, no sir, I am too lazy for that.

Old Post 01-02-12 01:02 #
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Processingcontrol
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I think I might do a map for this...

Last edited by Processingcontrol on 01-02-12 at 04:40

Old Post 01-02-12 03:30 #
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dannebubinga
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I'm in

Old Post 01-02-12 10:09 #
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Solarn
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I'll try to participate, although I haven't managed to finish anything I started lately.

Old Post 01-02-12 10:47 #
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General Rainbow Bacon
may have been DoomHero85 at some point


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I'm obviously in. Thanks for starting the thread ToD. I was busy yesterday.

Old Post 01-02-12 13:49 #
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TimeOfDeath
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No probs DH, thx for not being mad. :)

There's a full year ahead, so we should be able to make at least 2 full megawads (Slaughterfest 2011 was started in late July).

My first map will be an unfinished map from last year, just gotta finish the last bit of layout and add things/playtest.

http://timeofdeath.wrvids.com/doom/2011WAD1.jpg

Old Post 01-02-12 17:12 #
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MajorRawne
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I book a slot. I've still got my part-finished Slaughterfest 2011 map called SplatterHouse. Screenies soon, but I am working on getting the level built before I detail it, so don't be appalled.

Old Post 01-02-12 18:20 #
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Tango
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claiming this spot, thanks for the idea phml

Old Post 01-02-12 19:27 #
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TheMionicDonut
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I can probably push one out in a year. Ill take a spot

Old Post 01-02-12 19:46 #
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Rayzik
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I'll take a stab at it. Hopefully a year will be long enough to come up with a decent map...

Old Post 01-02-12 19:56 #
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DooMer 4ever
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Posts: 673
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I haven't finished a map in years nor have I ever done a slaughter map (and I suck at playing them too). Still, I think I'm going to attempt to come up with something as I've long been interested in trying my hand on making a map of this type.

Old Post 01-02-12 20:26 #
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Malinku
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I'll throw my hat in.
Name: Ultra Warrior

Last edited by Malinku on 01-28-12 at 01:04

Old Post 01-03-12 00:05 #
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ArmouredBlood
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Posts: 1911
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Claiming a spot on the front page. There will be at least one map here by 31 December 2012.

E: Promise kept, up to v2 now ;)
http://dropcanvas.com/dn0pe

Last edited by ArmouredBlood on 05-27-12 at 19:53

Old Post 01-03-12 00:44 #
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Olympus
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Im up for another slaughtermap!

Old Post 01-03-12 01:02 #
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Grain of Salt
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__________________
Wine cat: hey help me think of some variation on "male gamers are trash" to be my new signature on doom forums
wwitch: hmmm
wwitch: hard to top that

Last edited by Grain of Salt on 06-01-12 at 16:50

Old Post 01-03-12 01:26 #
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MajorRawne
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Slaughterfest: the successor series to Hell Revealed?

Old Post 01-03-12 14:53 #
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General Rainbow Bacon
may have been DoomHero85 at some point


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Hopefully. There's nothing going on HR wise right now :(

I think we should balance the maps for slaughter-noobs too,
For easy, medium and hard.

Old Post 01-03-12 17:45 #
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purist
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I'd like to join in this year. I was waiting until I had a map started but since we're claiming spots I'll put my name forward now.

Old Post 01-03-12 18:09 #
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Rayzik
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DoomHero85 said:
Hopefully. There's nothing going on HR wise right now :(

I think we should balance the maps for slaughter-noobs too,
For easy, medium and hard.



So for example, Skill 4 would be known as "Slaughter-Mode", 3 becomes UV, 2 becomes HMP, and 1 is HMP with ITYTD handicaps?

Old Post 01-03-12 18:14 #
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General Rainbow Bacon
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Exactly

Old Post 01-03-12 20:06 #
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tempun
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DoomHero85 said:
Exactly
The Sky May be skill levels are better. (Skill 1 is "Ultra-Violence", 2 is "Nightmare!", 3 is "Certain Death", 4 is "No Chance", 5 is "!"

Old Post 01-04-12 10:16 #
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General Rainbow Bacon
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Yeah, I like Tempuns suggestion better actually.

Old Post 01-05-12 15:08 #
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Phml
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I don't care much one way or another for difficulty names, but I won't make my maps harder than they are. ;)

Regarding DeHacked gameplay changes or sprites changes, any ground rules? Although if it was me I'd go with standard behavior out of convenience, I'm not necessarily opposed to differences ; it's just probably better if it's settled right now so everyone can chime in and know what they're working with rather than later on.

What about skies? Personally, I'd be inclined to allow sky transfers and work it out in the end depending how many skies were actually used.

Old Post 01-05-12 19:06 #
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TimeOfDeath
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I think sky transfers would be cool, but they don't work with -complevel 9 do they?

About dehacked and sprites: imo, I like the idea of keeping everything standard and default, but letting mappers include a separate wad with their map if it uses dehacked and/or changes sprites.


Download: Castle Lava

This was supposed to be for DoomHero's new year's speedmapping session, but I spent a few days on it instead.

http://timeofdeath.wrvids.com/doom/castlelava.JPG

Last edited by TimeOfDeath on 01-11-12 at 05:08

Old Post 01-06-12 05:43 #
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Phml
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I think sky transfers would be cool, but they don't work with -complevel 9 do they?


I think they do work. Haven't even tried it myself yet, but we discussed it in the previous thread and that was the conclusion.

Old Post 01-06-12 09:42 #
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TimeOfDeath
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Well if sky transfers work in -complevel 9, then I say hell to the yes! I just wasn't sure they worked because TheGreenHerring banned them in CC4 for not working in boom.

Old Post 01-06-12 15:45 #
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Phml
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My understanding is that, indeed, they don't work in Boom v2.02, which is the standard CChest was originally aiming for. Segs limit being raised and all it's probably just a question of consistency at this point, and the original guideline wasn't changed.

Here we're mostly using -complevel 9 as a behavior and gameplay standard, so that's fine. Or so I assume. :)

Old Post 01-06-12 16:28 #
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TimeOfDeath
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Ok cool, I'll edit the first post.

I'm on my work computer right now, but to use the sky transfer I have to: import the sky as a patch, make a dummy sector and use linedef action 271 for all affected sector tags?

I have to put sky transfers in Castle Lava, so it's not safe for recording on yet.

Old Post 01-06-12 16:40 #
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tempun
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TimeOfDeath said:
I'm on my work computer right now, but to use the sky transfer I have to: import the sky as a patch,
As a texture.

Old Post 01-06-12 17:06 #
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