Map06 – Splatterhouse by Steve Duff – Kills – 100, Items – 97, Secret – 100. Time 25:31. End Health 110, Armor 190. Death Count - Zero
At least I didn’t get killed in my own map, but that won’t last much longer. ;D
As everyone noted, this map is way, way too easy. Capellan is right, this is an E1 style map, in fact, my own E1 Trauma style, though there isn’t much trauma or splatter in this house. :D Magnus was right, too, this is not a 1996 map, it’s a 1997 map. The most up-to-date unreleased version I have is dated 5-27-1997, under the working title Bubba101, and in the Map06 slot. The previous version, dated 5-26-1997, is a Map01, which helps explain why the difficulty is so low. This in fact was intended to be Map01 of a 5 or 6-map minisode of long, adventure-oriented levels. Of these, Disraeli and Mordecai were both released on the PWAD graveyard known as the AOL MacDoom Forums in 1997. As to the AOL MacDoom Forums, everything there went to digital heaven years ago when the forum closed down. Of the maps mentioned, only Disraeli was ever released at idgames, in 1999, for those who might be interested; http://www.doomworld.com/idgames/index.php?id=10214
Oh yes, the shameless self-promotion never stops with me. ;D Disraeli and Mordecai have both been gathered into a 5-map minisode called Abcess, which will soon be ready for playtesting.
Anyway, it appears that Rob Berkowitz contacted me on May 26,1997, and told me that Ty Halderman said we had to replace Slava Pestov’s Map06 like, tomorrow, because it was too much like IWAD map E1M9. By this time, Rob was working on the never-ending Mordeth project, and he wasn’t interested in doing a new map for RoC – in a day. My E1 Trauma episode was well advanced, and I considered giving Disraeli to RoC, but that map was my baby at the time, so I punched up Splatterhouse a bit and the rest is history.
For a little map-geek info, I tend to map room-by-room and area-by-area, straight from the editor with nothing on paper beforehand. I start making a room, put monsters in it, fight the room until I have what I’m looking for on UV, and then go to the next room, rinse, repeat. If Map06 looks planned, that’s an illusion. It was simply built with the guiding principles of Knee Deep, Fava and Osiris. As a mapper, I look for ways to connect areas, create crossfires, lay traps, etc. This approach tends to produce large maps, because unless I put in a hard limit somewhere, the map can “go fractal,” spawning rooms off rooms with no logical end. With this basic approach, and an editor where I typically saved after every 10 sectors, it took a long time to make a map. ;D
The E1 Trauma maps were a departure from my original style, which will become obvious very soon.
Splatterhouse, like all my other RoC maps, is basically an advanced beta. The gameplay wasn’t playtested enough to amp the difficulty. In this regard it is, for me, the biggest disappointment of all my maps in RoC. It’s better-looking than the others, and arguably has a better layout, but it doesn’t snarl like the others do. It also signaled a switch to a kinder, gentler period of mapping for me, going more for mood and suspense than raw violence. Well, those days are over! When I started revising my RoC maps, the size and layout of Splatterhouse responded very well to lighting and violence upgrades. It’s already gone from 373 to 555 sectors, most of which are from gradient lighting. The monster count on UV has increased from 249 to 281, and climbing. It’s amazing what a few Insta-Lifts can do. ;D With all the liquid floors and spacious rooms, there is potential for fairly extreme violence upgrades to come from more Insta-Lifts and teleport traps. And rooms too big for effective Imp and noble action? Well, the obvious solution is more Chaingunners and Revvies. ;D