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scifista42

45min 1024 (4 maps)

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MAP01: Random 45-minute speedmap I made right now because I felt like it. Very basic, symmetrical, slaughterish, fits into 1024x1024 box. It can work as a BFG practice training.

Difficulty settings implemented:

  • HNTR - a Megasphere will help you at the start
  • HMP - a Soulsphere will help you at the start
  • UV - only an extra cell pack will help you at the start
EDIT: MAP02 added, roughly same build time (actually shorter) and same map size.

Download: https://www.sendspace.com/file/gb17ia

MAP01: -complevel 9, because there is a non-game-breaking floor glitch in -complevel 2
MAP02: -complevel 2

MAP01:



MAP02:

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Died countless times, I gave up on UV and managed to do it on HMP. It was good to reach the end. I don't know if it's actually beatable on UV.

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Cool. MAP01 was pretty hard. Imps made for a tough start, getting hit by fireballs a few seconds late from a direction you can't really anticipate due to the height variation. Not complaining, it's all good. After countless deaths I managed to get through by doing some sort of back-and-forth V at the start location, then circlestrafing around HKs... but considering I had 2 hp it could have been plain luck more than anything.

MAP02 felt easy in comparison. Caco start is still fun, what with watching two directions at once. The walls lowering to reveal HKs don't make for much of a threat. Could be interesting if it were, say, a bunch of demons and 2 or 4 AVs. Anything really, mix it up a little. :)

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Boring and unimaginativeand insanely luck-based monster placement, MAP01 is just 100 hell knights in a tight pit, 100 imps on two stairways, push a switch to lower a platform, get on the platform and lower the exit and you're done with this crampy map that doesn't even has green armor, please playtest. MAP02 just felt like a diet version of MAP01, you didn't even mix up enemies, it's just plain 2 groups in each map. Each of these maps felt like it was made out in 10 minutes without even playtesting. You could do much more in 45 minutes than just copy pasting enemies and putting them in a 1024x1024 box. I sound rude but that's what this lazily made mapset gets.

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the maps are fun. it took me about an hour to beat them collectively; which is about how long it takes for my wrist to start acting up from playing doom, so i kinda like these types of maps. the maps are what they say on-the-tin.

the first map is somewhat luck-influenced, but with a proper rhythm the map is beatable.
the second map i'm sure can be consistently beatable.
i don't think luck is a bad thing when the map is beatable under 1 minute and you know exactly what you're getting into.

here's some demos if you'd like: an FDA for map02 and a non-FDA for map01 after i figured out how to beat it - deaths are included.
http://www.doomworld.com/vb/attachment.php?postid=1387639

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MAP03 added. Same build time and size stats, in fact this map is even smaller. Includes a custom DEHACKED that ends the map when all monsters die. I don't have any screenshot, but it's yet another square room with slaughter spamming gameplay that requires a bit of skill to beat it. This time, your weapon is different than a BFG.

Link is here: https://www.sendspace.com/file/pu1e46

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MAP02 is pretty fun. It took me some deaths before "discover" how to beat MAP03, not a mindless map as it could seems.

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Didn't enjoy this one as much as the previous maps. Perhaps I missed the correct strategy. I would get slaughtered when trying to dodge around pillars, to stay at center or to run around the outer sides. I settled for putting my back on one of the blue teleporting walls and spamming left-right for minimal exposure to fireballs until half of the imp horde was down. Fun to figure out a solution, but the execution of that particular strategy felt cheesy.

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In fact, my own successful strategy was

Spoiler

WAIT, I'm not telling you yet, but it was different than Phml's.

EDIT:

I have updated the map, adding damaging floors into the gaps in walls, so that nobody can camp there. Now you can try figuring out a working strategy again.

EDIT2:

I have updated the map again, because I've found that it was still possible to camp in the rooms corners relatively easily. That's still not the essence of intended strategy. Now there are damaging floors in the corners too.

Download: https://www.sendspace.com/file/w13xje

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Yes, I'm still in the bored mood to continue making these horrendous maps. Wad updated with MAP04, which was inspired by this post:

RUSH said:

I would also LOVE to see a Transylvania style WAD where you battle through Vlad the Impaler's sea of impaled bodies:

http://refrigeratorbox.org/wp-content/uploads/2014/10/impaler.png

Another roughly-1024-square-units, roughly-45-minute speedmap. One room, many monsters, multiple weapons this time. Difficulty settings are implemented in this one, in case you find UV too harsh.

Download: https://www.sendspace.com/file/9aajm6


By the way, I'm still curious if anyone else than me has beaten the new MAP03 on UV (the one with damaging floors in all corners).

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Quite clever triangle at the start. Gives tradeoffs between staying close or moving back.

Still can't beat map03.

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