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Civilian Sawmill for Doom v1.0

   (2 reviews)
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About This File

You either loved it or hated it's TF and TFC versions. Now the joys of Civsaw come to Doom! I decided to port my popular Quake map over, and it has mixed results. I've changed a few things in this one, not only because of engine differences but also to accomodate as many source ports as possible.

The goal in the original Civilian Sawmill was simple but demented. One team composed of nothing but Civilians.. 50% health, no armor, weaponless players, had to face off against the other team of two Heavy Weapons Guys, who ARE armed with chainguns and grenades. It's not meant to be serious; in fact I made the map crazy on purpose, as a nice diversion from ordinary TF. The things I come up with in IRC..

What's changed? Well, since there aren't any classes in Doom like in TF, but I wanted to keep the Heavy Weapons Guys, you will randomly spawn in a small room outside the main map, with a chainsaw, chaingun and rocket launcher, as well as a megasphere and a blue armor. This beefs you up to HWGuy level, although of course you've still got the Doomguy speed. :)

Civilians start with a single bullet for their pistols. I wanted to make them start with just their fists, but a flaw in DOSDoom's DEHACKED implementation, as well as problems with the ZDoom bots, caused me to settle for that. Also, because I have no way to award a Quad damage without ACS, I put a single beserk pack in the exit room. The exit room is new too.

Please see the section on source ports to see how to play this map. I designed it in such a way that it'd work with as many as possible.

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.