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RJSLOTH

   (7 reviews)
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About This File

This is a rocket jumping wad designed for ZDaemon rocket jumping behaviour with default gravity and no air control.

MAP02 was originally made in November 2006, before the new superjump techniques were developed.

MAP06 was originally made in 2007 for Morrison's masterjumps.wad. The map was his idea and we each built our own sections. In the exit room there are teleporters that take you to each section of the map. The GATE3 teleporters take you to a section that Morrison built. The GATE2 teleporters take you to a section that I built. Morrison built the exit section and I built the starting section. In 2008 I did some updates to the map, like higher jumps and an intermission section with a cyberdemon after you complete each jumping section. Also, after you spend about 100 seconds in one section, it becomes easier (a floor lowers so you don't have to jump as high).

MAP10 was made in 2008 and is a modified version of MAP02. After the new superjump techniques were discovered, MAP02 became less difficult. So, I made every jump higher and added some stuff (including the plasma gun, but it's possible to max this map using only the rocket launcher). Morrison helped with some scripting.


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Nine Inch Heels

· Edited by Nine Inch Heels

  

I've never done a review for a rocket jump WAD, so this might turn out somewhat like a ramble. Apologies in advance if it does.

 

I picked up RJSLOTH while learning the most basic things about rocket jump maps. That said, I really should have waited with this WAD until later, when I'd be more consistent with basically everything this genre entails. For those of you who have never made contact with this genre I'll have a short description in the spoiler below:

 

Spoiler

This type of genre is about coordination and precision. It's you, your rocket launcher (and plasma gun in case of maps 06 and 10), and your skills against the geometry of these maps. Core features of maps like this involve for example crossing large gaps or climbing up straight walls using the tools these maps provide. Monsters are not relevant in most of these maps. These maps do not aim to kill the player at all, health is not a factor here either. Note that playing this WAD in ZDaemon is mandatory, it will not function properly outside of it.

 

Even map 02, in spite of being dated in the sense that it was made prior to some discoveries in rocket jumping, turned out to be somewhat demanding at first. However, as is the case with many ToD maps, there are consistency checks here that really helped me to get some moves into my muscle memory with brute force. Especially things that require precise timing are something that you either learn to do properly while you play this, or you give up trying. The map also features some "combo-jumps" in places, basically as "highlights" of a given section to round off the package. I'm glad I didn't give up. Beating map 02 felt really good.

 

As for map 10, which is a brutally tuned up version of map 02: You're looking at something that seems to have been built in a laboratory with a calculator. Each one of the jumps there requires extreme precision, and if you're anything like me, which means you're still looking to become consistent with the techniques for "(relatively) modern rocket jumping", you should only attempt this map during a weekend or so, because it could take you "some" time to nail these trick shots perfectly. I didn't manage to finish this map yet, but from the obstacles I have made it past I can tell that this map, as well as map 06 of this WAD, is aimed at people who can do certain tricks of ZDaemon rocket jumping blindfolded. Being able to build maps like this, so precise and unforgiving without feeling totally unfair is an impressive feat for sure, but for my tastes and current skills it is almost impossible to "digest", also due to the sheer size of map10. I will come back to it eventually though, because I wanna see the end of it.

 

The only reason I'm not putting down 5 stars here is that these maps are a little bit too repetitive for my liking in places. Obviously that's an easy impression to get when I can't do things very cleanly, which results in repeated attempts, so take this reason with a grain of salt and you'll be fine.

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MAP06 and MAP10 are the most sadistic rocket jumping maps I have ever seen in my life. I love it.

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Guest

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RJ != Doom 0/5

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Of course RJ is Doom. RJ has been used as a speedrunning trick for a long time in Doom. With the addition of freelook and jumping, there are much more possibilities for higher jumps and combos. It's a great skill to possess and will only help to make you a better overall Doomer.

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WTF: Maps 2, 6 & 10! Are you dyslexic?

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map02 was originally map02 in rjsloth3a. map06 was originally map06 in masterjumps. map10 was originally map10 in masterjumps. You can use a maplist in ZDaemon.

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a brilliant wad pushing the absolte edges of rj possibilities (though dated in case of map02). the few people with strong grasp of zdaemon's rj principles: 5/5 and hours of punishing your would-be ego. the rest: 0/5, don't even bother trying. go train something 1000 times easier. - dew

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  • File Reviews

    • By Spectre01 · Posted
      Impressive visuals and scale for its time. Epic memes are thankfully limited to secret areas. map04/final quarter stretch is extremely cheeseable compared to the rest. Plenty of time spent cleaning up turret enemies. 3/5
    • By SilverMiner · Posted
      So rarely I see cool things...
    • By Walter confetti · Posted
      Is pretty funny killing hordes of cyberdemons with a toy spoon... Try It!  
    • By kmxexii · Posted
      Do not play this in ZDoom-family ports. An incompatibility with Boom breaks progression in MAP01. There is a cool effect where a tech column barrier blocking the way to the red key basement is "disappeared" by what I believe is a short-lived scrolling floor effect; this should happen after handling the Hell knight teleporter chamber in the northeastern wing that comes off the main yard. I verified the correct behavior in Eternity after banging my head on the wall for at least a half hour if not longer; this is probably the source of the frustration felt in the comment dated 3/27/07 and the anonymous comment where the player knows where the red key is but can't access it.
    • By Bryan T · Posted
      This was fun.  Map19 was the highlight.  Map02 sucked balls.
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