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SLOTH 2009

   (8 reviews)
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About This File

SLOTH was originally released in 2006. In 2008, map03 was modified and released as FLANAGAN. In 2009, map04 was modified and released as LOINK. Now, in late 2009, map02/map03/map04 have been slightly modified, in the spirit of the original SLOTH, and released as SLOTH 2009.

MAP01 - Requires infinite ammo. Originally a test map without monsters. Pretty pointless.

MAP02 - Requires infinite ammo. Endless spawning monsters without lag. You control how crazy it gets.

MAP03 - Requires rocket jumping.

MAP04 - Requires rocket jumping.

- zdoom - freelook + jumping turned on - infinitely tall actors turned off - no bfg aiming - custom key config for weapons - no crouch

My key config in ZDoom is:

WASD movement, M1 fire, M2 jump, Q prev weap, E next weap, SPACE use, ALT strafe on, SHIFT center view, always mouselook, never auto-aim, no BFG aiming, dot crosshair.


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Nine Inch Heels

  

This is a slightly "weird" package from ToD, but I find it interesting nonetheless.

 

Map 01, as the text file suggests, isn't meant to be taken particularly seriously. So, unless you wanna see everything in this WAD, you might just wanna skip to another map.

 

Map 02 is where it gets interesting. This one is a very simple practice map, where you can spawn different sets of monsters at your own pace, and deal with everything how you like, or you just unleash as much as possible, and watch a small scale bloodbath unfold. Personally, I think map 02 is a pretty neat map for those who want to practise their fundamentals against certain enemies. Think of it as a "workout-map" that you can fire up, play for a couple minutes to get warmed up proper, and then move on to something bigger on your "bucket-list".

 

Map 03 is a somewhat familiar affair for those who have played several of ToD's maps. It's a "BFG spam - rocket jump crossover" with fairly straight forward BFG-centric combat. A pretty simple gear-check for slaughter enthusiasts, and perhaps a decent entry level difficulty for those who are still wet behind the ears, assuming you don't mind a bit of rocket jumping mixed in. This map does require rocket jumping, so if you're not familiar with that particular genre, drop a save after you get the RL, because you will need to do a couple jumps to finish the map. The vast majority of said jumps are easy and forgiving enough, so that even pretty inexperienced jumpers have a decent chance of braving those heights. Despite the monster count, this map can be finished in a pretty quick manner, if you know where to go at which point in time, so this isn't a very grindy affair by any means. Short and sweet. My only gripe with this map would be that the keys can be hard to locate under all the corpses, but other than that I found it thoroughly enjoyable.

 

Map 04 is a bit harder to get into. Progression in the magnum opus of this set can come across slightly "cryptic", and, unlike map 03, this one is more focused on platforming/jumping in places. Unlike the previous map, this one also comes across a little bit more evil and seems to be more eager to kill the player at times, but it's far from brutal or unfair. It took me a while to figure this one out, and I left the map after about 32 minutes IGT (with an hour spent on the map in total, including checking a few things in the builder). So if you're in a hurry, keep this one for when you have the time to spare, so you can figure everything out at your leisure.

 

ToD's trademark tropes are something you can expect from these maps as well. None of these maps are situated high on the difficulty scale by today's "standards", but they do require some manner of consistency and decent slaughter-fundamentals. If you don't have any familiarity with the genre at all, you might want to look at something else that doesn't also throw rocket jumping into the mix. If you are familiar with slaughter, if only a bit, then this might be worth a look for the "novelty" aspect of rocket jumping mixed in, which makes for a nice change of pace.

 

As an additional note, ToD did deliver demos with these maps (from map 02 onward), but they don't play back properly with ZDoom 2.8.1. If you happen to have ZDoom 2.2.0 (which I do not), then you might be able to enjoy the author himself in action on these maps, which I'm sure would be a treat as well.

 

TL;DR:If you like Time of Death's maps in general, add this small bundle to your collection of curiosities. If you are not familiar with slaughter, check out map 02 and map 03 while taking it slow, you might just be able to establish a foothold and enjoy yourself. Rocket jumping is a fun "novelty" thrown into the mix from my POV, but your mileage may vary.

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2/5 Uninspired...

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it was ok

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eh......

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Good ol' fashion fun.

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Typical ToD maps. Map 1 is forgettable; map 2 is OK, but pretty much unsurvivable, and also pointless; maps 3 and 4 are... not bad, actually, but not new, either, as the author notes, and certainly not great. Everything from the architecture, the gritty gray and brown, the rocket jumping etc. just contributes to me not enjoying them. Which is a pity, since I really love hellish slaughter maps like "No Chance", for instance.

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  • File Reviews

    • By elend · Posted
      Awesome small map set focusing on tiny corridors and exploring huge interconnected maps. I really, really enjoyed traversing the different maps and although they are very, very crammed and chock full of nooks and crannies, I rarely got really lost. Sure, once I got a key, I had to find that specific red / blue / yellow door again, but as with any exploration focused games, it is best to remember where important locations are in a map.   What really amazed me was the look of the maps. This is the perfect amount of vanilla detail, imho. Every room looks detailed without being too crammy or confusing. All maps have a very concise look and clear sight lines, which makes navigation really easy and overally just fun. Monster placement also makes good use of all the crammed corridors, the windows, the corners, etc. by placing monsters in a way, that they more often than not surprise you from behind a corner. It's best to slowly and methodically proceed through those bases and take your time. This is not run and gun Doom.   Absolutely gorgeous in all aspects, amazing works.
    • By P41R47 · Posted
      I struggle to replay this one for a long time. I didn't remember much of this so its was like a first time. Strain is a different beast to anything from the same time. It uses dehacked to great extents adding new enemies and changing the behaviour of some of the weapons.
      Well, first episode is pretty solid, with neat maps and really awesome ideas as the authors of the wad start to unfold their dehacked trickery all around. Second episode its not that good, with some cryptic maps with not so clear progression, but well overall.
      Third episode has some maps like the second, but they are a little more fleshed out and with a lot better visuals also. The end map was somewhat anticlimatic, but anyway, a really great experience through and through.

      Now what i don't liked much is that most ports have to use the Strain Fix to properly been able to play this mapset, and the authors of that fix, don't know why, changed the sky textures of the different episodes.
      Its nothing really bad, but well, it strange that they didn't respected the authors original choice.

      Dystopya 3 maps really stands out from the mapset, or maybe i remember them more as i have fresh memories from a recent replay.   The mood of the megawad is greatly achieved through the use of neat textures and map tricks. I really miss that there are no fake 3D bridges anywhere in the megawad, and i really love them when they are given good use.   The story of is somewhat mixed bag: theres a new invasion, you are the only marine that survived to the Invasion of earth, and they government made some experiments with you. Now you are a bloodthirsty machine that only wants the destruction of the invaders.
      The text screens during game are strange, with a snarky humor and poking fun of some common tropes. Not bad, but i would prefer something more serious as the megawad has really cool details everywhere, like revisiting zones and fully developed reactor areas, etc. making the storytelling side of the maps really awesome to follow. But again, some maps has poor progression hindering the experience a little.   Anyway, this is something that needs to be played and replayed, just to see those dehacked tricks and for theose awesome good maps. I had better memories of this than what i actually play, so i was expecting something more and better, but thats my problem, the megawad is amazing as it is.
    • By vdgg · Posted
      This mapper did create good stuff, pazuzu, diabolos and odyssey. This is way, way below these WADs. I am the first reviewer to mention massive (but massive) HOMs on MAP10! 2 stars for: - awesome grey blocks area in motion in the middle of MAP08 - some occasional decent moments, I guess MAP03 is fine, MAP04 is okayish. - visually it is not bad for 1996. But come on. One motif is: "press switch A to lower a lift, press switch B that opens a door somewhere far, but press it a bit later, just to get in time to the lift, not too early as the door will shut". After that door you often have a wall of monsters, so sometimes you retreat and repeat. This motif is used over and over and over again. You also experience cramped mazy hallways quite a lot and lots of damaging floors. Some of these damaging floors are used for extra spice during combat, but most of them are there to make you think faster about the puzzle solution :) It is not easy for me to pick the worst map, MAP05, 07 and 09 set the bar quite high. And it is me who is writing this, I enjoy cleim20, odessas, some cryptic stuff, but I just can't stand >80% of this creation.
    • By chlef · Posted
      Not the prettiest maps, but very nice to play. Old school goodness.  
    • By chlef · Posted
      Yeah, this is what Doom is supposed to be. Basic and enjoyable, no gimmicks or stupid sound/graphic mods. Just pure Doom. This is a keeper.
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