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Slaughterfest 2012

   (62 reviews)
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Another compilation of slaughter maps, 35 to be precise. Designed to be played from pistol start.


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Agent6

·

  

And just like that... Slaughterfest 2 has also been finished, still played through PrBoom+ 2.5.1.4 and 2.5.1.5 for the final 2 levels, on HMP.

 

So what is there to say? Well, just like the previous installment in the series (and as the name obviously implies) Slaughterfest 2(012) is a 32+ level megawad that consists of slaughter levels made by various authors with their unique take on the genre and style, which means the levels have large enemy counts and they usually assault the player in waves. Still, far from mindless gameplay as avoiding damage is a challenge in itself, and on many occasions the enemies are also placed so that you have to be careful at all times and never stop moving.

 

The wad comes with a new background, status bar, textures, but no new sounds, weapons, ENDOOM screen, or enemies. Most of the levels features at least a few hundred enemies, while others a few thousand, while MAP27 is an exception and features over 10.000 enemies.

 

Since it's pretty much inevitable to not bring SF3 up, compared to it I must to say that the biggest flaw that megawad had, namely the consistency issue, is mostly absent save for 2 or 3 maps here. Honestly, it's expected to see such issues considering that each author has his own style, however in the case of SF3 this issue was far too great. Plenty of levels had very obvious variations in terms of quality and problems, some were amazing and fun whereas others barely had decent gameplay and were of impossible ugliness, most certainly worse than you'd see in a dated '90s slaughter level, while others had incredibly obtuse progression (MAP29 you know I'm looking at you). That's not the case here, it's almost like the authors set a standard for quality which had to be met in order to be accepted, therefore pretty much all are good, with a rather unsurprising exception of TimeOfDeath levels. SF3 had the unbelievably cryptic progression of MAP29, and some areas were radically different from the others as if the author made multiple maps and just connected them, on top of having to fall through some lava pits where the yellow and red key were. I could not understand his style in SF3 and I can't do it here either. For instance, while MAP19 has a pretty linear/straightforward progression, the texturing makes no sense whatsoever. It's almost like he randomly picked textures for various objects in the world, put them together, and see how it would turn out. Unfortunately, some cryptic puzzles are also present in MAP29, at some point you have to shoot a switch inside an alcove in order to gain access to a new area, and the said switch is not visible at all, you basically have to shoot a wall. Whether the following is an issue with the map itself or the latest (and test) version of PrBoom+ I do not know, but this map also has quite a few HOM effects in various areas, one in the area with the red skull, and a broken part of the sky outside where the yellow door is located. Moreover, for some reason this map is quite different on UV than on HMP, one of the key difference being that it has 2000 enemies, not 300. All in all, with the exception of these few odd levels there's no other issues that need to be pointed out.

 

MAP27 could also be considered one of the more surprising levels, but in a good sense, as well as MAP25, however, for different reasons. MAP25 has some great areas at the beginning, but towards the end it becomes questionable. Some rooms are quite unforgiving, while others are very cramped at the beginning where you basically need to survive on small corridors until all the walls have lowered. MAP27 on the other hand is one of the most fun levels, which is also the exception to the overall quite consistent enemy count, as it's the only map to feature exponentially more enemies, reaching over 10.000 enemies. A rather small arena, a bit grindy especially during the Revenant and Mancubus waves that give the impression of coming a standstill, but it's without a doubt exciting, definitely one of my favorite levels in the megawad. Speaking of which, the other one has to be MAP21. "Walk with Me in Hell"? No... YOU walk with me!

 

"As they walk with me like a medium
When I choose and require a burn-out,
Resting in expanded malicious force,
Drained for murderous weapons.

 

Knowing where you stand
In the magnitude of this thought,
Looking at the spirit of fire and flames
Enduring on the throne of the black heart
."

 

It's dark, appears to be similar to a temple, simple, and fun, no need for extra details or complexity, it's amazing and perfect the way it is for me since I'm a sucker for these things, after all I'm mad about the look and atmosphere of the majority of levels in Doom 64. Diabolic ecstasy.

 

After all is said and done, MAP30 presents an end to the massacre with a Romero head (indeed, no Icon of Sin wall to be found here), although some levels already presented similar exits such as the ones made by TimeOfDeath. Regardless of this, it's fitting.

 

So, all things considered, SF2 is a great megawad. Would totally recommend this to fans of the genre and especially to newcomers to feast on the wicked and get drunk with their blood. Without a doubt, superior to SF3.

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Sonikku7

  
Really good. The first few maps are relatively tame, however, it doesn't take long until this wad lives up to its name. There are a few bugs here and there, and there are multiple moments where you will question if the situations that you're up against are even possible to get through. Bite the bullet and just have fun. This is best played on UV ;)

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Killer5

  
Pretty darn good.

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Combinebobnt

  
good for kill many some of the maps are really fun in pistol start

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NuMetalManiak

  
play it with mods for the best experience.

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Guest

  
Good wad for the pure pleasure of killing monsters. I use modified megagunz.wad for this. The BFG in that wad is suitable for this slaughterwad

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Guest

  
A great wad-set. Only downside is that the quality is still rather spiky, having some awful maps mixed with some really excellent ( map28 and map30 ). While I am not that into slaughtermaps, I do enjoy them a lot when running around with some weapon-mods like Russian Overkill. Kudos to contributors.

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Guest

Unknown date

  
This wad is complete shit. Avoid.

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Guest

Unknown date

  
Like the first, It's a mixed bag. I hope for 2013 to get some quality control.

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Guest

Unknown date

  
This is Michelle Keegan in WAD format. A massive improvement over last year.

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TimeOfDeath

Unknown date

  
lol Michelle Keegan is an absolute babe. CORONATION STREET

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Degree23

Unknown date

  
Very enjoyable, and good attention to detail for things like co-op play. Overall the quality of map is higher on average than SF2011. If you enjoy slaughter maps, you'll love playing through these!

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Guest

Unknown date

  
chewbacca taking a shit would be more entertaining

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Guest

Unknown date

  
I like it, much, MUCH better than the 2011 edition. the difficult curve is right, it start easy, but it get really, really hard. 4/5 stars, because some minory of levels aren't really good ones, but the others are awesome. PD: Hagmounod from Bulsneevia is the WORST troll i ever seen in my life, you sucks at trolling..

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Unholypimpin

Unknown date

  
5/5 really good set of slaughter maps, I highly recommend to all those who like slaughter maps.

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omyv

Unknown date

  
Doble awesome megawad! In my top5

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cannonball

Unknown date

  
^Would certainly make up for Jar Jar Binks :P My score is the square root of nyan cat over the number of penguins shoved up Justin Beiber's arse.

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Guest

Unknown date

  
I really enjoyed it, awesome level designs, and the hardcore game-play was great. Some of the maps have switch hunts; some were fun and well designed, others were terrible. Overall, 4/5. Im looking forward to the next slaughterfest.

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koren

Unknown date

  
best collection of slaughter maps yet. 5/5

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  • File Reviews

    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
    • By Yura04kizel · Posted
      Laggy hell with 32k monsters and too much invulnerability spheres. Just... total vomit.
    • By Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.
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