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Slaughterfest 2012

   (63 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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Player Lin

·

  

Even Slaughter type of WADs just not my cup of tea but at least I love many of them by visual(not details). Map32 is so special that I think this is not slaughter map at all(until very late of the level, yeah...BFG-ing powerful monsters would be some sort of slaughter map I guess)...too bad maps after 20 just went so crazy I could not handle and skipped them by noclip and check layout/architecture design...wow!

(Well, not all of them, some of them just meh on layout/architecture but many of them covered that.)

 

Yeah, I still give it 4, just because even with buddha/god mode actives and not enjoy the gameplay, I still like this WAD, authors put a lot of efforts here, really. Try it won't hurt you much, unless you're really sick of these kind of shit. :P

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seed

·

  

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

· Edited by NuMetalManiak

  

Slaughterfest 2012 is the second major slaughterfest-oriented wad, and a great step up from its predecessor. whereas 2011's outing sorted the maps by author, making the experience a little boring after you can predict what each author can do, this one doesn't do that, which adds a bit more variety. nothing wrong with that. TOD's ESP levels are all here, and they are pretty good, with Degrassi being the true test of everything you'll come across, but it's not to ignore everything else. cannonball and Phml both do fantastic jobs on every map they make here, and elmle's contribution is an epic. the rest, well, they do decent for the most part.

 

i'd say the map I'd like the least would be MAP27, too laggy for it to be playable even though other maps would likely lag. furthermore, the one thing I have always said about slaughtermaps, they are taxing. fun, yet taxing. play it if you have A LOT OF SPARE TIME, as these levels will take a long time to beat. especially the last few ones and especially Anathema.

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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 Juza · Posted
      One of my favorite megawads. Unique, humorous, memorably, and featuring lots cutesy sector work, such as toilets, helicopters, chairs, and the such, all of which are entertaining to see. Oh, and let's not forget it also has the best IoS fight ever (props to Gusta's girlfriend for serving as reference).   The early levels (from 1 to 7, with the exclusion of the 5th), compared to the rest of the megawad, are very low quality. Not to say they're bad, but they're not levels I'd like to replay when I think of what else KSutra has to offer, or what initially comes to mind when I think of this wad.   Gusta and Method were the level makers of this wad, Adolf "Gusta" Vojta making most levels for the wad (23 levels), and three levels in collaboration with Jakub "Method man" Razák, who alone made merely 6 levels.    Method's levels are easily the lesser the megawad has to offer, being the most lacking in overall quality, and with gameplay and progression ranging from dull to irritating, and are solely the reason this isn't a 5/5, but a 4/5 for me. As for Gusta's levels, I found his progression with level design was visible, with almost every next level outdoing the previous. They're the most unique, fun, and slaughterful.   Gusta and Method boy didn't aim for "pretty visuals, pretty enemy placements, pretty mindblowing mechanics, etc.", they simply aimed for making the levels fun, regardless of what sacrifices. Though they're easier than the usual late-AV or HR level, they're still challenging, and if you're an avid classic lover like me, you'll easily spot the specific inspirations taken from the classic megawads the authors claim to be fans of. And Duke Nukem 3D. What was taken from that is most visible.   4/5, give it a go, but don't be put off by the early, or Method's levels. This is an essential experience to every player who's taken interest in classic Doom community works.    
    • By Asking4Id · Posted
      Visually this wad is very ugly because it uses monochrome. I don't understand this design choice. Absolutely a turn off. 
    • By NuMetalManiak · Posted
      TiC is most known for the Memento Mori's both of which were high-profile releases made for co-op, as well as Requiem which was their final wad. also they are known for Slaughter Until Death, Evil Unleashed, and finally Obituary, which is their most unique release overall. the styles of both Denis and Thomas Moller are quite outdated when put against any and all modern mappers who even exist, but they still prove quite memorable in encounters, notably of the cramped kind. Obituary as I said is the most unique release, the one where they worked with dehacked to create custom enemies (this unfortunately makes the thing hard to play unless you get it from the DSDA download, which consolidates it nicely. the rocket troopers are the best and worst new enemy simultaneously, nasty foes that can easily kill anything around them, even themselves. the stealth fighter is also high on the priority list due to him being fast, and the "harder imp" well he's just harder and all. there's apparently a weapons patch, but it's perfectly playable without it.   looking at the level design, my biggest issue in all honesty may just be the first level and the weird way of getting that yellow key, which is the only real bug. other than that, cramped combat makes for consistent watchful eyes of the surroundings. MAP05 is also quite memorable if a bit long, while others are fairly standard and a bit unmemorable. doesn't mean they are bad though. the teleporter closets in some maps are very poorly constructed it seems, but the whole set still proves to be quite fun to play even with the dated level design.
    • By Gothic · Posted
      A great addition to a great megawad. "Sappers & Moles" by yakfak takes the cake, best song of the bunch in my opinion.
    • By Walter confetti · Posted
      Is a neat short map for dethmatch (and the layout shows it full force), played in SP so you have only that part of the experience, but for what I've played, is short and fun! There's not many monsters and guns to take, I hope at least that in MP you'll have more guns to fight your opponents! But for what I've played, thumbs up.
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