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Rush

   (39 reviews)
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9 Screenshots

About This File

Set of 12 boom-compatible slaughterish maps. Blast through tech bases, winter maps, hellish keeps and structures in the Void. MAP06 was made with Demonologist. MAP13 is in wad, but it's just an endmap.

Update(25/04/2014): Fixed many bugs on map12


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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4. complevel 9.

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

Ever wondered what is that "slaughter" thing that everyone talks about?... Here it is! Well, a part of it, and if you are totally new to this genre, you came to the right place. This is a very fun wad in many aspects, not just the slaughter component but also visually, almost every map is placed in a different theme: starting from ruined techs entering to snowland, then arriving to a gothic fortress and, well more gothic/hellish environments, culminating into a massive dark underground (gothic of course) citadel, which has top notch detailing (and no, details do not interfere with gameplay, I assure you). I quite appreciated this variation, and I have to admit that hordes + gothic textures are a great combination. Plus, the soundtrack is amazing, some strong and some smooth tracks depending on the case, I particularly loved maps 08 and 12 midis as they are more quiet yet fitting. 

 

The combat component is pretty consistent, usually offering hordes to slaughter in multiple ways, with a moderate demand of crowd control, trap-based or not. One of the most common ways to handle the situations Rush provide is via circlestrafing + infighting, periodically removing what gets in the way. I preferred the occasions in which you must shape the scenario to be able to control the herd, which required some quick reactions and movement skills. In terms of progression, save for maps 06 and 12 that are more complex, the maps are fairly linear and easy to understand. As far as monster placement goes, revenants can be nasty in this wad, in companion to hell knights for your typical infighting shows. Yeah, mid and high-tiers in the majority, and rare presence of former humans, leaving the hitscan action into your hands, and a few spiders scattered in the set. Plus, there's a new mancubus a bit tougher and creepier than the ordinary, not an outstanding addition but something to be alert of. Archi made good use of the areas to put pressure not only from the monsters on the ground but from a considerate number of turrets. He also didn't abuse of lock-ins, so don't be surprised if you can leave and camp behind a hole, but expect to find more stuff ready to punish you for cheesing. When it comes to my personal highlights, I share some of Alfonzo's ones, particularly his last point, that was hilarious as one second I was exploring all cool all relaxed and the next one I was running in panic on lava like oh shit!. I'll also add that part in map 10 where I was pushed against my will into a room with monsters on grandstands, it was so funny. 

 

Secret-wise, they are the usual different/misaligned-texture with a power-up or weapon inside, but there are also secret telefrag chains to save ammo, and secret fights!. The most complex map (12) has the hardest-to-find ones, so pay attention. 

 

For favourite maps I'll pick 01, 06, 10 and 12. Unfortunately the last one has a bug that prevented me from exiting, otherwise a gorgeous map. No disliked maps. 

 

Overall, I found it pretty accessible to anyone with enough experience in the game, so give it a try, at least on HMP, it's fun and worth of replay. Of course, avoid it if you hate hordes, after all, it's not the author's fault if you don't take a second to read the description ("boom-compatible slaughterish maps", yeah it's pretty clear to me), or play something else... My rate is 8/10.

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Alfonzo

  

Well, here's one I wish I'd come across sooner: An accessible, hard-hitting episode that works as a great introduction to prospective players of the genre. Rush demonstrates the visceral nature of slaughter maps in relatively bite-sized levels and in a variety of themes — an important quality for a style that has such strong demands for colour (thanks, Danne and Ribbiks). Indeed, there are no behemoth undertakings here, excepting the final level in the line-up; or, at least none of the sort that many of slaughter's detractors are wont to decry when the topic is brought up in Doom General. Instead, it's a deliberately paced set that eases the player into a kind of slaughter showcase, where you have an opportunity to sample some of the more popular incarnations of horde-based combat. Mmmmm... delicious!

 

At its best, Rush tastefully employs its battalions of revenants and hell knights so that you must use all of your skill set but without being seriously challenged. For this reason, it's often cited as one of the best sets to play when you want to develop an understanding of what's required of a player's movement and skill in this domain. Map05: Vile House and Map11: Emission of Hate are perhaps the most tightly strung levels of the bunch with their small size and ferocity, each taking no longer than a few minutes to complete. Together with Map12: The Destination they are the best-directed levels and the ones least likely to devolve into idly blasting away at harmless shelves of meat... which does happen elsewhere in the set, albeit not so badly that it can't be rescued by Archi's code of brevity.

 

A mix of styles such as the one on display here can be difficult to tie in with a forgiving trend in difficulty, sometimes, and particularly around the middle (save for in Vile House and Map06: Delusions, an interesting if flawed departure because of its peculiar and underutilized layout), the upward swing in monster count is not quite matched with the necessary refinement of design for monster herding. In the blink of a caco's eye I found myself tending toward basic circle-strafe and bottle-necking maneuvers to fend off the cattle. Equilibrium is restored soon enough, however, and the tail end of the episode makes for a very engaging hour; so much so that it almost stands at odds with the first half of the set.

 

I recommend Rush to anyone who is really interested in getting a handle on what it is that slaughter players find so tasty about their Choice Cuts, or any established purveyor who has somehow manged to pass up this cool set of maps. There's probably zero people in that last category, of course; it's a darn good set. Easy-going and she's a looker, too.

 

Personal highlights:

  • Being made to sit up in the Royal Box for a prized viewing of a monster infighting performance.
  • Fast-scrolling ASHWALL used for static on a television monitor.
  • Triggering a spiderdemon + arch-vile fight earlier than I was supposed to... and then not dying!
  • Swimming out too far and then melting as the tide turned red...
  • Crispy mancubi mancubodes.

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Kerberos

  

Did play this via ZDaemon with a bunch of other people. Most had quite the fun.

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Killer5

  
Sick wad.

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trrobin

  
One of my favourite so called "Slaughter" wad sets. Not only is the architecture really great, but it's actually fun to play. The gameplay is not typical for this genre. In other words, it's been finely balanced! Map 12 is simply sublime map making; in visuals, steepness, progression, and difficulty.

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Ezepov

  
super

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Avoozl

  
My first impression was "Wow, nice looking maps!" only to be reduced to "Oh, it's a slaughter wad."

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Guest

  
Pretty good man

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Doomkid

  
Visually awesome. They're slaughtermaps, so I was surprised I could actually beat them after only a few tries! There's just enough ammo for the next wave, at least in the first 4 maps (up to map05 now) and the design is quite classy. Caught a few texture messups, but who cares. There were a few bits that annoyed me - on map03, when the archviles appear behind you, the only reliable place for cover is the entrace, and the battle can get a bit tedious. Overall though, this is definitely worth your time!

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molten_

  
Alright, I'm not very big on slaughter maps but these seemed pretty manageable. The majority of the maps are OKish but it's map12 (The final map) that REALLY stands out. It might just be the best boom compatible level I've ever played ... seriously it's a masterpiece. Really good mapset, if only the rest of the maps were on par with map12 ;)

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Zalewa

  
A slaughterwad, but a less annoying one than your usual slaughterwad. Great visuals, manageable gameplay. It can get repetitive at times, but that's the nature of slaughterwads.

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Guest

  
Good wad, 5 stars.

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Guest

  
Too many monsters. zero medicit. only cheat

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Guest

  
the final switch on map 12 seemed to be broken(played mapset in Skulltag), other than that, everything was great. I did like that the slaughter gameplay was set in tiers, which made the progression of each stage all the more satisfying. Architecture was brilliant. 4.5/5

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Guest

  
In MAP12 the 3-key final switch doesn't work in ZDoom and GZDoom. In MAP12 there are also some vertical HOMs in the central zones of the level. Please fix these bugs ASAP.

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Breezeep

Unknown date

  
Played this for some time. It's really good.

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Guest

Unknown date

  
Very enjoyable and not overly hard slaughter maps. Plays well with Brutal Doom.

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Guest

Unknown date

  
Not bad! Not bad at all!

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Guest

Unknown date

  
100% Slaughtermaps. If you like cleaning-up a room or an open area with a zillion of monsters, and repeat that more or less identically a hundred or so times, then this might be your megawad. If you're looking for an adventure or some more subtle kind of gameplay, skip it. BTW some slimetrails in the open area at the end of map04.

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Guest

Unknown date

  
Excellent looking maps unfortantiantly TOO MANY monsters ruined the whole concept. I found myself shooting constantly with no quit or break for even couple of secs even with various weapon mods its still hard even on easy. Also the maps are very big its easy to get lost.

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Guest

Unknown date

  
Pretty good not going to lie

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Cynical

Unknown date

  
This is pretty dire. The maps are the poster-children for the "follow the detail guide with no sense of architecture" school of aesthetics, there's tons of crap on the walls to get caught on, enemies are frequently misused (Spectre usage is particularly bad), items are placed into little tiny nooks where they can't be grabbed effectively (particularly egregious with Stimpacks). Many fights can be chokepointed, and much of the layouts is basic room-corridor-room stuff. Bleh.

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Demonologist

Unknown date

  
Great offering, and one of the best gameplay-oriented mapsets as of recently. Fun for both casual playthroughs and speedrunning.

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Plut

Unknown date

  
Pretty fun and good designed wad, but many prepared templates and copy-paste in some places.

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Guest

Unknown date

  
slaughterish gameplay, maps that aren't puzzles, I like it so far. only on map 6 so far.

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  • File Reviews

    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
    • By elend · Posted
      I really like this palette edit. I am not sure about the "better visibility on CRT screens" part, since I find it a bit dark at times, but I do love the toned down colors. I don't play everything with this palette, but I noticed that some WADs definitely benefit from it.   Regarding the people who don't like it; Well, just check out the screenshots. If this looks cool to you, use it when you play Doom. If it looks crap to you, don't download this.
    • By Sasha · Posted
      Hard maps with good architecture. I enjoy this wad
    • By Rimantas · Posted
      It just mess up all colors very bad and makes Doom look terrible! If i want Doom look more like on CRT, i reduce brightness in video card settings. 0/5
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