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Rush

   (42 reviews)
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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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aargh

· Edited by aargh

  

Slaughtermap for beginners. Simple but effective level design, impressive architecture, great lighting. Arch-viles are a bit overused.
Played with Meatgrinder mod.

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DoctorFrickinRetro

  

Excellent beginner wad for those who want to get into slaughter maps, lovely level designs!

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seed

  

"Motto hayaku! "

 

And there goes Rush, played through GlBoom+ 2.5.1.5 on HMP difficulty. So let's see what we have here, shall we? Of course we shall.

 

Rush is a 13-level (12 with actual gameplay, 1 bonus for end game) slaughter megawad, meaning that the enemy count is high, or in this case, relatively high, and the enemies typically assault the player in waves of varying sizes and from various positions. It comes with a new background menu, music, textures, and one new enemy, a black/dark gray version of the Mancubus, but more powerful. The action takes places on various locations on Earth, both indoor and outdoors, as well as more abstract dimensions.

 

The difficulty curve is traditional, starting relatively easy and getting gradually more difficult as you progress, with no spikes. Considering the category it fits under, this is probably one of the more interesting aspects of the wad, as it can be described as "entry-level slaughter".

 

Visually, the maps looks pretty good and are accompanied by fitting music, which is mostly more action oriented, and they get more impressive with their design as you advance through the wad. If the beginning may not have revealed anything particularly interesting, that's something that changes near the second half, with maps such as MAP06, and the final level MAP12, aptly named "The Destination".

 

This is actually where a mixture of good and bad can be found. MAP06 is basically a maze, without what could necessarily be classified as slaughter gameplay most of the time, but it has a few unintuitive puzzles where a way opens on the map, but perhaps it'll take a while to locate the place. There's also what appears a small spiral of torches placed in the distance which, while enhancing the feeling of mystery of the level, doesn't seem to serve any real purpose. MAP12 suffers from a similar problem, it's rather easy to get lost in the temple since you'll be revisiting the same areas a few times, but maybe not know where to go. But being the final map, it might be fitting, making things more difficult on multiple levels, not just through resource and enemy usage.

 

Either way, Rush might not be SF2, Sunlust, Sunder, or any other "triple-A" slaughter megawad, but it does its job well. It's fun, short, and has plenty of atmosphere if you appreciate it. Indeed, it might be the perfect introduction to the genre for a newcomer. So don't wait, but Rush.

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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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  • File Reviews

    • By Roebloz · Posted
      Not bad for an early 1994 level to be honest. It isn't good, but not bad. Being a Wolf3d fan I don't mind long corridors in maps that much, although the decoration could have been better that's for sure. If you're into old maps and corridor-esque maps, give it a shot.
    • By chlef · Posted
      Partial truth in advertising - "This PWAD represents the combination of just 27 of some of the best levels I have found on the net." - maybe for a brief 6 month window in 1994. But compared to traditional/old school maps since, this selection would scrape through as a C- if you were grading school homework. Barely a pass. Mostly dull, bland and repetitive maps you have played elsewhere - maps you groan through and forget 2 seconds after you have finished them. Supreme ordinariness, nothing you ever want to see again. This is only of historical value. Not exactly enjoyable play. Nosireebob.
    • By CyberDreams · Posted
      I'm not very good at reviewing so bear with me: If you want a quick and fairly easy WAD then this is for you. It starts out fairly easy as well as being fairly linear and than it gets harder as it goes on. It's also fairly short too as it took me about an hour or two to complete on UV difficulty in GZDoom using the Doom (strict) compat mode.   The new textures were a nice addition although they were only featured in the last few maps. There are a lot of switches and "rising structures" (floors & lifts) but the placement of them is decent so they aren't a nuisance. The switches open doors or activate lifts that are pretty much right in front of you or in an area that you've just past through so the maps aren't that confusing (which is a good thing).   The one thing that i did not like about this WAD was that the exits were not marked. I exited a few levels with only 50% or so of the map explored due to the exit just being a normal looking switch. In a map that has quite a few switches that activate doors and lifts, you need the exit too look different or at least have an exit sign above it imo.   I did notice a few misaligned textures but tbh that's normal for 1994. Also, there are different sounds for weapons and some monsters as well that kind of annoyed me. I don't usually mind sound replacements and i know that a lot of early maps had them but this one just really got on my nerves at times. You'll hear GROOVY! a lot and it's not as cool sounding as Duke Nukem saying it, even though it is the actual sound clip from Evil Dead 2 (i believe).   Other than that this E1 replacement played alright for a '94 mapset, having decent layouts and monster placements. I give it 3 1/2 stars mainly because of the exit issue that really bugged me and the sound replacement not being my favorite.   [Oh btw, i played continuous. I tried playing pistol start only on a few maps but i just couldn't do it. I'm not sure if it's possible tbh. Maybe some of the weapons are hidden in secrets because i often found ammo in levels for some but not the weapon for it.]    
    • By P41R47 · Posted
      Amazing Total Conversion megawad!!!
      Moody, atmospheric, challenging, breathtaking...   Just... WOW! At first the game is really different to the Doom experience, soo different that you will have a rough time trying to understand the mechanics. Just like playing a completely new game for the very first time. But when you finally understand the mechanics, the new weapons, and the possibilities, a marvelously detailed and vast world unfold to you very eyes. It was a long time that a game made me feel real awe. The sense of wonder of this maps are something unique. This Total Conversion really make the unthinkeable and take it to eleven.   Thanks @Revae for this amazing total conversion. Hope you can take this piece of art to the next level. You deserve it!!!
    • By Erick · Posted
      Before Plutonia's Go 2 It, there was Dario Casali's take on expanding Doom 2's MAP01 into a difficult and action packed level. Punisher can be seen as sort of a prototype for Go 2 It in that it was released a year before Final Doom and the map is rough around the edges to play. There are far more many monsters in Punisher than there are in Go 2 It, starting off with about 600 enemies, which is three times more than Go 2 It's initial start of about 200 enemies. It sounds like Punisher is more difficult than Go 2 It for having more enemies and a rougher layout, right? Well, actually no, Punisher is easier than Go 2 It though at the same time, Punisher has its difficulty issues that can make it annoying to play.   In Punisher, a variety of enemies are placed together far more frequently, meaning infighting happens immediately in the areas they are in. There are some rooms where only a single enemy type is in to prevent easy infighting, but even still, you can take advantage of monster infighting far more than you would in Go 2 It. Another thing, you don't always get up close to tough monsters like the Cyberdemon so you can pretty much skip them at times, which is unlike Go 2 It as that map has you getting up close to them or at times killing them to progress.   Despite Punisher encouraging something of a aggressive and fast playstyle like you Go 2 It and other Plutonia maps encourage, it doesn't exactly feel like you can do it as freely here. There's a ton of open space so trying to draw attention of monsters to cause some infighting yourself can be annoying to do, an Arch-Vile can hit you out in the open and Pain Elementals can be very problematic, so you might find yourself peeking in and out of cover often instead of blasting monsters away with rockets and a BFG. That's not to say you can't blast through the level if you played it multiple times much like Go 2 It, but even so, the pacing and fights here feel a bit messy.   Punisher is not bad to play and I found it fun to play despite its gameplay problems. I found it interesting to compare this map with Go 2 It to see the differences and how much more refined an expanded Doom 2 MAP01 turned out in the end. If you're into maps with tons of monsters to kill and don't mind some odd pacing, Punisher is good to play, though it definitely shows its age.
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