baja blast rd. Posted November 17, 2016 A while back, yakfak started this thread for Doom II. I personally think the megawad format lends itself naturally to filler, and in most cases these mapsets would be stronger with fewer maps, and with the effort spent on them repurposed to strengthening the existing maps or working on a new set entirely. 32 -> 9 is more compression than ideal in most cases so we'll try 32 -> 16 (or x -> x/2 obviously). I'm curious about what people would come up with for various megawads, from the iconic to the completely unheard of. Go! Edit: I changed the premise because 32 -> 9 is a bit too short. 0 Share this post Link to post
Scotty Posted November 17, 2016 Obvious TNT suggestions... can't stretch it to 16 though. M1 - Power Control M2 - Prison M3 - Stronghold M4 - Storage Facility M5 - Nukage Processing M6 - Dead Zone M7 - Mill M8 - Heck M9 - Pharaoh (Secret) and Plutonia: M1 - Caged M2 - Baron's Lair M3 - Caughtyard M4 - Realm M5 - Abbatoire M6 - The Omen M7 - Onslaught M8 - Hunted M9 - Impossible Mission M10 - Slayer M11 - The Twilight M12 - Speed M13 - The Final Frontier M14 - Tombstone M15 - Odyssey of Noises M16 - Go 2 It (secret) 0 Share this post Link to post
Memfis Posted November 17, 2016 Requiem MAP01 - "short and pointless" but too iconic for me to remove MAP02 - "short and pointless" but too iconic for me to remove MAP03 - maybe the best thing Iikka Keranen made for Requiem MAP04 - very strong; absolutely has to stay MAP05 - very strong; absolutely has to stay MAP06 - very strong; absolutely has to stay MAP07 (I kinda like it but obviously it gets cut) MAP08 - strong cinematic quality, Requiem wouldn't be the same without this one MAP09 - high quality classic level MAP10 (doesn't quite belong to Requiem aesthetics-wise; some weird tedious moments) MAP11 (sorry, good one but there just isn't enough space) MAP12 - fun long adventure MAP13 - problematic gameplay but incredible mood MAP14 (not a fan of all these corridors; too simple) MAP15 - the use of rectangles and stuff is rather excessive but it's grand and memorable MAP31 - simple but works well enough as a secret map; the 3D floor trick alone is ming-boggling MAP32 (the only memorable part is the "rest in pain" grave) MAP16 (it's like a worse and longer version of 03, although technically more impressive maybe) MAP17 - high quality classic level MAP18 (kinda cramped, nothing really catches your imagination) MAP19 (hardworked visuals and some curious situations but I would rather sacrifice this one than 8 or 15) MAP20 (I actually enjoy this one but obviously this is the kind of map that has to go first) MAP21 - probably many people would remove it but I applaud the author for creativity and a sense of wonder MAP22 (too much realism damaged the gameplay; feels more like a mapping trick showcase) MAP23 (this hardcore gameplay doesn't fit Requiem I think; never liked the visuals either) MAP24 - one of the essential Requiem levels due to its artistic visuals MAP25 (same thoughts as in 20) MAP26 (very basic filler) MAP27 (honestly, who wants to play this?) MAP28 (I don't know, never felt this one; too many rectangles in architecture?) MAP29 - fun long adventure MAP30 (not the worst Icon of Sin map but still an Icon of Sin map) As you can see, I like the first half of the wad a looot more. Leaving 01 and 02 is probably the most controversial decision on this list, but the nostalgic factor is just too strong for me I guess. 0 Share this post Link to post
Cynical Posted November 17, 2016 Alien Vendetta: Map 01: Rusty Rage (previously map 02) Map 02: Seclusion (previously map 04) Map 03: Crimson Tide (previously map 05) Map 04: Hillside Siege (previously map 06) Map 05: Beast Island (previously map 08) (this is a tough call, and the last one I decided makes the cut; I'd be tempted to replace this with "Fire Walk With Me") Map 06: Castle Gardens (previously map 09) Map 07: Toxic Touch (previously map 10) Map 08: Suicidal Tendencies (previously map 13) Map 09: Overwhelming Odds (previously map 14) Map 10: Mutual Destruction (previously map 16) Map 11: Nukefall (previously map 18) (screw the haters!) Map 12: Lake Poison (previously map 19) Map 13: Clandestine Complex (previously map 24, I think?) Map 14: Dark Dome (previously map 26) Map 15: Stench of Evil (previously map 27) Map 31: No Guts, No Glory (previously map 32) EDIT: For a bonus, how about one-episode Hell Revealed? Map 01: City in the Clouds Map 02: The Path Map 03: The Black Towers Map 04: Resistance is Futile Map 05: Ascending to the Stars Map 06: Post-Mortem Map 07: Dead Progressive Map 08: Afterlife Secret: Mostly Harmful 0 Share this post Link to post
Danfun64 Posted November 17, 2016 Maybe not "cut in half", but I think a simplified/shrunk version of Eternal Doom designed specifically for coop compatibility would be wonderful, as I like its atmosphere but its too big, and for coop its even worse. map02 anyone? 0 Share this post Link to post
T-Rex Posted November 18, 2016 Hell Revealed (I wouldn't care what the haters would say) Map01: The Garden Terminal Map02: The Round Crossroads Map03: Knockout Map04: Chambers of War Map05: Underground Base Map06: Last Look at Eden Map07: City in the Clouds Map08: Gates to Hell Map09: The Path Map10: The Black Towers Map11: Resistance is Futile Map12: Ascending to the Stars Map13: Post Mortem Map14: Dead Progressive Map15: Afterlife Map16: Mostly Harmful (secret) Memfis said:MAP23 (this hardcore gameplay doesn't fit Requiem I think; never liked the visuals either) Are you kidding? Hatred was one of the strongest maps Requiem has to offer, especially since it's by Dario Casali. I will admit, though, that not all Casali maps can be singers, because Plutonia's Hunted, in my opinion, is absolute garbage. 0 Share this post Link to post
Doomkid Posted November 18, 2016 In 20 years of Dooming I've only beaten the following 30+ map sets in SP, the 'intended' way: The iwads (duh), Memento Mori 1, Alien Vendetta, Hell Revealed and Scythe 1, so truth be told my answer would be "most megawads are too damn long, even the good ones". Really though, culling maps seems almost like a sin in a way unless they're just flat-out trash. 0 Share this post Link to post
Jaws In Space Posted November 18, 2016 I think this list includes every megawad where I've played all 32 of it's maps. Icarus: Alien Vanguard Spoiler Map 01: Shuttlecraft Map 02: Engineering Map 03: P.E.T. Rescue Map 04: Donnybrook Map 05: Feeding Frenzy Map 06: Hydroponics Map 07: Fortress Of Evil Map 08: Bootcamp Map 09: Bloodbath Map 10: Blessed are the Quick Map 11: WarTemple Map 12: Engine Core Map 13: Painful Discharge Map 14: Another Fine Mess Map 15: Weapons Bay Map 16: Prestidigitation TNT Evilution Spoiler Map 01: System Control Map 02: Human BBQ Map 03: Power Control Map 04: Hanger Map 05: Open Season Map 06: Prison Map 07: Stronghold Map 08: Redemption Map 09: Storage Facility Map 10: Nukage Processing Map 11: Steel Works Map 12: Dead Zone Map 13: Processing Area Map 14: Central Processing Map 15: Lunar Mining Project Map 16: Ballistyx Perdition's Gate Spoiler Map 01: UAC Main Lobby, Shipping and Receiving/Main Gate Map 02: UAC Executive Areas, Interlock Map 03: UAC Executive Areas, Recreation Area/Yard Map 04: UAC Executive Areas, Storage Area Map 05: Executive Areas, Sub-Basement Entry Map 06: Sub-Basement, Waste Areas Map 07: UAC Nukage Areas, Nukage Monitor/Flow Control Facility Map 08: UAC Nukage Areas, Waste Tunnels/Drainage Tunnels Map 09: UAC Secret Teleporter Lab Map 10: Distant Worlds Map 11: Teleporter Central Map 12: Closer to Hell Map 13: Hell's Gate Map 14: The Blood Tunnels Map 15: Hell's Masterpiece Map 16: High-Tech Hades Zone 300 Spoiler Map 01: Control Facility Map 02: The Alleyway Map 03: Canyon Hub Map 04: Cargo Bay Map 05: Trouble Town Map 06: The Invasion Map 07: Dungeon of Inferno Map 08: Cavern of the Evil Spirit Map 09: Dissect Doom 2 The Way ID Did Spoiler Map 01: The Compound Map 02: The Terminal Map 03: Counterpoint Map 04: Quarantine Map 05: Reservoirs Map 06: The Shipyard Map 07: The Wharf Map 08: The Causeway Map 09: Cul-de-sac Map 10: The Sanctuary Map 11: Bedlam Map 12: Leap Of Faith Map 13: Passage to Exile Map 14: Dead Sea Map 15: Damned Strait! Map 16: The Mortal Coil Nova: The birth Spoiler Map 01: Outpost Map 02: Administration Center Map 03: Water Treatment Plant Map 04: Factory Factor Map 05: Hazard Facility Map 06: Sewage Processing Map 07: Suspend Map 08: Hell's Furnace Map 09: Incubator Map 10: The Prisoner Map 11: Sewer City Map 12: Power Core Map 13: Immaterium Map 14: Ring of Gyges Map 15: Vile Arterium Map 16: Extorta Nova Doon 2 In Name Only Spoiler Map 01: Entryway Map 02: Underhalls Map 03: The Gantlet Map 04: The Pit Map 05: Circle Of Death Map 06: The Factory Map 07: The Inmost Dens Map 08: Suburbs Map 09: The Courtyard Map 10: The Citadel Map 11: Gotcha! Map 12: Nirvana Map 13: The Spirit World Map 14: The Living End Map 15: Wofenstein Map 16: Grosse Nova 2: New Dawn Spoiler Map 01: Panic Station Map 02: Rocky Rooftops Map 03: Deep Water Map 04: Broken Outpost Map 05: Water Maim Map 06: Dry Well Map 07: Husk of What Once Was Map 08: Analyzing the Cause Map 09: Hop 2 It Map 10: Purification Plant Map 11: Crumbling Necropolis Map 12: Red Morning Light Map 13: Monument to Thieves Map 14: Red Gas Circle Map 15: The Descent Map 16: Legion 0 Share this post Link to post
vdgg Posted November 18, 2016 From Hell Revealed, I would leave MAP01-MAP14 intact, with MAP14 as the Grand Finale. I know there are some weak maps in between and some OK maps later, but I just couldn't resist it :) Would the WAD achieve its cult status then? One thing for sure, I would rate it much higher than I do. PD Maybe MAP26 as a secret map, I don't like it, but somehow I appreciate it. 0 Share this post Link to post
scifista42 Posted November 18, 2016 Going Down as a 9-map episode - maps 1, 2, 5, 8, 11, 18, 23, 29 + map 7 as secret. 0 Share this post Link to post
Combinebobnt Posted November 18, 2016 Hell revealed I is easy, just remove like the first 13 maps and 3 other random ones. All the good maps are near the end anyway 0 Share this post Link to post
joe-ilya Posted November 18, 2016 Doom 2. Starport 1 Entryway 2 Underhalls 3 The gauntlet 4 The focus 5 The waste tunnels 6 The crusher 7 Dead simple City 8 Circle of death/O' of destruction (11) 9 Downtown (13) 10 The inmost dens (14) 11 Industrial zone (15) 12 The courtyard (18) 13 Gotcha! (20) Hell 14 The living end (29) 15 Icon of sin (30) Secret level 16 Grosse (32) Plutonia Earth 1 Well of souls (2) 2 Caged (4) 3 Ghost town (5) 4 Abattoire (9) 5 Onslaught (10) 6 Hunted (11) Hell 7 Speed (12) 8 The crypt (13) 9 Genesis (14) 10 The omen (16) 11 Neurosphere (18) 12 The death domain (20) Devil hive 13 Slayer (21) 14 Odyssey of noises (29) 15 Cyberden (31) Secret level 16 Go 2 it (32) TNT : Evilution Experimental labs 1 System control 2 Power control (3) 3 Open season (6) Military base 4 Stronghold (9) 5 Redemption (10) 6 Storage facility (11) Nighttime 7 Nukage processing (13) 8 Steel works (14) 9 Dead zone (15) 10 Processing area (17) 11 Shipping/Respawning (19) Hell 12 Lunar mining project (23) 13 Quarry (24) 14 River styx (29) 15 Caribbean (32) Secret level 16 Wormhole (4) Going down Outer structure 1 Going up 2 Evil admin 3 Blood and rockets (4) 4 Painframe (6) Underground floors 5 Trip switch (10) 6 Deep trouble (13) 7 Gladiator (15) 8 Rest in pieces (17) 9 Buried alive (18) 10 200 mega hurts (20) Hell 11 The mouth of madness (20) 12 Indigestion (21) 13 Constipation station (22) 14 Bridge of blood (24) 15 Demolition (29) Secret level 16 Insanity (26) 0 Share this post Link to post
TheOrganGrinder Posted November 19, 2016 Back to Saturn X, Episode I. If we're just trying to cut it down to either 13 or 12 maps from 25 (24 regular +1 secret), depending on whether you want to round up or down, I'd say: MAP08, MAP16, and MAP23, the episode hubs, are the obvious ones to ditch as part of reducing the map count, bringing us down from 25 to 22. We have to lose another 9 or 10, so of the remainder... MAP01: I'm a little torn because it's a purpose-built introductory map that puts the WAD's themes and quirks front and centre, but with a good chunk of the map being quite deserted and another part of it serving to introduce the episode hub station area, I think this is the "maybe" map that can be retained in a 13-map BTSX E1 but ditched in the 12-map version. MAP02: Sandwiched between MAP01 and MAP03 this one feels a bit too much like a conventional Doom level and doesn't really advertise the WAD's strengths and distinctive style. I'm going to say let's drop it. MAP03: Compact and relatively easygoing, I think this works well as MAP02 of a 13-map BTSX E1 or as a short, sweet MAP01 of a 12-map version. MAP04: This one doesn't stick out in my mind as doing anything that's particularly memorable for the right reasons, compared to all the other good levels on display here, so it's one of the ones I think can be sacrificed. MAP05: In its layout and feel this one is just to different to really have a place in a version of the WAD that's been boiled down to its core components. MAP06: Keep. This has long been one of my favourites from the first hub of the WAD. MAP07: I feel this one relies pretty heavily on its signature gimmick of "spiders everywhere" and doesn't compare favourably to many of the other maps here in its gameplay outside of that. So, let's be brutal and drop it. MAP09: I don't think this one makes the cut. It's inoffensive but just doesn't engage me as much as the rest of the levels on offer here. MAP10: Keep. Solid gameplay that very much typifies the style of the WAD. MAP11: I think this one can go. Of the levels in BTSX E1's middle hub I find it to be one of the least memorable. MAP12: Keep. Big and sprawling, with a delightful display of environmental variety without sacrificing consistency of theme. MAP13: Keep. In a WAD that's basically made of tough, chunky techbases, this one manages to stand out in my memory. It's good stuff. MAP14: Keep. Provides a transitional contrast between MAP13's arrangement of subsections around a central open space or void, and MAP15's interwoven, multi-layered intricacy. MAP15: Keep, though since this project is going to end on MAP12 or MAP13, this one requires modification to remove the secret exit and those areas necessary to access it. MAP17: Keep. I think this makes some of the best use of liquids and outdoor areas in the WAD without straying too far from the theme. MAP18: Keep. As with MAP10 I feel this one typifies the WAD's overall style and theme, and it's big and tough enough to serve that role well in this later position in the mapset. MAP19: Drop it. As with MAP05 this one doesn't seem to fit well enough into the flow and feel of the other levels to justify its inclusion in this brutally abbreviated version of the project. MAP20: Keep. One of the WAD's most atmospheric maps that presents its own distinctive twists on the overall aesthetic. MAP21: Keep. Provides a nice transition between MAP20's unique interpretation of the WAD's theme, and MAP22 which is shaping up to be the final map. MAP22: Keep. It's a tough, twisty map that carries on the best of the WAD's themes and functions perfectly well as a conclusion. MAP24: At the risk of courting controversy, ditch. The early portions aren't, in my opinion, among the stronger of the WAD's offerings, and the later portions diverge so utterly in theme from the other levels up to this point that I feel this is one of the more readily discarded maps in the set. MAP32: At 12 or 13 maps the truncated WAD isn't going to give players an opportunity to reach its secret level, and this one is different enough in its gameplay from the rest of the WAD that I don't think it fits neatly into the regular sequence anywhere. So, drop it. So assuming we're going for a 12-map version of the WAD, it shapes up as: MAP01: The Room Taking Shape MAP02: Mix Up The Satellite MAP03: A Proud and Booming Industry MAP04: Underground Initiations MAP05: I'll Replace You With Machines MAP06: Big Chief Chinese Restaurant MAP07: Tricylic Looper MAP08: Navigating Flood Regions MAP09: Cyclone Utilities (Remember Your Birthday) MAP10: U.S. Mustard Company MAP11: Failed Experiments and Trashed Aircraft MAP12: Gonna Never Have To Die (If we're going for a 13-map version, insert Back to Saturn X Radio Report as MAP01 and advance all the other map slots by one.) 0 Share this post Link to post
Torturephile Posted November 20, 2016 Mars War. It starts out strong with the techbase on Mars levels (1-6), but once map 7 begins, it goes downhill from there. My map list would be like this: Spoiler -Map 1: Terraforming Station -Map 2: Theta Base -Map 3: Manufacturing Plant -Map 4: Alpha Base -Map 5: Crash Sight -Map 6: Beta Base -Map 10: Transport Ship -Map 11: Drop Ship -Map 12: Operations -Map 13: Warehouse -Map 31: Wolfenstein -Map 32: Hell Labs -Map 16: Enlightenment -Map 17: Commercial Sector -Map 23: The Gates of Hell -Map 24: 83' E -Map 25: 1984 -Map 29: Choices -Map 30: Icon of Sin (formerly Heart of Evil) 0 Share this post Link to post
joe-ilya Posted November 21, 2016 BTSX E1 Research labs 1 Back to saturn x radio report 2 The room taking shape (3) 3 Total exposure (5) Military links 4 Metal mothers (7) 5 A proud and booming industry (10) Construction sites 6 Underground initiations (12) 7 I'll replace you with machines (13) 8 Big chief chinese restaurant (14) 9 Cyclone utilties (remember your birthday) [18] 10 U.S mustard company (20) 11 Tricyclic looper (15) Ruins 12 Failed experiments and crashed aircraft (21) 13 Gonna never have to die (22) 14 Tough skin river (24) Ending (doesn't count as a map really) The unsinkable fats domino (25) Secret levels 15 Bingo pool hall of blood (19) 16 The hard way (31) Heroes 2 E1 (ruins) 1-10 2-11 3-32 4-21 5-26 6-29 7-30 E2 (tech) 8-4 9-5 10-6 11-13 12-15 E3 (hell) 13-2 14-3 15-18 16-22 Scythe E1 (tech) 1 Get going 2 Up and around (3) 3 Slimy tunnels (6) 4 Garden base (8) 5 AD (19) E2 (Ruins) 6 Walk in the park (12) 7 Burial grounds (16) 8 Sneak peak (11) 9 Dunno torn (31) 10 The lords (10) E3 (hell) 11 Solitude (21) 12 Anger (23) 13 Hatred (24) 14 Envy (25) 15 Fear (26) Secret map 16 Hell on earth (29) 0 Share this post Link to post
shotfan Posted November 22, 2016 TNT: Evilution Techbase Map 1: System Control (because of the berserk start, if anything. It is iconic) Map 2: Power Control (not too long and actually looks like a power station) Map 3: Wormhole (if only because of its 'extra dimension' gimmick) Map 4: Open Season (because it gets more and more crazy as you progress, but not to Prison's, Metal's or Stronghold's levels, counting from among the early TNT's maps) Military base Map 5: Lunar Mining Project (way too easy to be a last-quarter-of-the-wad map) Map 6: Habitat (similar case as for the above, and I like the tunnels section) Map 7: Storage Facility (the warehouse is quite difficult to traverse if you do not want to get yourself blindsided) Nighttime Map 8: Crater (because it is spacious and has some intense moments, but is not too ridiculous with them - vide Mount Pain) Map 9: Dead Zone (a must have. IMO the most fun map in TNT. Open-ended freeroam battles are always great) Map 16: Pharaoh (Secret Level) (I think its progression is more interesting that in Caribbean. Also, it looks better) Map 11: Central Processing (it is the longest one, which fits as a proper challenge to have before boarding the demons' ship) Demon ship Map 12: Ballistyx (tricky enough to be that far in the wad) Map 13: Deepest Reaches (unparalleled atmosphere from all of the TNT) Map 13: Baron's Den (another trap-infested map that is the staple of the hellish levels) Map 14: River Styx (the flow of this map reminds me of Spawning Vats, which is an accomplishment in itself) Map 15: Last Call (well, it has to end somehow, so better to have Icon of Sin than not in the final map) 0 Share this post Link to post
Deleted_Account Posted November 27, 2016 Doom 64 Map 01: Staging Area Map 02: The Terraformer Map 03: Holding Area Map 04: Outpost Omega Map 05: Alpha Quadrant Map 06: Altar of Pain Map 07: The Lair Map 08: Dark Citadel Map 09: Watch Your Step Map 10: Spawned Fear Map 11: In The Void Map 12: Breakdown Map 13: Burnt Offerings Map 14: Pitfalls Map 15: Unholy Temple Map 16: The Absolution 0 Share this post Link to post