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dobu gabu maru

The DWmegawad Club plays: MAYhem 2020

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Woah! I wonder what maps fit within lower bounds of sector count (like 15 or 10), I'd have thought the goal was specifically to use all 20 sectors you have to make the best map, even if you chose to go for more detail over more size/gameplay in some cases (the only rule being not to use excess sectors in a way such that exactly the same result could have been achieved with fewer sectors, ie such as not joining sectors with identical properties).

Edited by FrancisT18

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Some trivia regarding Map 6 (Return to Pain Manor), the mapper for this one (Arno) also mapped for the original 10 Sectors community project in 2000. That map was called Pain Manor and also had the Map 6 slot.

 

32 minutes ago, FrancisT18 said:

Woah! I wonder what maps fit within lower bounds of sector count (like 15 or 10)

 

Well aside from map 2 and map 7 which were mentioned earlier, maps 18 and 24 both have 10 sectors. From what I understand, the former was a deliberate decision whilst the latter was as a result of a misinterpretation.

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On 1/9/2020 at 8:52, dobu gabu maru said:

OZQ0sYq.jpg

 

¿Qué es el DWmegawad Club?

Este es un lugar donde nos instalamos, tomamos una taza de té (o una bebida de su elección) y nos tomamos un mes para jugar a través de un megawad por nuestra cuenta, ¡juntos! Cualquier observación entusiasta, crítica o despotricación frustrada al respecto va aquí en la discusión. Siempre que quieras decir algo sobre lo que has jugado, no dudes en decir lo que piensas.

 

¿Puedo unirme?

Por supuesto. La única regla es que tienes que jugar al menos algunos de los niveles de nuestro megawad mensual para contribuir, pero por lo general te animamos a que termines todo, incluso si lo has jugado antes.

 

¿Sobre qué niveles puedo publicar?

Cualquiera que sea el día del mes, es el límite superior del mapa en el que puede publicar. Entonces, si es el sexto , puede discutir hasta MAP06 .

  

¿Tengo que publicar una entrada todos los días?

No para nada. Esto es solo para nuestros miembros más entusiastas. Mientras juegues con nosotros, serás parte del club.

 

¿Cuándo votaremos sobre el megawad del próximo mes?

La votación comienza el día 25 del mes actual. Recuerde agregar un "+++" antes de su voto para que sea más fácil contar. Por ejemplo:

 

+++ Destino definitivo

 

Tenga en cuenta que solo puede nominar hasta tres fajos separados para un solo mes, y los fajos deben contener al menos tres mapas cada uno . El fajo ganador debe recibir al menos cuatro votos para que se haga un hilo. RNG decidirá los empates.

----------

>>> DESCARGAR MAYHEM 2020 AQUÍ <<<

 

¿Podría ser? ¿Un caos lanzado en el año en que se inició? ¡Alabado sea Obsidiana! ¡El festival anual de mapeo de 31 días de MAYhem de Doomworld este año se centra en unos escasos 20 sectores decorados con algunas texturas ingeniosas de las versiones alfa y beta de Doom! Si esa oración le parece una tontería, no se preocupe, solo significa que aunque los mapas fueron difíciles de hacer, ¡tienen la garantía * de ser divertidos!

 

Autor y Maplist :

MAP01 - "Moja mi apetito" por Dragonfly

MAP02 - “Clastrocomputer con tecnología Nukaged” de Redead-ITA

MAP03 - "Bubble Home Bunker" de DynamiteKaitorn

MAP04 - "Enfoque profundo" por The_SloVinator

MAP05 - "Planta de aguas residuales" por DavidN

MAP06 - "Regreso a Pain Manor" de Arno

MAP07 - "Heavy Lifting" por Arctangent

MAP08 - "Edge of Twilight" de Revenant

MAP09 - “Levántate; Don't Stop ”de Phobus

MAP10 - "Daybreak Station" por TheV1perK1ller

MAP11 - "Vals tóxico" de Blinds1ght

MAP12 - "El encierro" de Bauul

MAP13 - "Agujero en la red" por Worm318

MAP14 - "Dens at Night" por Zergeant

MAP15 - "Urban War" de RonnieJamesDiner

 

MAP31 - "Kukui" de Galileo31dos01

MAP32 - “Cementerio Lapdanse” de Impie

 

MAP16 - "Silent Starlight" de Dac

MAP17 - "Lab Rat" de Wydoomer

MAP18 - "Spire in the Cascade of Glimmers" de Obsidian

MAP19 - "Las tres torres" de * Mary *

MAP20 - "Modo sigiloso" por Steve88

MAP21 - "Ingrese el primero" por A2Rob

MAP22 - "Un toque de maldad" de Scorpius

MAP23 - "Soledad denegada" por Horus

MAP24 - "Otsegolectric" por 4MaTC

MAP25 - "Monolito" de Natural Tvventy

MAP26 - "Mar de sangre" de sajbear666

MAP27 - "Masacre de aves de Nepal" por Danlex

MAP28 - "The Scar" de Xaser

MAP29 - “Halo of Flies” de Aurelius

MAP30 - "Fleshipice" de Kapanyo

 

MAP33: "La base del desierto" de Walter Confalonieri

MAP34: "Wild Terror at Vacation Station" de Impie

MAP35: "Mystery Mayham" de Hawns Braks

MAP36: "Excursión" de Joe-Ilya

MAP37: "Cokey-Nuts" de Impie

MAP38: "Panóptico" de Solmyr

MAP39: "El más sádico" de SergeiRocks100

MAP40: “Tei Tenga's Core” de Gerardo194

MAP41: "Problemas actuales" de Snikle

MAP42: "Base de reabastecimiento de combustible" por 4MaTC

MAP43: "Gigantes durmientes" por Argent Agent

MAP44: "= D" de obsidiana

MAP45: "Circus Charlie" de 4MaTC

MAP46: “Complexe Militaro-Industriel” de Roofi

MAP47: "Coffee Break Torture Porn" de Nine Inch Heels

MAP48: "Subterfuge" de Obsidian

 

CONTENIDO EXTRA

TBA

--------

HILOS ANTIGUOS

  Revelar contenidos ocultos

The DWmegawad Club Metathread

 

2012

 

 

2013

 

 

2014

 

 

2015

 

 

2016

 

 

2017

 

 

2018

 

 

2019

 

 

2020

 

 

 

* garantía no garantizada

I'm not a mapper but what I can say is that the idea is good, I don't see anything wrong with it

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MAP07 - "Heavy Lifting" by Arctangent

UV / Pistol start / GZDoom

 

Another map that I had a ton of fun with. The first room sets the tone nicely, and then there's a ton of monsters from here to the exit. Monsters are of all shapes and sizes, and I think that the composition works out pretty well. There are hitscanners that you have to prioritize in between the tougher monsters, and all the turrets. I was not expecting the Cyberdemon at the end! The gameplay was engaging, and the switch hunting to lower (all!) the platforms to access resources and other areas is fun. 
 

The texturing is very samey, so the map isn't terribly inspiring to look at. I do like the way that the blue triangle texture is used to show where lifts are! That is a nice detail. I like the layout - one big room that feels like it's not really one big room - and I found the the lift/switch design fun. 

 

I did manage to softlock myself... I lowered the last platform, and woke up the Cacodemon. I then decided that I was low enough on plasma to go scavenge some more. The Cacodemon then got stuck in the lift, which meant that all the platforms couldn't raise up far enough. Since there's only one lift (technically) in the map, that meant that I couldn't go back to the exit room. Whoopsie.

 

Very fun map, with a nice gimmick :)

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MAP06: Return to Pain Manor (Kills: 100%, Secrets: 0%, Deaths: 0)

    Looks very nice and the sheer size of it makes the claim 'up to 20 sectors' seem rather unbelievable (lots of joined sectors, I'd imagine). I really like the trees, but I am rather puzzled why the bark is ZIMMER instead of that nice-looking alpha tree bark texture (which I am using in my mapping). The combat side is rather lacking however, mainly clearing the halls of Imps, Demons and Lost Souls. The map is too big for such a small amount of enemies.

 

    But that could the point, instead of gameplay this is an atmosphere-focused map, and in that case it is quite the sucess considering the limitations.

 

Verdict: Visually impressive considering the limitations.

 

MAP07: Heavy Lifting (Kills: 100%, Secrets: 0%, Deaths: 0)

    Well this is a bump up in difficulty, with a rude start and a wild scramble for some semblance of a safe corner (or to carve yourself a safe corner). I was playing continuous, but pistol start this has to be quite rough. Fortunately the map does have a lot of plasma ammo scattered about, so most of the high-HP monster encounters can just be doused with plasma. The Cyberdemon gave me quite the fright and indeed did almost result in my first death, but there was enough room for me to maneuver around while force-feeding him plasma. The exit Cacodemon seemed almost comical in comparison.

 

    Visually speaking, it's bland. The blandness does not help the navigation, as about 5 minutes was spent in 'where in the hell do I go' mode, until I stumbled upon the Blue Key lift (marked by the 'LAB' texture). Maybe different textures could've been used to aid navigation, but that also could've compromised the mapper's vision.

 

Verdict: Visually b(l)a(n)d, but frantic, action-packed map.

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MAP35: Monster Mayham (Kills: 93%, Secrets: Undefined, Deaths: 0)

    This map thankfully more than makes up with the previous map's dearth of resources. There is plenty of shells, cells and rockets to go around. Visually, it's a techbase Tom Hall would've been proud of, with an OK-looking outside area. I suppose with the 20 sector limit rather flat techbases are a prime candidate. I liked the 'flood of Imps from every direction' that followed pressing the purple switch. Enough space and ammo to kill all of them, thankfully. Wasn't very entertained by the invasion of Nobles, so I just ignored them and peaced out. Nice use of alpha textures though.

 

Verdict: A bit long for my taste. Also, I spent 5 minutes running around looking for a way to lower the Blue Key. Bit cryptic, but I suppose the 20-sector limit could've given the method away to me.

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TLiNfvt.jpg

 

07 - Heavy Lifting

 

[Presentation] The title refers to the lift raising puzzle this map is built around. The theme aligns with the theme of the wad. There aren't many decorations but it's not a big map (I appreciate small maps) so that's fine. The song is nice. It consists of a bass line, a little drumming and at the end a keyboard and guitar solo.

 

[Gameplay] The combat is good because the layout and accessibilty of weapons give you room to approach it cleverly. The switch puzzle looks original and solid. The most difficult part is finding the way to the lab. Admittedly it took me too much time because it's very well hidden (look for the lab sign). The second puzzle is finding the way to avoid the Cyberdemon which I much enjoyed. It is exceptionally fun to speedrun this map, I even could be bothered finish it in less than 3 minutes on UV.

 

(6/10)

Edited by <<Rewind

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MAP07 - Heavy Lifting

UV | Continuous with Saves | GZDoom + Zagemod

 

Now this was an interesting one. Really neat, puzzle-like map with a cool central gimmick built around the lifting platforms. It even had me stuck at one point trying to figure out how to progress at one point, though admittedly I am an unobservant dingus at times and it took me a while to spot the big fat clue painted on a wall, mind you it is a little subtle so don't judge me too much hehe. The choice of demon placement added to the dynamic challenge with hitscanners down low and Mancs and Revs up high, complete with even a few Cacoboys floating about too, plus a few little ambushes to boot. The Cyberdemon at the end though, that was just plain mean! ;^) :^P While there isn't much to say about the map visually, it is very consistent and I really enjoyed its layout and design. It's quite a unique little map and definitely a stand-out for me. Good clean fun, I love it.

 

 

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map06

A great map. Excellent constructions of trees and greenery. Geometrically, a large map. The cathedral looks nice. Several secrets and even a berserk non secret in the lava.

map07

I found progression a little awkward on this map with the linked switches/lifts. The cyberdemon is easiest to kill by kiting him onto lowered wall section so he gets stuck when it rises. The linked switches/lifts idea is used in some of the maps to come as well.

I've completed my playthrough of mayhem 2020. I'm delighted to have managed to uvmax 43/48 of the maps. The most satisfying completions were of maps 18, 28, 31, 43, 46. Very tough maps!

The 5 maps I couldn't uvmax:

  • map29 - Awesome map worth learning to beat, but too tough for me right now, might come back to it later. Beaten with saves.
  • map44 - Beaten with saves.
  • map45 - Couldn't do the timed platforming in the first room, not even close.
  • map47 - Couldn't do the first room. Reached the rocket launcher a few times before giving in.
  • map48 - Beaten with saves at the icon of sin.


I'll have more to say on these and some of the other memorable maps later in the month.

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HMP, no mods, continuous play, trying not to save during levels :

 

MAP07 : I remember this one from the beta, I think it was the first level at the time? Well, lets see how it goes. Oh great, an AV, splosh I go. retry and I burn! 

Different approach : I run out of the first room and don't give a fuck for the archie. Managed 35 kills and then ran out of cells and rockets and got burned again. New attempt. Went up, opened the walls, dropped back down. Got the archie killed, yey! Then got hit by a rev rocket to the face. (ok, I'll write again after I leave this room...) Oh, cool. Went inside the closet and got the AV dead. This one time I think I'm gonna save-scumm. Got me some kills outside but chaingunners and electro-spiders got me. Back to the closet with the AV corpse.. 36 kills before I got mancubed to the face. Arachtroned to the face, while stuck in a corner because of bad maneuvering. *cigarette break* And rocket to the wall while trying to cheese the spidies.. And now this is going better. almost all the monsters are dead and I already have the blue key and I have 50 health.. There's a chance I might even win this one! If I can find out where I have to go. Or not because f5ck you and a cyberdemon in this close quarters?! So I'll just add numbers to the death count. This kinda annoys me because the level was hard but never felt unfair until this.. Reading Capellan's post I'll try and ignore it, if possible. Ok, that's as much deaths by cyberdemon as by the rest of the wad so far, which means it's not even funny anymore, god mode time it is. Cyber dead, god mode off, let's keep playing.. And I almost died to the caco-ball, but ended up reaching the end.

Not a bad level, except for the giant cow in a tight corridor. If I were giving points to levels this would considerably lower the punctuation. 

 

death count : 11+18 from the cybercow alone 

total deaths : 36

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1 hour ago, kalaeth said:

the giant cow in a tight corridor

 

You're supposed to

 

Spoiler

Step aside to the adjacent platform, then avoid a few rockets (or jump down?), then he charges on you and teleports downstairs. Cyberdemon avoided.

 

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1 hour ago, <<Rewind said:

 

You're supposed to

 

  Hide contents

Step aside to the adjacent platform, then avoid a few rockets (or jump down?), then he charges on you and teleports downstairs. Cyberdemon avoided.

 

 

I tried a couple times but he never 'ported away, he'd just stay there throwing rockets at me :\ Not sure if I was doing something wrong of if it was just bad luck.

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Even if it was the intended way to fight the Cyberdemon, or if it was just added to prevent cheese, the teleport was great! I jumped down to "safety", but nope! :D

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As @golbeeze mentioned I got lost in the switch puzzle near the end. During that time an imp wandered into the teleporter meant for the cyb which just felt like the rest of the map taunting me lol

I finally let the cyb out and did a decent job fighting it back into its cubby until I tried to let it out onto the platform for an easier shot. Then it teleported down. I was like ohhhhhh.


MAP07 - Heavy Lifting

glBoom+ 2.5.1.7um, skill 4, pistol starts with saves, no complevel specified  

 

Aside from the minor things above, this map was really cool looking and I continue to like the style. I liked having the plasma rifle to use through most of the map.

 

Spoiler

 

 

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4 hours ago, tmorrow said:

The most satisfying completions were of maps 18, 28, 31, 43, 46. Very tough maps!

 

You didn't happen to record any of them did you? I'd love to see a successful completion of map 43, I must have died like 1000 times on that one, and that was on HNTR!

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On 9/8/2020 at 1:42 AM, Horus said:

You didn't happen to record any of them did you? I'd love to see a successful completion of map 43, I must have died like 1000 times on that one, and that was on HNTR!

 

I always record demos of my uvmaxes for my own personal records but I play slowly, playing safety for the most part and make many mistakes and so rarely offer them for public consumption. To give you an idea, my recording for uvmax of map43 took 1h42m57s (in gzdoom 4.4.2). I can share an 8 point brief strategy now and we can discuss further once others in DWMC start posting on the map. I think some of these tips may assist. Let me know how you go.

 

Spoiler

HNTR only gives you one less cybie (7 rather than 8) than UV but you get only 8 rather than 15 archviles and happily 24 less revenants worry about.

  1. Do not wake up the outside area by firing until you are ready. It doesn't trigger sleeping cybies but it does bring in a ton of cacos/pe's/demons/spectres.
  2. You need to use the switch to enable access to the top ledge at some point. It's guarded by 2 cybies in a tiny area. Take the rng hit as the first thing you do when the map starts, it's a 1/10-2/10 chance to sneak in, hit the switch and get back out alive. Only takes a minute, so restart isn't a pain.
  3. Collect the red key in the barrel maze next before the routine blue key area since it suffers from rng with the little zombieman buggers sometimes setting off the barrels.
  4. Tackle the floating enemies. Return to the red key area, move through to the return teleporter and wake up the outside area by firing. Kill all the floaters that trickle in from outside.
  5. Play teleporter tag between east and west (west is safer area since the row of columns blocks cybies) and kill the roaming demons/spectres.
  6. Now head for the blue and red switches and it is pretty routine from then on. Drag cybies into the area to help thin the revenants with infighting, you need to manage your ammo.
  7. Get to the upper area where the cybies can't easily get at you except by unlucky rocket splash and get the ammo you are likely to be desperately short of.
  8. The yellow key on a column is lowered by a trigger when you come out near the yellow door and is full of revenants with more spawning in (near the mancubi). I rocket all the revs that spawn on that column first before lowering the columns (don't need revs roaming around)!

The above is just bare bones, there are some subtle tricks to cause the cybie/rev infighting and something unexpected always happens in every run. You've got to roll with the punches.

 

Edited by tmorrow

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MAP07: Heavy Lifting by Arctangent (100% kills/100% items/100%secrets)   Deaths: 1

Blind Run|UV|Continuous|Trailblazer 1.5

 

I did enjoy this map decently well. Its a very cool concept of maneuvering around several lifts, almost a puzzle, while trying to dodge lots of incoming fire. this map definitely had more meat and killed me at least once. I think the problem's main drawback as stated earlier is its choice to not use all 20 sectors. What was given was very clever and pretty good for even fewer resources, but without those extra sectors, the map feels a bit basic aside from the wall angles, and the color scheme itself is just grey and blue, much like map01 but with even less variation. I find this interesting as it feels like a polar opposite of the previous map. map06 was heavy atmosphere and detail, while lacking much strong combat focus, whereas this map goes for a very simple and frankly minimalist map detailing for something that is very combat focused and gameplay oriented.

 

Overall, not bad, decently fun, but very boring to look at compared to some previous maps.

 

MAP36: Field Trip  by Joe-Ilya (100% kills/100% items/100%secrets)   Deaths: 0

Blind Run|UV|Continuous|Trailblazer 1.5

 

A nice little jaunt through what I assume is a rather large vacation house, this map is not super detailed or frilly, and the combat is fine, it feels like a filler map. I like to use "filler maps" as a term a lot because what i see in these maps is there isn't anything super spectacular about them either detail-wise or combat wise. This doesn't mean its a bad map. This one is fine in both departments, but its not anything very memorable, its there to fill a spot and to do its job of entertaining the player. A nice romp, but perhaps nothing i'd specifically remember. Not much else to say.

 

Rankings:

Spoiler

MAP05: Wastewater Plant

MAP01: Wet My Appetite

MAP04: Deep Focus

MAP06: Return to Pain Manor

MAP07: Heavy Lifting

MAP35: Mystery Mayham

MAP02: Nukaged-Powered Claustrocomputer

MAP34: Mild Terror at Vacation Station

MAP36: Field Trip

MAP33: The Desert Base

MAP03: Bubble Home Bunker

 

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MAP36: Field Trip (Kills: 100%, Secrets: Undefined, Deaths: 0)

    Well this was a nice little map, if a bit trap-heavy. Not too much incidental combat here. What is this? A BFG? For me? Too generous, and not even hidden!

 

    *opens door*

 

    NEVERMIND! NOT TOO GENEROUS! The BFG really came in handy to clear several suprise groups of enemies and the Archie/Revenant group near the end. Visually, it's fine, nothing too special, maybe a tad too flat? Then again, I realize the flatness is inherent in the 20 sector limit.

 

Verdict: A fine short map with a deceptively high monster count (making it seem it will last longer). A bit flat. Speaking of flat ...

 

MAP37: Cokey-Nuts (Kills: 100%, Secrets: Undefined, Deaths: 0)

    WHY IS THIS NOT IN THE MAIN BUNCH!? This is such a nice little map! Looks like something out of Golden Souls, or maybe an analogon for some of those Carribean Duke Nukem levels. I loved the little ZIMMER palm trees, and the little huts with dirt paths. The music just made the entire experience even better. Combat complements the openess of the map, with a horde of enemies teleporting in, but around which it is more than possible to maneuver around given the ample space. The entry Cyberdemon could've been a complication (or an aid!), but I had some cell ammo left and a BFG soooo...

 

    The BFG room was a bit weird but thinking back to it, that was probably for the pistol start players.

 

Verdict: A really cute 'island resort' map. Superb.

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MAP07: Heavy Lifting

A map with the best combat combat so far with a fun plasma start (underrated imo, more interesting than SSG) and plenty of strong and well-placed enemies to make it worth using. On the other hand, the conceit of having half the map be a single lift sector and having switches placed around to activate everything at once is the worst idea yet to save sector count and gave me a horrible headache as it's very hard to tell among all the identical falling grey blocks which one is actually supposed to progress you. Worst of all, the blue key room is hidden in a tiny slice of lift in the corner that I missed at least twice because you can't see it fall while pushing the switch. The cyber fight at the end was cool but I was sweating bullets the whole time as I didn't have any saves and kept thinking "oh god, if I die now I'll have to push those stupid switches for 10 minutes again." Overall a simple and fun map let down a bit by annoying progression.

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Catching up on some reviews in brief, mostly about game play.

SOMETHING SOMETHING HINDSIGHT

map01
A straightforward opener. Both secrets are only accessible before using the switch to lower everything and reveal the final battle and exit.

map02
A linear tour through a facility with weaponry and ammo tightly controlled. The pace picks up when you take the lift up to the red key area.

map03
You are inside a house but there are mysterious sounds coming from the next room! The blue key pick up is the big battle and it's best to beat a hasty retreat to the previous room and funnel the revenants/imps from there.

map04
A techbase akin "The Focus", complete with window shutters making a racket. Collect the super shotgun in the trench near the yellow bars before using the switch or you won't be ready for the released archvile.

map05
A rundown, toxic waste infested techbase, with a hub, exit in the middle and interesting side areas to explore. The rocket launcher is not available until you use the red key to open the exit and the archvile and his good buddies have been released.

map08
A large tech base to be explored. This one has some green grass and water areas too. Lots of riffraff to be cleared out. It's tough to be the doomguy.

BONUS MAPS

map33
A simple map. Cybie appears and tries to cause havoc but is a little too easy to avoid. An archvile guards the exit room but is unlikely to stop your run if you've made it that far.

map34
A space station, complete with dining tables out on the deck, with a view of space. Ammo is extremely tight, you may need to punch several enemies, including some without the berserk pack before you find it.

map35
A large techbase. A full blown facility with an outside area to boot. I love the transparent doors and the caged imps blocking progression. The most dangerous part of the map is at the beginning when ammo is tight and until you can locate some armor. The map gets easier after that.

map36
A mostly straightforward, outdoor map. There is a surprise arachnotron trap at the end that got me good the first time.

map37
An open, tropical, outdoor map. You have to contend with a roaming cybie at the beginning and then another when you pick up the bfg. Good fun!

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MAP08

Visually diverse level that manages to cram several different themes into the limited sector count.  We've got outdoor areas, flesh areas, base areas - it's pretty impressive planning to carry off all these zones given the technical constraints. 

 

Gameplay is fairly low-key on the whole - certainly much less frantic than map07!.  It's mostly low tier stuff occasionally supplemented with something a bit substantial as a 'mini boss', but really a mancubus here or there or a couple of barons and a revenant aren't going to make many players feel too threatened.  Still, it's definitely more engaging than map06.

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Map 06 by Arno

 

300px-MAYhem_2020_MAP06_map.png

 

A large and particularly detailed manor house to explore.  As in map 37, sector trees add a real identity to the map! The main quality of this map is its architecture.

 

Map 07 by Arctangent

 

300px-MAYhem_2020_MAP07_map.png

 

A rather conceptual level made in only 9 sectors. The gimmick with the lifts particularly highlights the limitations of the project. A rather tense level with a good placement of monsters. Special mention for the cyber end that surprises!
 

Map 08 by Revenant

 

330px-MAYhem_2020_MAP08_map.png

 

A map with a style similar to the Ultimate Doom maps but with a very Doom 2 exterior scenery however. Like the map 06, we meet more and more mid-tier monsters as we advance.

 

Map 38 by Solmyr

 

300px-MAYhem_2020_MAP38_map.png

 

A rather fun challenge map with a cyber on a pillar. The most difficult section is the one where the soulsphere is.
 

Map 39 by SergeiRocks100

 

216px-MAYhem_2020_MAP39_map.png

 

A level with very rudimentary graphics, probably a first baby map. On the other hand, I had a lot of fun in this series of challenges. I also approve of having to kill barons with the SSG.

 

Map 40 by Gerardo194

 

300px-MAYhem_2020_MAP40_map.png

 

This level is quite messy in singleplayer although being quite fun. The layout and the placement of the objects make me think a lot of a Deathmatch map. The position of the enemies is very random.

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MAP08 - Edge of Twilight

UV | Continuous with Saves | GZDoom + Zagemod

 

A demonically-corrupted techbase outpost nestled in some rolling hills is a fun turn of events. This map has a lowkey layout with not a great deal of height variation, but just enough to not make it not feel entirely flat. Level progression is straightforward as you scurry about collecting those keys and finding the button that gets rid of the Hellish blobs of skin-textures blocking your path with combat being fairly breezy as well, but it's still fun time. It's a solid, laid-back map that helps you unwind, collect your bearings after how wild and woolly MAP07 was and allows you to stock up on supplies with not a huge deal of resistance.

 

   

Edited by Biodegradable

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MAP08 - “Edge of Twilight” by Revenant

UV / Pistol start / GZDoom

 

The difficulty curve has plateaued a bit. I wouldn't mind some more, but we're in an ok place for the first episode. Everything happens in the same space, but separated by the keys in a pretty neat fashion. The first "wave" is easy, and they increase in difficulty every time there's a key switch. I love the way the map opens up bit after bit, and that you can see where the next parts will open. The combat never becomes really hard, and resources are fine throughout.

 

I appreciate these last maps, where the map opens up on itself, rather than being a progression into new areas after each key door. It's a cool design, and gives some interesting layouts.

 

Yet another fun map! Keep 'em coming'!

 

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prboom+, no saves, uv pistol starts  
map 6
deaths 0

very cool opening!  the trees looked great and the break ups in the ground matched well.  fights weren't too exciting but the fun here was in the visuals and a midi that paired well.  kinda curious about that partial invis secret; seems like it'd hurt more than help. 

doom01.png.e9dd7fcafb4e8bafad8845efa414ee9d.png

 

map 7 

deaths 0 

unexpected savagery, hehehe.  "the path" took me a bit to figure out but the teleporting cyber was the hit.

doom02.png.07469146447304e0d22264f8eb96b075.png

 

map 8

deaths 0 

this one took a little bit to start but held it's pace nicely.  interesting combat, interesting setups/architecture, and good use of weapons. really dig the midi, too.

doom00.png.27f0a90e3b5a5fd645f8bbbcf9097a22.png

mayhem 2020 demos 6-7-8.7z

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