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dobu gabu maru

The DWmegawad Club plays: MAYhem 2020

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map23

 

A map with 4 areas, the hub with 3 areas to explore, each with a different theme. Completing each area lowers the exit teleporter by a third. One area is a revenants/cacos fight on the walkways. Another is an outdoor toxic waste infested area where you have to work quickly and manage the 2 radsuits provided. The third area has a lava theme (non damaging) and is a little harder since it involves an archvile as well as a host of mid tier enemies.

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MAP23 - Solitude Denied

UV | Continuous with Saves | GZDoom + Zagemod

 

I swear I've played this map before or one that was eerily similar. Horus, is this a remake of an older map of yours? I feel like I'm going nuts because it feels so familiar but I don't know if I'm mixing you up with someone else or someone stole your map idea and made it for a different community megaWAD or just... something, I don't know, maybe I'm insane, but the layout, progression and use of a central hub area with the slowly lowering exit teleporter feels SO goddamn familiar. It's a good challenging map with straightforward progression and spicy combat and it's driving me mad with how familiar it feels. Horus, please help me, please tell me it's a remake of an older version you've done somewhere for I fear I am mad! Mad, I tell you! AAAAAA! lol :^P

 

 

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MAP21: Enter the Fist by A2Rob

QkHpbi4.png

Interesting start to a new episode. This time it's a fairly small and simple map designed to be played Tyson style during the vast majority of the level. It is effective in offering enough variety and difficulty in terms of its playing style, giving a taste of fresh air that is welcome within the grand scheme. Perhaps my only negative point is the fact that it makes use of Cacodemons when we don't have any weapons other than our pistol and our fists, Cacodemons are not difficult like that, they are annoying like that.

 

MAP22: A Touch of Evil by Scorpius

 

fMKSNTp.png

 

An eerie map with a nicely-done dark ambience. This map feels very inspired by SIGIL, with a very tight and hellish design that makes use of several ledges and brigdes throught various rooms, all floating over some hot lava. Really cool and with a very tetric sounding MIDI.

 

MAP23: Solitude Denied by Horus

 

aFZOgSL.png

 

I think that right from the get-got, you can picture this map ala Thy Flesh Consumed, it even has Sign of Evil has the MIDI, and that's a big plus, that song rocks.

Anyway, this is one medium-sized maps with four different sections/zones, the starting-exit room and three other sections to each side, each one themed around classic vanilla Episode 4 texture style. Gotta say, for some reason the combination of wood, green marble and the orange sky goes so damn well, I like it so much that just because of the visuals alone I found this map very fun and attractive. Lucky for us, is not as hard as E4M1 but it still packs a punch. Overall, I like almost any kind of Episode 4 inspired map, and this one achieves it gracefuly.

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Legitimate question. On MAP19 I noticed the Mancubi infighting a lot. Can anyone explain what that is about? There aren't any barrels for them to do the barrel-aggro-thing... 

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MAP23 - “Solitude Denied” by Horus

I can definitely see what people mean when they say that this map gives some E4 vibes. The starting room is nicely done, and you have to keep on your toes. The three side rooms are different themes, and they play well with each of their separate challenges. The added time crunch in the nukage room was a great touch, and I think that was my favourite of the three. The looks of the rooms are for the most part cohesive, except for the the nukage room that seems somewhat out of place. 

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29 minutes ago, klaymeb said:

There aren't any barrels for them to do the barrel-aggro-thing

 

There are barrels near those mancubi. The manc's can see you from a long way away before you notice them. Start and idclip and you will see them shoot the barrels.

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4 minutes ago, tmorrow said:

 

There are barrels near those mancubi. The manc's can see you from a long way away before you notice them. Start and idclip and you will see them shoot the barrels.

Makes sense then. I guess the loooooong range they were at made it hard to see :) Thanks!

 

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prboom+, no saves, uv pistol starts  


map 22
deaths 8

super restricted combat like this isn't my speed but i had fun making attempts.  i don't really have the patience to try recording again, dying to a pain sector after reaching the exit, you know why this could happen. 

 

map 23

deaths 3

ahh, refreshing arena based combat.  if it's not going to be food then this would be the way to my heart.  my first few attempts were going straight to the manc/pe/rev/caco room, minimal success.  going into the arach turret/caco room first fared a surviving attempt.

Spoiler

doom00.png.974e70eb9c3b52e4a945cd00dcd2c74e.png

 

myhm20-23-loveless.7z

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playing HMP:

 

MAP 20 : I tried it the normal way but after my 30th death to a random cyber rocket I god-moded, killed all cybers, god-modded off and finished the map. 

Couldn't find the second secret despite the switch that showed as a teleport on the map.

 

death count : 30+

total deaths : 333 (aprox)

 

MAP 21 : Ok, so my first punch fest. Or pistol fest. First death : too many enemies standing on top of crates, how am I supposed to punch them?! Ok, infinitely tall actors on and I can kill everything! However I have no idea what to do now.. Oooooh, I see. That crate seemed too far but it wasn't! Ups, should have saved before starting to punch revs.. This next time will go better. So far so good, punched everything and more! And now revs deathpunched to death. What's next? Platforming to the YK, check. And oh fuck, a dear little arch. And I was burned. To a crispy little me. And of course I forgot to save and now I die to the revs. twice. Revs down, saved.

And oh fuck, not one but TWO archies? And a pair of meat walls plus revnants at the exit?! Oh and that wasn't even the end switch? yey, killed one! and immediately burned by the other.. killed a rev and got shot by a zombie.. Oh damn this last part is hard.. Woot, both arches dead. Save and now for the remaining monsters..with 16% hp... I can kill the revs but then the meatdoors.. Ok, finally! 100% kills / secrets.

 

death count : 4+34 (on the final stretch) = 38

total deaths : 371 (aprox)

 

MAP 22 : oh damn. a hot start. and me with 16% HP, 0 armor, little ammo.. Damn. I'll play more later.

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Some bonus maps annotations:

 

36 Field Trip: Such an amusing level, much love for sliding there "Down"-Stone the Crow midi song, Love to death that band.

 

37 Cokey Nuts: Yet another pleasant doom "trip", those palm trees are cute haha, theres something special about these little kind of maps, maybe is just the relaxing "vacation vibe" it gives me.

 

43 Sleeping giants: I didnt mind cleaning another Slaughter map, but I was afraid to get the same "Kukui" results, that means, lowering difficulty to HMP. Funny how the most difficult thing was finding the yellow key, which was buried into a ton of corpses, I almost gave up thinking it was a bug!

 

45 Circus Charlie: This was painful, so many tries and ridiculous saves. The map was funnier towards the end, and surprisingly I completed another Tyson run.

 

46 Complexe Militaro-Industriel: My 1st attempt was horrid, a bad strategy ended with the monster count growing at the speed of light due to a myriad of Pain elementals giving birth at the same time.

2nd attempt I just killed the "upstairs" Cyberdemon and made myself a shelter, in need of supplies, lure them around from above, then jump get the goodies and get back to an elevator probably infested by mancubus and arachnotrons. Rinse and repeat until theres room to reach the keys guarded by archviles. I have to say it was a pleasure to beat, not too many times I enjoy a Slaughter map.

 

47 Coffe Break Torture Porn: The name itself although funny, reeks madness, just like the map.

Last section of the map was annoyingly funny, like a mini-game where you have to avoid armors and medkits, better than Super Turbo Turkey Puncher 3.

 

48 Subterfuge: Scary as hell, kind of experimental, with monster encounters working as flashbacks from a deranged mind. Dark and confuse, but it fits as the last map of the bunch.

 

I did enjoy most of the bonus maps.

Edited by Soulless

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MAP22: A Touch of Evil by Scorpius (97% kills/100% items/0% secrets)   Deaths: 2

Blind Run|UV|Continuous|Trailblazer 1.5

 

A very cool and atmospheric map, very much "Sigil meets E4M2 from ultimate doom". The detailing here is nice and does a lot with very simple touches. I didn't find the official secret but there are a couple non-secrets to find. Combat felt good, the map sections were all decently enjoyable, with exception of the red key lift being a bit of a pain to navigate (considering the player needs to drop down the chutes anyways I would have made just the lower sides a SR Lift tag rather than have each of the 4 upper ledges also be WR lifts). Also the cyber turrets were very Sigil-ish, but in this map they came in way too late and were kinda covered by enough pillars that they were an almost non threat (admittedly I did die once to them by being careless lol). Otherwise a very solid and nice map with some good ambience, would have not felt out of place in Sigil itself.

 

MAP23: Solitude Denied by Horus (100% kills/83% items/66% secrets)   Deaths: 1

Blind Run|UV|Continuous|Trailblazer 1.5

 

Going from a very Sigil type map to a very E3 and E4 type map. This is a non-linear hub map with 3 challenge areas. Combat in all 3 feels balanced and fairly good. Each of the 3 areas have distinct visuals to them, and overall detailing is alright, sufficient for the style and map. I like the secrets present, however I only found two, and looking back the third secret (the blood gargoyle berserk secret) feels way to well hidden, without much of a tell that I could notice (unless its the fact that the geometric size of that corner is larger maybe, but none of the 4 seem to be equally aligned. Otherwise another fair map.

 

MAP48: Subterfuge by Obsidian (100% kills/100% items/100% secrets)   Deaths: 7 (20+ thanks to Tailblazer's low health speed increase making platforming a bitch)

Blind Run|UV|Continuous|Trailblazer 1.5

 

This was a very cool concept map, with some very interesting tricks at play. Definitely gives a very creepy vibe as the map seems to constantly trick and tuant the player, while the whole map is dissolving as you progress. I did die to the exploding imps (wasn't expecting that one), and died to some of the death pits. But once I got into the groove of the map the tricks were cool, but not as deadly. The disappearing monsters does add to the weird creepiness of the map, and where the void is seeping into the cracks over time. The finale of the map being a platforming IOS with all those yellow keys that were taunting you throughout the map. This was a rather cool IOS concept that felt very fun to work with (other than my speed increase). Overall a very enjoyable end to the bonus maps.

 

Rankings:

Spoiler

MAP12: Running of the Bulls

MAP09: Get up; Don't Stop

MAP10: Daybreak Station

MAP05: Wastewater Plant

MAP16: Silent Starlight

MAP22: A Touch of Evil

MAP19: The Three Towers

MAP15: Urban Run

MAP01: Wet My Appetite

MAP48: Subterfuge

MAP21: Enter the Fist

MAP37: Cokey-Nutz

MAP41: Current Issues

MAP45: Circus Charlie

MAP20: Stealth Mode

MAP14: Dens at Night

MAP46: Complexe Militaro-Industriel

MAP23: Solitude Denied

MAP17: Lab Rat

MAP04: Deep Focus

MAP44: :D

MAP06: Return to Pain Manor

MAP08: Edge of Twilight

MAP40: Tei Tenga's Core

MAP18: Spire in the Cascade of Glimmers

MAP47: Coffee Break Torture Porn

MAP07: Heavy Lifting

MAP35: Mystery Mayham

MAP42: Re-Refueling Base

MAP02: Nukaged-Powered Claustrocomputer

MAP34: Mild Terror at Vacation Station

MAP32: Cemetery Lapdance

MAP13: Hole in the Net

MAP38: Panopticon

MAP36: Field Trip

MAP39: The Most Sadistic

MAP11: Toxic Waltz

MAP33: The Desert Base

MAP03: Bubble Home Bunker

 

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Map 22 - Did Romero contribute this map? Super fun, I liked this better than Perfect Hatred.

 

MAYhem 2020 Map22.png

 

 

Map 23 - Nice progression through this level. I'm tired of that music track, but it's still good. Map ended before I expected it to.. didn't notice that teleporter was the exit and was ready for a nasty surprise.

 

MAYhem 2020 Map23.png

 

 

Five hours into a mostly awesome megawad.

Edited by RottingZombie : grammar

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@DFF There are two hints for the berserk secret:

 

Spoiler

(i) The one you need to press has the METAL textures on the sides rather than SUPPORT3 (aligned in such a way where you don't see the dots in the METAL)
(ii) The one you need to press has a hitscanner corpse on the blood pool, whilst the rest do not

 

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map24

A beautiful marble city with especially mean inhabitants. There are 3 cybies up on platforms to contend with but only the one you can see above you at the start is of major threat. The cybie guarding the red key can't move and can only shoot at certain angles. The third cybie is stomping around inside a room guarding the blue key and while there are windows, I didn't see any of his rockets make it out.

The streets are brutal when starting from pistol, the roaming archvile and his henchmen are too much until you acquire better weapons. My approach is to use stealth to scoop the shotgun, ammo and green armor and take the northwest lift up. Take out the blocking enemies which wakes up the entire map and then enter the library and clear it out.

The next step is to exit the library, drop onto the rocket launcher and perform a circuit of the streets, waking up a lot more enemies, picking up what you can and returning to the library. Now you can work on thinning out the gathering enemy below, focusing the archvile first and then start chipping away at cybie. Each subsequent run through the streets gets easier and safer, but after finally taking out cybie, you will probably be short on ammo but the heat is off for the moment.

Now you can use a more methodical and self paced approach to the map. Progression amounts to using the west lift to grab more shells, dispensing with the revenants and making your way to the yellow key and super shotgun. Using the yellow key in the library results in more enemies spawning into the mean streets, including 2 archviles. Time to sweep the streets again!

The way the map unfolds is subtle and quite clever as columns are raised, allowing access to new buildings. The path is mostly linear from here on, meandering through the buildings. Discovering the invulnerability secret trivialises the blue key cybie/revenant fight near the end and the red key cybie fight beforehand is fairly easy with cybie confined and unable to move and attack normally.

Edited by tmorrow

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15 minutes ago, Horus said:

@DFF There are two hints for the berserk secret:

 

  Hide contents

(i) The one you need to press has the METAL textures on the sides rather than SUPPORT3 (aligned in such a way where you don't see the dots in the METAL)
(ii) The one you need to press has a hitscanner corpse on the blood pool, whilst the rest do not

Honestly saw that zombie corpse and I figured it was one of the zombies I blew away at the beginning. Very subtle nods but fair enough.

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Maps 23 and 24

Map 23 was really great. It looked fancy and was fun to fight through. The progression through the rooms was varied and enjoyable.

Map 24 was pretty tough. The combat was all out in the open and the cybers guarding the keys were well placed. The progression wasn't obvious, but it worked out in the end.

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prboom+, no saves, uv pistol starts  


map 24
deaths 6

no exit but i had fun trying out a few things in the beginning. getting the cyber to infight at that opening corner seemed like a good idea.  step out from the ledge, bait shots into the corner, let the vile soften things up.  this allows for a bit more freedom to go off to the side and get additional rockets at the expense of waking mancs and taking chaingunner fire.  sadly, i couldn't get passed this point.  i wasn't sure how to get up that second lift to progression reliably. 

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MAP24 - Otsegolectric

UV | Continuous with Saves | GZDoom + Zagemod

 

A close-knit, yet slightly sprawling temple map, packed to the brim with demons complete with 3 bloody Cyberlads out to shove a rocket up your corn-hole. Pretty tough and full-on, but I only died twice and only one of those deaths was caused by a demon, so I'm proud of myself for that one hehe... stop smirking, I take my victories where I can! Things are overwhelming at first, but once you've taken care of most of the bastards on the ground, it becomes a more curious exploration kind of number with a surprising lack of traps, but when you've got 3 Cybers to deal with, I consider that a nice gesture. Once again, I nabbed a secret thanks to my improved strafe-running. I'll be a Doom marine the community can be proud of in no time, Ma! Anyways, this one was fun and a unique challenge.

 

 

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MAP 22 : I tried a couple (read a lot) of times to get out of the start with 16% health but there's no way I can do it, too many hitscanners and not enough health at start. I was able to reach the first of the .. side boxes once or twice only to die to an unseen shotgunner or zombieman... So I gave myself 100% health to retry the level with some chance of survival.. But I think I am getting to the point in the mapset where it goes beyond my abilities and so savescumming it is.

 First box (left side), I cheese the revneant, SSG the caco and the other lesser evils, and still I got hit by a shotgun in the face that took me down to 50% health, and then chaingunned from the other side while I was trying to kill the manc before he became a problem. Rinse, repeat. Freeze. Rinse, repeat. And get killed by the rev on the second box... Couple of tries later... Yes, the blue skull is mine! And now a tasty RL! And a scrolling meat labyrinth.. Drop, switch, and got hell knighted.  And then chaingunned. And the hellknighted by the other HK. And then I survived. And then I got through the red key circular room at the first try. Save and press the switch! And die because I decided to punch them all :D Second try and all monsters punched, telefrag the cyber and get rocketed from across the map while trying to figure out what to do.. Oh, I only had to move. So I could get flamed to death. And then I successfully arrived at the end only for the game to freeze -_- And there goes another death to the archie. And one for the cyber. And then I fell into the lava, decided to walk around and found the secret, only to get cyberrocketd again. Got to the secret but fell into the lava twice so ended up ending with only 120% HP, 96%kills, 100% health and 10minutes 59 seconds time. Not terrible.

 

death count : 13

total deaths : 384 (aprox)

 

(I should work some now so I'll return to maps 23 and 24 later)

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MAP24 - “Otsegolectric” by 4MaTC

UV / Pistol start / GZDoom

 

The difficulty has ramped up significantly coming in to the later maps, and this one was another notch up. The first roaming Arch-vile is a real pain in the ass, and his two buddies that show up later are even worse! I finally figured out how to get to the Rocket Launcher and navigate around to lure the Arch-viles out to kill them, all while dodging Cyberdemon rockets. Lot's of dodging later, and I felt like I'd cleaned up, only to get another visit by another two Arch-viles. Well...

Getting the key later supplied another handful of nails for my coffin.

 

I manage to get through the level, but it was rough. I liked it, but it took some retries and saves to get down.

 

We switched brown for green in this one. It's ok though, because I didn't have time to stand still and enjoy the scenery.

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HMP :

 

MAP 23 : Took me a couple of times to understand the best strategy but once I did it went by easliy enough. I didn't count the early deaths but after my first save died only 6 times, 5 of them to the room with the pillars.

 

death count : 6

total deaths : 390 (aprox)

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MAP 24 - Otsegolectric

This one gave me Doom2 vibes. Quite a hectic map, I had to run doing laps trying to make demons infight, but I barely did and had a bad time with the central Cyber demon. Ammo balance is quite good, but health not so much, I would change 1 blue armor that I didnt use for a soulsphere, that would be great. Ended with 19 hp and no medkits to my knowledge, tight one.

 

MAP 25 - Monolith

So I started with 19 hp, to find out I was in the middle of a slaughter/wave map, Hell yeah!

After a couple of archie deaths I came across a room full of medkits and a Blue armor, that was salvation for a second.
The plot here is simple go through the portals one by one to get the much needed keys.

One key = one lethal wave, that mixed with whatever you havent cleaned before was a perfect arena to run and gun.

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+++ 1k Lines 2

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Alrighty, since we seem to all be casting votes a day early.  A few DWMC's ago I remember seeing this:

Screenshot_20200912-234219_Chrome.jpg

 

So...

+++Demonfear

 

Also, today's video:

 

Edited by guitardz

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