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BluePineapple72

PUSS X: THE SUMMER OF SLAUGHTER - [Out Now! (check release thread)]

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MAPS MUST BE GRANDIOSE
....
I INVITE EXPLORATION OF THE TERM "SLAUGHTER"

I love how the constraints on these two requirements might still leave room for unexpected concepts. I'm thinking of making a series of arenas that become progressively smaller, with the final fight so small it seems quite out of place. And then BOOM! lots of son et lumière, a changing arena with the ceiling caving in etc.. As in any good book: if the stakes or characters feel real, it doesn't matter how big the thing that happens, as long as the Story of the scene is compelling.

vforvendetta.gif 

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5 hours ago, Peccatum Mihzamiz said:

I love how the constraints on these two requirements might still leave room for unexpected concepts. I'm thinking of making a series of arenas that become progressively smaller, with the final fight so small it seems quite out of place. And then BOOM! lots of son et lumière, a changing arena with the ceiling caving in etc.. As in any good book: if the stakes or characters feel real, it doesn't matter how big the thing that happens, as long as the Story of the scene is compelling.

vforvendetta.gif 

Time to make the worlds most grandiose STOVE PIPE

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17 hours ago, BluePineapple72 said:

There is no cap to how many maps you can submit to these events. 

You'll be in a competition with @Death Bear to see how many levels you can make. (Hint, you lose)


I love it when you (@) me like this. I should be starting my first one tonight.

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I'd love to contribute to this, but I don't know if my mapping skill is up to snuff. If I don't apply, I will certainly follow this wad. Good luck!

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1 hour ago, Outrageous Videos said:

I made speed of doom 2 level

 

Have you heard about speed of stupid? 

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There's nothing about the above submission that considers the rules of the event, nor the spirit in which the Pineapple Under the Sea series creates within. This is really disappointing. 

[EDIT: The above submission has been removed. If anyone is reading this, and hasn't read the OP for this event...GO DO IT. BluePineapple72 is a good dude who takes great enjoyment in these events, puts a lot of work into them, and loves involving humor into this. I love that about these events, and is why I continue to participate and spend a lot of mapping energy on these wads. Now, I'm not speaking for him, but take a look. It pretty clearly expresses what the intentions of this event are. Have fun mapping, but please (whatever your mapping level is), put some effort into it, and please make something that you think would be fun for slaughter enthusiasts to play without getting memerolled.]

Edited by Death Bear : Context

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Map Name: Funeralopolis
Author: myolden
Music: The Mucus Flow by BPRD
Sky: OSKY01
Format: Boom
Difficulty Settings: UV only
Build Time: 12 hours
Monster Count: 583
Par Time: 15 minutes
Jumping Crouching: No/No
Comments: Down to the wire as usual, lots of areas that were intended to have more detail and lighting have gone unfinished.
Funeralopolis.zip

Screenshots:

Spoiler

funeral-01.png.7ef4bc7fc6cfe1c61fb2eb1b845ba7bb.pngfuneral-02.png.bc3234678c217ff059565b1d94a88c8a.pngfuneral-03.png.7d0da2b0ffa3bd0587a0b5f18183bc16.pngfuneral-04.png.b9e3f0ecf558b67942cf9106c3df7619.png

 

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I am considering starting a map for this.

Are we allowed to use a few custom textures to complement OTEX, or do maps have to use OTEX exclusively?

 

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10 hours ago, PinkFlamingo said:

I am considering starting a map for this.

Are we allowed to use a few custom textures to complement OTEX, or do maps have to use OTEX exclusively?

 

If you do use custom textures, just lemme know. Don't go overboard with how many you use, since I'd like to keep the final file size rather modest.

But yeah, go for it!

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Map Name: Thou art in Heaven
Author: Heich
Music: Lullaby - Insaniquarium
Sky: RSKY1 (sky texture included)
Format: UDMF
Difficulty Settings: All difficulties are identical
Build Time: 6 hrs 53 mins 27 secs
Monster Count: 2083
Par Time: 20 Minutes
Jumping Crouching: Not necessary but if you want to use them, feel free to do so. :)

Comments: This map is mostly built for those who just wanna romp through hoardes of enemies without too much hassle as there's plenty of ammo and health littered throughout the map. It's just you, your guns, a heap load of supplies and a giant armada of enemies. Have fun! :D

 

https://www.mediafire.com/file/u0spk2av2v8x81d/ThouArt_v1.zip/file

 

Screenshots:

Spoiler

TOIH-pic-1.jpg.ad2fe59713a524692757a7de928f5282.jpg

 

TOIH-pic-2.jpg.9b1cddac4663cd987efad1218df8814b.jpg

 

TOIH-pic-3.jpg.f0683fcfb91e7e46b0d7fd6289fb3f0f.jpg

 

TOIH-pic-4.jpg.eb957715c06849571a09447a1fc518a3.jpg

 

TOIH-pic-5.jpg.843a5bdfecd853920abb9f7d7dd0f184.jpg

 

TOIH-pic-6.jpg.998a3050d597a6e379473f35eca9b4ce.jpg

 

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Map Name: Cenotaph
Author: myolden
Music: Fight The Logic If You Can by Chris Laverdure
Sky: OSKY28
Format: Boom
Difficulty Settings: UV only
Build Time: 12 hours
Monster Count: 566
Par Time: 15 minutes
Jumping Crouching: No/No
Comments: I had planned for this map to be a bit bigger with an additional fight before the exit, but it was cut for time.

Cenotaph.zip

Screenshots:
 

Spoiler

cenotaph-A.png.a67cd836c898916605d56d09221b7d26.pngcenotaph-B.png.79646cf3e8caec1c6a781fac2d73deff.pngcenotaph-C.png.cac9833f314f25d29fd376d58f208c6c.pngcenotaph-D.png.b7a7131f570d43525ffa193919da1086.pngcenotaph-E.png.f060f981687f3d3f400f73ef2e182221.png

 

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V2 Notes:

1. Raised a few gates to prevent skips/soft locks from Archvile jumps

2. Added bars to the doorway leading to the red skull key, as it was possible to use an archvile jump to skip the second half of this fight.

3. Changed teleport destination of the out of bounds safety teleports in the blue skull key area to avoid potentially telefragging the cyberdemon (players with free look could use rocket jumping to escape this area)

Cenotaph v2.zip

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Map Name: Summer of Resistance

Author: Muumi

Music: Squeak from Duke Nukem II

Sky: OSKY33

Format: Boom

Difficulty Settings: UV only

Build Time: about 12 hours. Less doomcute than intented.

Monster Count: 1434

Par Time: ~20 minutes

Jumping Crouching: No/No

Comments: No slaughter levelset is complete without Resistance Is Futile knockout. No finesse or clever traps, just Devastation. After all - No guts, No glory

 

summer_of_resistance.zip

 

Spoiler

doom29.png.ae42324a1cb4943d847b90c502ab8aac.pngdoom31.png.e1aa43c072ad02c65aff2fbcb37c1f80.pngdoom32.png.70c81f4fde4061564a555029ca603d7e.png

 

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Map Name: The More You Know
Author: NotTyrone (that's me)

Music: Her Ghost in the Fog - Cradle of Filth (Not a flyin' clue who made it)

Sky: sky transfers

Format: UDMF

Difficulty Settings: n/a

Build Time: just about 12 hours

Monster Count: 329

Par Time: kinda short 7ish minutes 

Jumping Crouching: go for it

Comments: Get that imp a book.  Imps love books.

 

Updated zip file

 

gzdoom Screenshot 2021.07.15 - 20.04.27.21.png

The More You Know v2.zip

Edited by notTyrone

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Map Name: Premonition of Hostility

Author: Lorenzo

Music: Disconcerted by Dragonfly

Sky: OSKY01

Format: UDMF

Difficulty Settings: kinda

Build Time: 9-10 hours

Monster Count: 425

Par Time: idk, maybe 10-15 minutes

Jumping Crouching: No/No

Comments: Linear series of setpieces/traps with one platforming section in the middle

Screenshot_Doom_20210721_224834.png

 

Download: slaugv2.zip

 

Edit: version 2 is here

Changelog:

- first elevator lowers faster

- replaced revenants with imps in the rocket launcher fight

- added a bit more ammo

- added lighting effects to the bridge in the final room

- the yellow door now closes once you activate the final fight. you can open it with a red key after the fight

- half assed difficulty settings on skills 1 and 2

Edited by Lorenz0

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Map Name: Joy of the Blood of the Stars
Author: Peccatum Mihzamiz
Music: Necrocosmic Alchemical Aparatus by @AD_79
File link: https://www.mediafire.com/file/g8c1lmdmcf5fldv/PeccatumMihzamiz_PUSS_SoS_JotBotS_v02.wad/file
Sky: OSKY42
Format: UDMF
Difficulty Settings: UV implemented. Easy, Medium and co-op partially implemented
Build Time: 11,5 hours Monster Count: 870 on Single Player UV
Jumping is not needed but allowed. Mouselook is required.

Comments: this is version 2. Changelog:
-aligned some textures
-fixed some scripting and teleporting issues
-Did some balancing for the monsters and timing of fights
Very happy with this one. Used lots of UDMF techniques I hadn't had experience with yet.

Screenshots:

Spoiler

Screenshot_Doom_20210723_130305.png

Screenshot_Doom_20210721_123642.png

Screenshot_Doom_20210725_192940.png

 

Edited by Peccatum Mihzamiz : version 2 + changelog

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Map Name: Godhood Cathedral

Author: El Inferno

Music: The Godhood Suite by Jimmy

Link: epic_puss_map.v4.zip (updated)

Sky: None

Format: Boom

Difficulty Settings: all difficulties

Build Time: 11.5 hours

Monster Count: 6666 on UV, 4444 on lower skills

Par Time: 45 minutes on UV, 30 on HMP, 20 on HNTR

Jumping Crouching: No

Comments: Your tipical otex heaven map. 

 

Tjq81xH.png

 

fHRjXgQ.png

Edited by El Inferno

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Map Name: Caco Machine

Author: Muumi

Music: Scary-Go-Round by Jimmy

Sky: OSKY44

Format: Boom

Difficulty Settings: No

Build Time: 7 hours

Monster Count: 394

Par Time: 6-7 minutes

Jumping Crouching: No/No

Comments: Contains cacodemons. 200 iq players might even notice some influences here. Also includes cacodemons

 

caco_machine_v2.zip

 

Spoiler

doom33.png.041d4c7231c36109c9cafd59263e2d5c.pngdoom35.png.8c90db174846ee2aa658de7363d5e481.png

 

 

 

Edited by muumi : updated map to v2

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Map Name: Morumotto

Author: Danlex

Music: Nightwish - Wanderlust

Sky: OSKY21

Format: Boom

Difficulty Settings: Yes

Build Time: 12 hours

Monster Count: 2146

Par Time: idk

Jumping Crouching: No/No

Comments: A tribute or remake of "Ginipiggu", a map from Slaughterfest 2011 that I really like

Morumotto_v3.zip

 

morujpg.jpg.35268ddfd2afaa66f3fd1575cf6fa7b1.jpg

v2:
-fixed some homs and other stuff

-added more health to the yellow key fight

-added more monsters to the final fight
v3:
-fixed two stuck monsters

-added difficulty settings

Edited by Danlex

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Map Name: The End Is Purple
Author: NotTyrone (that's me, again)

Music: Tribal Dance - Stuart Rynn (Ancient Aliens)

Sky: sky transfers

Format: UDMF

Difficulty Settings: n/a

Build Time: just about 12 hours

Monster Count: 323 

Jumping Crouching: It's GZdoom/UDMF.  Jump and crouch all day (doesn't change the map)

Comments: p u r p l e

TheEndIsPurpleV1.zip

gzdoom Screenshot 2021.08.02 - 22.17.14.63.png

gzdoom Screenshot 2021.08.02 - 22.17.50.72.png

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Map Name: Script of decay
Author: Astro X

Music: Dispersion by James Paddock

Sky: No sky

Format: GZDoom/Skulltag/vanilla

Difficulty Settings: Yes

Build Time: 6 hours

Monster Count: 261

Par Time: 12:00

Jumping Crouching: No

Comments: This is a very short map, but intense in action. The player makes use of all weapons to slaughter the enemies. Has got quite a lot of secrets for its size - they are not required to beat the level though. The map has two alternative opening fights - the player decides. I intended this map to be more difficult than it currently is, so this could be subject to change.

Screenshots:

Spoiler

 

Script of decay 1.png

Script of decay 2.png

 

https://drive.google.com/file/d/1Gaf6OtYOsvc0yTqgu5Mn45ixpFPcdhkK/view?usp=sharing

Edited by Astro X

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Map Name: Chaos Lab II
Author: Pierrot
Music: MIDI rendition of "Epitome II" by Blut Aus Nord
Sky: none
Format: Boom
Difficulty Settings: No
Build Time: 12 hours
Monster Count: 1036
Par Time: 15:10
Jumping Crouching: No


Comments:
This map is a retake of my first slaughter map "Chaos Lab" from Boss Battle Bonanza.
Quite brutal, puts constant pressure on the player and requires a lot of dexterity, so be prepared. Only UV implemented at the moment.

 

chaoslb2.wad

 

Screenshots:

Spoiler

5Sde5mq.png

MnflEFK.png

FSWYqO9.png

ljHXPRn.png

 

I'm also including a demo (-complevel 9) so you can see how the map plays in one set.

chaoslb2-UV-by-Pierrot.zip

Edited by Pierrot : typo

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