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Ribbiks

2^n : A short slaughter arena map

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I got bored today so I spent a couple hours tediously making a giant square room made of smaller squares... Then I threw a thousand or so monsters in it. Here's the result:



DOWNLOAD

boom-compatible, tested with prb+ cl9. Should only take 5 mins or so to max.

I thought about throwing this in the sf13 thread, but I already made a simple arena map for that wad.. so I'm just releasing it on it's own.

enjoy?

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Silly/fun, I think it's more like 3 minutes if you shoot the switch at the start, so you might even kill all monsters before that voodoo doll opens the exit. I couldn't survive while playing like that though but I didn't try too hard.

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Memfis said:

Silly/fun, I think it's more like 3 minutes if you shoot the switch at the start, so you might even kill all monsters before that voodoo doll opens the exit. I couldn't survive while playing like that though but I didn't try too hard.


hah, you're right: 3:34

Overall I think it's too easy because of the 2nd invul, maybe I should add more revenants...

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Well, it looks easy on the demo but sometimes things can go wrong if you get surrounded by revs or cybers. Maybe remove one green sphere and a few cybers since finishing them off takes so long? That's one of the main problems with fights like this: very often only the beginning is hard, while the rest is just tedious when you're going for 100% kills.

Where did you get the music from btw?

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FDA. Multiple deaths, eventually exits in 3 minutes and a half. I did read the replies before playing, but promptly forgot everything so it didn't influence my playing at all.

Everything, save for Memfis' last comment about frontloaded fights. As I kept dying around the two minutes mark, right when the invuls start running out but before the last cybie wave starts teleporting in, it made me wonder if I was playing the same map, the monster kill count seemingly showing I was just about done. As a two minutes map before the cybie wave, the difficulty spike seemed to come right at the end.

I wonder if this might work better with no invuls at all and no final cybie wave. Going for the switch right away (regardless if you flip it or not) wouldn't be such a straightforward and intuitive choice, and flipping it right away would involve a tradeoff between infighting and safety.

I should probably bitch about floor bumpiness, but at this point the map ends up in "so bad it's good" territory. :)

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I meant the final fight with cybers. At the end of that demo Ribbiks just circlestrafes around them for 30 seconds or so: not very exciting.

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Phml said:

I should probably bitch about floor bumpiness, but at this point the map ends up in "so bad it's good" territory. :)

Memfis said:

...just circlestrafes around them for 30 seconds or so: not very exciting.


for what it's worth I was planning on submitting this to the "make a bad megawad" thread, but I decided that it wasn't that terrible and actually kinda fun to play. And if I was concerned with committing slaughter faux-pas I probably wouldn't have started with a big open square room :p

But yeah, front-loaded fights etc., criticisms I completely agree with. the entire strategy for this map basically comes down to having an invul available at roughly 200 enemies left so that you have enough time to corale the cybs into the center as they teleport in. then mindless circle-strafing to victory, on awkward terrain no less.

I might revise this and make it more interesting to play. I had an idea about making a collection of very short (1-2 room, 5 minutes max) slaughter-esque maps just for quick romps, maybe I'll start that up and include an improved version of this map.

Memfis said:

Where did you get the music from btw?


Gubble! Thanks Jimmy for the recco :)

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Memfis said:

I meant the final fight with cybers. At the end of that demo Ribbiks just circlestrafes around them for 30 seconds or so: not very exciting.


No, I hear you. Me misunderstanding your comment was because I didn't get to that part yet; once I knew that, you made perfect sense.

That's what I wanted to get at: the map felt like it culminated at the second minute mark, and, as you said, it felt like it dragged on for the last 30 seconds or so, after three minutes. So it seems to me there might be a sweet spot between those two durations, an optimal and satisfying length for this map.

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Cool map, it might be possible to max it without invulns but really hard. I only got invulns for the end cyber part:
http://filesmelt.com/dl/tttn-01-cl9-uvmax-333-ggg1.lmp
I think maybe: no invulns, and only about 4 or so end cybers, might be a good tweak, which is pretty much what phml said.

On my fda, I was like, yes first try. Then I shot the switch.

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18 hours ago, mArt1And00m3r11339 said:

I know this thread is kind of old, but I beat your level.

The warning on dormant threads does say to carefully consider whether you have good reason to bump the thread (especially given that participants may no longer be around). I would say beating the level is not the worst reason to bump a dormant thread. Besides most of the people on the thread have visited within the last week, with only 1 absent longer than a few months.

 

On 3/3/2013 at 2:54 PM, dannebubinga said:

Q-bert on crack. I like it

Q-bert! That's what I was trying to think of when I saw the screenshot. Thank you.

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5 hours ago, Pegleg said:

 

Q-bert! That's what I was trying to think of when I saw the screenshot. Thank you.

You make me miss Danne :(

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Posted (edited)

I don't see the problem. Recording a demo/video can justify a bump imo because it's more substantial than a simple comment. Demos may help mappers to improve their future maps.

 

Also , I like watching videos when I just want to know how the map looks without playing it.

Edited by Roofi

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