SlaughterMAX. RC1 available!

A commentary text for Velvet? Sure. 

 

Quote

When I started working on this map concept, I had some few constraints; 

* A rather constrained space, after coming from Confinement project I had some hungering for more.

* Contains invasion finale that can be accessed from start

* Shortcuts and secret doors aplenty

Originally I had floated idea of making map sort of silly 'revenant factory', with conveyors moving them around, and finale being bit comical bit where you open security system to slam a button that releases all revenants into the factory. I had even thought about using 'Spalding Factory' theme from Barkley Gaiden. However, I must I struggled with the theme (perhaps it is just that I kinda am bad at using Doom2 textures), so I kinda went with my 'safe space' which is magical libraries etc. A throwback to 'Felt' of Disjunction and first map I made public. But perhaps it is masturbatory to reference something so recent - and something that is not perhaps that great. 

Either way, doing slaughter-style gameplay proved to be bit difficult with the set constraints and maybe feels like afterthought. I hadn't really done that much slaughtery stuff, outside of specific encounters from Disjunction - map10 finale particular. I also tried to make the final encounter difficult to cheese, a situation where you have no safe corners to sit in and you have to use to shortcuts / openings you made prior, but if you rush the switches to the exit you can access outside section which can be used to safely kill revenants. Oh well. It isn't the fastest way apparently, so I guess it isn't that bad of a deal. 

Oh, and I did enjoy making those 'elemental plane' sections. The 'elemental plane of fire' worked out much better, but the water one? I guess I didn't have as many ideas as I hoped. Oh well. 

 

Edited by floatRand

Share this post


Link to post

Map29 is a masterpiece but did you really have to use Church of the Machine at the end? It's such a jarring transition from the moody soundtrack that precedes it, not to mention that it has already appeared on many maps in the past, most notably Scythe2's map30. Why not use another track from HR2?

1 person likes this

Share this post


Link to post

Spectre01, if map29 can reduce by 3000 lines, we can play this in zdaemon, do you think it's possible?

1 person likes this

Share this post


Link to post
3 hours ago, Krull said:

Map29 is a masterpiece but did you really have to use Church of the Machine at the end? It's such a jarring transition from the moody soundtrack that precedes it, not to mention that it has already appeared on many maps in the past, most notably Scythe2's map30. Why not use another track from HR2?

Thanks! I wanted something more upbeat for the final macro fight, and a reason to try out the music changer feature. I'm also a big fan of Scythe 2's map30, and really like that track as a midi. I can change it to something else if people think it doesn't fit and recommend a good alternative.

 

1 hour ago, damo2k said:

Spectre01, if map29 can reduce by 3000 lines, we can play this in zdaemon, do you think it's possible?

That would be a non-trivial undertaking for a map this large. I'm also pretty sure changing that much geometry would desync the demo. I would also need to add quite a few coop teleporters, or something, due to the heavy lock-in nature of the map. Also, something would need to be done about the respawn point, otherwise deaths in the first section would lead to being thrown into the quad-Cyber gangbang. It sounds like something that could possibly be done if there's an alternative coop release, but I'm not sure if all that is possible while keeping the demo rule of the project in place. And I don't think I have it in me to record another UV-Max. :P

 

 

Edited by Spectre01

Share this post


Link to post
9 minutes ago, Spectre01 said:

Thanks! I wanted something more upbeat for the final macro fight, and a reason to try out the music changer feature. I'm also a big fan of Scythe 2's map30, and really like that track as a midi. I can change it to something else if people think it doesn't fit and recommend a good alternative.

That would be a non-trivial undertaking for a map this large. I'm also pretty sure changing that much geometry would desync the demo. I would also need to add quite a few coop teleporters, or something, due to the heavy lock-in nature of the map. Also, something would need to be done about the respawn point, otherwise deaths in the first section would lead to being thrown into the quad-Cyber gangbang. It sounds like something that could possibly be done if there's an alternative coop release, but I'm not sure if all that is possible while keeping the demo rule of the project in place.

Yes let's only worry about this for an alternate wad for coop. Your maps are always amazing , and would be a pity to miss out on them for coop.

Edited by damo2k
1 person likes this

Share this post


Link to post

Any changes for co-op are already to be in a separate WAD, so the demo is a non-issue. FWIW, I think a larger map better lends itself to reducing the number of linedefs, as they're more spread out so any given area wouldn't need many to be removed.

 

Also I don't think I've heard Church of the Machine in any other map than the one in Scythe 2. When it comes to Symphony X I've heard Absence of Light more, and I'd say probably any HR2 MIDI has seen more usage than that track.

Share this post


Link to post

The door in the first room of map02 doesn't open.  Tried in both gzdoom and glboom.

Share this post


Link to post
34 minutes ago, Eris Falling said:

Also I don't think I've heard Church of the Machine in any other map than the one in Scythe 2. When it comes to Symphony X I've heard Absence of Light more, and I'd say probably any HR2 MIDI has seen more usage than that track.

I have definitely heard that track outside of Scythe 2, although nothing specific comes to mind. But Symphony X as a whole is overused in slaughterwads. I replaced it in Slade with HR2's "When the Sun Won't Rise Anymore", which to my knowledge has never been reused, and it sounded great.

Share this post


Link to post
35 minutes ago, General Rainbow Bacon said:

The door in the first room of map02 doesn't open.  Tried in both gzdoom and glboom.

Heh, I also reported that as a bug when I first played it, but that door is intentionally broken. The way past it is a teleporter in the lava to the left of the door.

 

Regarding coop stuff and MAP29: since we'll definitely be making whatever fixes necessary to get coop working in a second wad, @Spectre01 please see if you can find some lines to remove so that it can be built in ZenNode, and also add ways to get back in to whatever lock-ins there are. I think your map is the only one I wouldn't really be comfortable working on myself, since the changes will require some artistic decision-making. No demos will be necessary for the coop version. Please try to keep the gameplay the same as possible, though. ;)

 

If anyone else whose map needs coop changes has been following along and would like to implement their own fixes, just let me know ASAP, because I plan to gather the feedback and implement fixes myself, as simply as I can, and I wouldn't want to do that work for nothing. If I run into anything that seems to require artistic decision-making, I'll reach out to the respective authors.

 

Anyone who is making changes to their map: please make changes to the version of your map that is in the RC1 wad, rather than the original version that you have.

 

1 person likes this

Share this post


Link to post

There is definitely some micro-detailing I can cut out. The small crosses in the starting tunnel alone were over 800 lines!

Share this post


Link to post

O.o I never realized the beta got released

 

Some comments:

Map 22 - A map dedicated  for players to take their anger on hordes of Cyberdemons and @Archi's

Map 24 - I forgot to tag all the monsters with the 'deaf' tag , ooops...

Edited by A7MAD

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now