TimeOfDeath (Chris Balch)|
SLOTH was originally released in 2006. In 2008, map03 was modified and released as FLANAGAN. In 2009, map04 was modified and released as LOINK. Now, in late 2009, map02/map03/map04 have been slightly modified, in the spirit of the original SLOTH, and released as SLOTH 2009.|
MAP01 - Requires infinite ammo. Originally a test map without monsters. Pretty pointless.
MAP02 - Requires infinite ammo. Endless spawning monsters without lag. You control how crazy it gets.
MAP03 - Requires rocket jumping.
MAP04 - Requires rocket jumping.
- zdoom - freelook + jumping turned on - infinitely tall actors turned off - no bfg aiming - custom key config for weapons - no crouch
My key config in ZDoom is:
WASD movement, M1 fire, M2 jump, Q prev weap, E next weap, SPACE use, ALT strafe on, SHIFT center view, always mouselook, never auto-aim, no BFG aiming, dot crosshair.
id Software - Authors of the programs I used - id Software & Afterglow for q1tex.wad - Toke for the idea of using raspberry-colored Caco sprites with smaller corpses ducon for a bug report on the original SLOTH - EarthQuake for dehacked help - Gez for scripting help|
Modified SLOTH 2006|
Doom Builder 1.68, XWE 1.16|
|Anonymous||it was ok||x|
|Anonymous||Typical ToD maps. Map 1 is forgettable; map 2 is OK, but pretty much unsurvivable, and also pointless; maps 3 and 4 are... not bad, actually, but not new, either, as the author notes, and certainly not great. Everything from the architecture, the gritty gray and brown, the rocket jumping etc. just contributes to me not enjoying them. Which is a pity, since I really love hellish slaughter maps like "No Chance", for instance.||x|
|Anonymous||Good ol' fashion fun.||x|