Stardate 20X6, playing on ITYTD, frequent saves, using Risen3D in Basic Doom mode.
Map01 Ė Kills Ė 98, Items Ė 50, Secret Ė 0. Time 35:39. End Health 100, Armor 0. Death Count - 2
Iím popping my slaughter cherry here, and decided to do it in the easiest way possible. I wanted to make sure Iíd never be ammo-starved against the large number of heavies on Map01 even on Easy.
Anyway, I had fun. Lots of Doomers seem to hate hitscanners, possibly because you canít dodge their attacks, and possibly because some people feel diminished being killed by mere zombie boys. Slaughter maps often seem to provide a solution for the hitscan haters. Aside from a few Chaingunners, it was all fireballs and rockets in this map.
One thing you notice right away is the purple. Purple happens to be my favorite color. Indeed, a 1970 Dodge Challenger convertible in Plum Crazy Purple with white interior is my idea of a Dream Car. And give me a 440 Six-Pack with that. But Iím not so much in love with purple in a Woodmet-themed map. The other thing that hit me right away is how much I hated the music track. I was too lazy to go to idmus, though. ;D
The map was good-looking, but IMO the Woodmet theme was overdone. It was Woodmet inside and out, Woodmet in every direction, Woodmet as far as the eye can see. I would have welcomed fully Metal corridors, some bricks, some Gstone accents, almost anything to relieve the sameness of it all. Worth noting, though, is the purple glass block floor in the RL room. That looked pretty fuckiní cool.
The gameplay was very enjoyable. Even on ITYTD, this was like a tougher-than-usual Doom 2 map on UV. As Capellan said, there were lots of monster closets and teleport traps, but there were plenty of on-site enemies as well. I was able to induce infighting on several occasions to shave down the enemies focused on me, not that I had to worry about ammo, but itís instinct at this point. ;D
The big room full of Insta-Lift Imps was fun as hell. Lotsa good rocket practice as I jumped out, popped off a few rounds, and ran back into the corridor. Even when there was like 20 Imps left, the rocketing had damaged them enough that I was able to go out and use the single shotgun on them. One especially satisfying shot achieved a triple-kill with a single shotgun blast. Now thatís fun!
I was never in serious danger until the final fight. It was startling, to say the least, to see a Cyb and a full platoon of Revvies appear from an Insta-Lift. The strategy was immediately apparent, so I switched to the RL, popped off a shot, and circle-strafed to induce the infighting. I then hit the switch that unleashed the Caco swarm and kept circling. It was amazing how well that worked. I was hardly ever hit until the Cyb had killed everything. I had to fight this battle 3 times owing to mistakes I made in fighting the Cyb, including the classic fuck-up of doing a cutback. ďGot ya that time, laddie!,Ē said the Cyb as we celebrated my stupidity. The third time I decided to do some controlled circle-strafing, and fired only 3 rockets at a time, since that helps me maintain directional control. ďGot ya that time, jagoff!,Ē I said to the Cyb, because Iím mentally disturbed, and thus the kind of person to hold conversations Ė albeit brief ones Ė with Cyberdemons.
Only after Herr Cyb was dead did I find the stairway out of there. I might have noticed it earlier, since Iíd hit the switch, but once again the sameyness of the Woodmet made it virtually invisible. But I did appreciate the diabolical design of it, because anyone who tries to escape the fight might make it, or they might get a rocket in the back while they wait for the damned lift to finally come down. This is the kind of ďFuck you, player!Ē cruelty that I find entirely admirable in a Doom mapper. A tip of the hat, Ribbiks.
So in the end, I liked it. God knows what insane cruelties await me as the difficulty curve ramps up, but I was definitely entertained by this map. Weíll see how long I last in the mapset, because, like Capellan, I have limits on my patience. I might be wrong, but slaughter maps, I guess, are geared to the kind of players who like to do speedrunning, which entails playing a map over and over to find the best route, and dying and dying and dying until itís demo time. Such players are a major and important part of the Doom community, but I am not one of those players. I rarely replay a map once Iíve beaten it, and if a map is too tough Iíll rage-quit, or more accurately, frustration-quit. Fun for others but not for me. That said, my intro to the slaughter style Ė the first such map Iíve actually played Ė was fun. I know it wasnít really slaughter. The slaughters will come later, but the style and approach seem consistent with what Iíve seen.
My big gripe Ė aside from the unending acres of Woodmet Ė is that the secrets were maybe a bit too weirdly difficult, for example putting a switch behind the switch in the Chaingunner room at Sector 673, when thereís not enough room for a player to get back there, isnít so cool, IMO, though I can see how others would like it, and say that the fact that this is a freestanding switch when all the others are embedded in walls, is clue enough. But I didnít dig it, is all I can say.
And thatís about it. All in all, a very successful map.
Last edited by SteveD on Jun 2 2013 at 06:59