Flotsam
16 maps designed to be played from a pistol start for PrBoom+ complevel 9.<br><br> Difficulties are implemented. I suggest you use them.<br><br> This wad con...
Filenames
flotsam.wad
Size
34.83 MB
MD5
7befc167fa32a55f3887141e7657f6b3
SHA-1
2a02249f5a9bd185de811d59f114f254874b7ac4
SHA-256
8e97b37a73e4a7d42c63f71031d49d642f349f4a133bbd360f5988cbdf25e1a6
WAD Type
PWAD
IWAD
Doom II
Engines
Boom
Lumps
672
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14, MAP31, MAP32
Download
Read Me
***************** ~~~~ Flotsam ~~~~ ***************** TITLE MIDI: 'Absence Of Light' by Symphony X INTERMISSION MIDI: 'Give In To Me' by Michael Jackson MAP01: Hurts You Plenty MAPPER: Benjogami MIDI: From Magic Carpet 2 Description: Originally for the Doom speedrunning discord project, which never saw the light of day. I suggest starting on skill 2 (HNTR). Even the platforming has been adjusted for all skill settings. UV is for weirdos only. MAP02: The Long Tail MAPPER: Benjogami MIDI: 'Mold' by Zan-Zan-Zawa-Veia Description: Originally for the Doom speedrunning discord project, which never saw the light of day. There was a "only one megasphere for the whole map" restriction on this one. It's a short map, but the start is pretty rude and will eat a lot of your megasphere probably. MAP03: Stengah MAPPER: Benjogami MIDI: 'Stengah' by Meshuggah Description: The original version of this map was for a 1-hour speedmap thread that rdwpa started. I spent some extra time polishing it and making it look nicer, and then it sat on my HD for a long time before I fixed a couple things and improved the lower difficulty settings for Flotsam. MAP04: Trauma MAPPER: Benjogami MIDI: 'Camilla Rhodes' by Between The Buried And Me Description: I started this map while at a crafting meetup in a coffee house. I had a lot of fun drawing the lines. MAP05: Singularity MAPPER: Killer5 MIDI: Descent Level 12 Description: A map that was meant to be part of a project where UV was a specific movement only difficulty. I started trying to find new ways of presenting areas to the player when making this map. In the bfg area you are supposed to be in an infinitely large area where you start on the floor? or the ceiling? Invuln area was inspired by Scotty who was talking about maps needing more chaingunners one night. Final fight was an experiment to use silent tps in order to hide an insta-pop ambush. MAP06: Souls Left Behind MAPPER: Killer5 MIDI: 'Laughing Ass Just Killed Somebody's Giant Armenian Summer Seven a.k.a. lajksgas7' by Wolf Kraft Description: A map I made when I decided I wanted to bfg the fuck out of stuff one day. Originally slated for the Dying Camel Demons 2 project but I decided to remove it from that for this project instead. For the best though because I like this version of UV more than the version I had made for Camel. UV has special anti-cheese in the RSK area: the player will die if a vile jump is attempted after starting the fight. MAP07: Taipan MAPPER: Nirvana and Archi MIDI: 'Combatribes - The Slash Skate Screamers' by Kazunaka Yamane, Sequenced by Stockman Description: Taipan is a big, boxy map full of difficult fights designed to test certain skills, along with your patience. UV has a few fights that will likely curb-stomp the average doomer, so I'd recommend playing this on HMP if you intend to actually have fun. The map started as just the main room and lower hallway, which Archi sent me to finish. It went from being Mayan themed temple with lava, to being flooded with water, until I finally settled on nukeage, which informed the green/grey theme used throughout the map. There is a secret BFG and two secret fights, so take a look around for extra fun. MAP08: Nursery MAPPER: bemused MIDI: 'Run' from Unreal Tournament Description: Casually thrown together in a few hours, intended to be a different take on HR2 map32.. probably ends up being a lot more grindy (and also less fun) but im not too bothered about that. Tried to leave multiple different routes to exit, with vile jumps you can effectively cut out half the map. MAP09: Rage against the latrine MAPPER: bemused MIDI: 'Schala's Theme' from Chrono Trigger Description: Drew this out many moons ago using different textures, for the speedrunning discord community project. Found myself in the depths of mappers block for over a year before i finally decided to try and make something playable out of it. Main fight idea for the map was built around the sequentially opening doors, and the rest kinda just.... happened. Themes are inconsistent and clash a little, and difficulty is all over the place. Meh. MAP10: Snek MAPPER: bemused MIDI: 'Conductor' by James Paddock Description: Originally intended for use in another project, but didnt like the map enough to use it. Outer ledge fights are a futile attempt to make it slightly different from sunder map01. Probably failed miserably. Viles appearing in the main building while the player is off doing other things was a dick move, no regrets. MAP11: Hy-stair-ical MAPPER: bemused MIDI: 'Warlord Theme' from Unreal Gold Description: Started out as purely a technical exercise in silent TP fuckery, it works well enough but the amount of space needed to make duplicate areas means i wont be using this trick again anytime soon. Fights are pretty much nothing but filler, the main point of the map was the stairway effect rather than the combat. MAP12: Jumpgate MAPPER: bemused MIDI: 'Everybody's Free' by Rosalla Description: Initially meant to be a single TP sequence between areas in a much larger map kinda like the wolf things in Ancient Aliens, i figured it was entertaining enough to use by itself so i lazily threw a load of revs and cybs in it and called it a map. The midi selection is what makes the map imo, that rosalla midi is absolute fire. MAP13: Interconnectivity MAPPER: bemused MIDI: 'Action Stations' by James Paddock Small map made in about 6 days after watching a streamer verbally shit on a cacoward winner for its orthagonal level design and lack of interconnectivity. Figured i should try and inject some of that stuff into a genre of gameplay that really doesnt require it. Red key fight turned out to be a happy little accident with how the cyb can hit the player all the way across that area in the back of the baron closet. MAP14: Nest of Malignance MAPPER: Scotty with bemused MIDI: 'Crawling Vermin' by Maxime Tondreau Description: I originally started working on this map for the SlaughterMax project but it wasn't done in time. After sitting around for months half-built (and having gone through numerous texture themes) i gave the map to bemused who did some monster placement and built the basis of the yellow skull key area. His additions inspired me to work on the rest of the map and add the large final arena. MAP31: Singularity (movement) MAPPER: Killer5 MIDI: Descent Level 12 Description: The movement difficulty I had planned to implement for Singularity. All difficulties are the same. MAP32: Liam's First MAP01 MAPPER: Liam MIDI: 'Nyctophobia' by Metabolist Map made in less than an hour after playing a really bad wad i found on dw one day.. tried to teach my 8 year old son (who has never even seen an editor before) to make a better map in less than an hour. Threat from multiple angles, doesnt drag on for too long, doesnt immediately become a circlestrafe. Its extremely rough, but better than the wad that inspired it in almost every way.