SlaughterMAX
SlaughterMAX is a community project meant to spread the joy of making and playing slaughter maps. All maps that were submitted and had a UV Max demo recorded...
Filenames
smax.wad
Size
61.97 MB
MD5
f58cea0ca8b8cf5acebe6199e6386ef9
SHA-1
e8a673460b13bef51f8bd63a61eae70c5997881a
SHA-256
c3359d2e0116bc178dc630e090cba02a09bac70a14ece7dcb96890facd045d25
WAD Type
PWAD
IWAD
Unknown
Engines
Unknown
Lumps
455
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14, MAP15, MAP16, MAP17, MAP18, MAP19, MAP20, MAP21, MAP22, MAP23, MAP24, MAP25, MAP26, MAP27, MAP28, MAP29, MAP30, MAP31, MAP32
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=========================================================================== Advanced engine needed : Boom Primary purpose : Single play =========================================================================== Title : SlaughterMAX Filename : smax.wad Release date : 1/1/2020 Author : Various Email Address : [redacted] Other Files By Author : N/A Misc. Author Info : See bottom of text file for full credits. Description : SlaughterMAX is a community project meant to spread the joy of making and playing slaughter maps. All maps that were submitted and had a UV Max demo recorded were included, until there were 32 maps. The demos are also included in the zip file, so if you ever wonder "how the heck is this even possible?!" or just want a good show, check out the demos! Note about difficulty settings: Ultra-Violence (renamed "UV Max") is the main difficulty that all of the demos were recorded on. Hurt Me Plenty (renamed "Casual") is slightly more forgiving and is recommended for casual play. Hey Not Too Rough has been re-branded as "WILD!" and has experimental, ridiculous, or very hard gameplay that is sometimes barely tested, and will usually be harder than UV. Additional Credits to : See bottom of text file for full credits. =========================================================================== * What is included * New levels : 32 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : Yes Other : No Other files required : None * Play Information * Game : Doom 2 Map # : 01-32 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : About 9 months from project start to finish Editor(s) used : GZDB, DB2, SLADE, GIMP, MS Paint, Bitmap Font Writer, HxD, and whatever else the various authors used! Known Bugs : There's at least one soft-lock. Watch your step! May Not Run With : Some of the maps will not be performant in GZDoom, for example Tested With : PrBoom+ or GlBoom+, complevel 9 * Copyright / Permissions * This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/ You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. You may not use the material for commercial purposes. If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors ============================================================================= ======== SlaughterMAX ===================================================== ============================================================================= PROJECT LEAD: Benjogami MAPPERS: 42PercentHealth A7MAD antares031 Archi Bdubzzz Bemused Benjogami DanielAlexander Dododamian elmle floatRand Killer5 mArt1And00m3r11339 Memfis Nirvana RjY Scotty Spectre01 tourniquet Xyzzy01 Yousuf Anik MAXERS: A7MAD Ancalagon antares031 Bdubzzz Bloodite Krypto DanielAlexander elmle mArt1And00m3r11339 Player177 Spectre01 The Green Herring TITLEPIC is by DanielAlexander M_DOOM, INTERPIC, BOSSBACK and Status Bar are by antares031 Title midi is from Everquest Intermission midi is a midi version of "Chill and Rigor" from 9 Hours, 9 Persons, 9 Doors Thank you NoisyVelvet for recording the autoplay demos Thank you elmle for testing WILD mode ============================================================================= ======== CREDITS FOR EACH MAP ============================================= ============================================================================= MAP01: Mud Elemental Map by: Memfis Max by: Ancalagon Max time: 0:01:53 Midi: from Phobosphere ============================================================================= MAP02: Showdown Map by: Dododamian Max by: A7MAD Max time: 0:04:13 Midi: E3M1 (Untitled) by Bobby Prince ============================================================================= MAP03: Canyon Base Map by: DanielAlexander Max by: DanielAlexander Max time: 0:12:25 Midi: Last Ninja 2 - Central Park Loader OST ============================================================================= MAP04: Struggle Bug Map by: A7MAD Max by: Bloodite Krypto Max time: 0:01:29 Midi: "Heretic E1M9 Graveyard" by Kevin Schilder Additional credits: Sky is by Mechadon ============================================================================= MAP05: The Broken Machine Map by: DanielAlexander Max by: Ancalagon Max time: 0:03:22 Midi: Street Fighter II - Ken's Theme ============================================================================= MAP06: Sons of Liberty Map by: Scotty Max by: Bloodite Krypto Max time: 0:09:13 Midi: "Yell Dead Cell" from Metal Gear Solid 2 Additional credits: Sky is from Sunlust ============================================================================= MAP07: Lift of Enlightenment Map by: Bemused Max by: Bloodite Krypto Max time: 0:01:42 Midi: "Gutknot" by Thyrbse, from Hell Revealed 2 ============================================================================= MAP08: Dang! Map by: 42PercentHealth Max by: Ancalagon Max time: 0:08:16 Midi: "Legion of Fear" by Knightrider of Doom Additional credits: Sky is by Eradrop ============================================================================= MAP09: Heavy Impact Map by: Yousuf Anik Max by: Bloodite Krypto Max time: 0:22:21 Midi: Children of Bodom - Lake Bodom (midi version) ============================================================================= MAP10: Velvet Map by: floatRand Max by: Player177 Max time: 0:09:40 Midi: "Crystal Teardrops" from Castlevania: Symphony of the Night Mapper comments: "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." -floatRand ============================================================================= MAP11: ritournelle Map by: tourniquet Max by: Player177 Max time: 0:09:37 Midi: "Amethyst Princess" by rdwpa Additional credits: Sky is from Speed of Doom ============================================================================= MAP12: Abscess Map by: Nirvana Max by: Bdubzzz Max time: 0:05:18 Midi: Secret of Evermore, Mini-boss Additional credits: Sky is by Mechadon. Bdubz for testing and demo, Scotty for fixing sky transfer woes. Mapper comments: "I was originally going to make the map a much more wide open, canyon-like space, utilising the contrasting rock textures you see in the starting area throughout. However, once I built the entrance to the main building, I decided I liked the idea of a river of blood pouring out to form a large pool and the concept became "where is this blood coming from?" I'm a big fan of using the default Doom 2 textures (it's one of the reasons I was drawn to this project), because I think it forces you to think outside the box in terms of textures-use. In this vein, I was inspired by the gaping maw in Sunder map 2 and decided I would design my own giant demonic mouth using the Icon of Sin's big ugly teeth. I really like how it turned out and love the Doomy boxiness of it all. "This big mouth inspired the rest of the room, with the skin and brain textures overtaking the area and this room inspired the name of the map; the demonic presence sort of eating away at the rest of the world. If I had, had more time to edit the map I would have altered the final fight to be a bit more exciting, but I was happy to punch out a little map without too many hangups. At least Bdubz enjoyed it :D" -Nirvana Maxer comments: "I put the most effort in to getting a FAST time for this map because it was turning out to be a little friendly competition ;p 5:2x was my goal and it ended up being 5:18. I think to really improve it anymore it comes down to infighting RNG with the first encounter that you skip. (sometimes when i went to the final encounter there was barely any hell knights left, other times there was a lot left and a cyber) Also screw those mancs on the cliffs :p" -Bdubzzz ============================================================================= MAP13: Rocketfest 2018 Map by: Scotty Max by: Bdubzzz Max time: 0:06:49 Midi: from Rise of the Triad Additional credits: Sky is by Mechadon Maxer comments: "This demo was the most fun to record and the time ended up being pretty good for me since I'm not a speedrunner :D" -Bdubzzz ============================================================================= MAP14: Slaughterstein Map by: Xyzzy01 Max by: Bdubzzz Max time: 0:07:02 Midi: "Evil Incarnate" by Bobby Prince Mapper comments: "...what. I literally made this random throw-away map (that I probably wasn't even planning on releasing) over a year ago to deal with mapper's block I had at the time, and somehow it's now part of a much larger project?! ._. Regardless, I am immensely content it found a home here; making it qualify for this project really opened my eyes to the world of slaughtermapping, and now I hope to make more slaughtermaps in the future! :D "Anyway, the idea behind this map was to just make a challenge map, totally styled to that of Wolfenstein 3D. I always loved those secret maps in Doom II and decided to make my own! The various encounters in this map used to be much easier, but they all had a similar theme: a fight that forces the player to work with the limited space they have in each room and incentivize the player to herd the monsters and find ways around them to access ammo. I think the final version of Slaughterstein by Benjogami still has that aspect intact, which is a relief! I went all out on making this as 'wolf' as possible by having ZERO light variation, items and monsters arranged in a grid, large secret areas, and I even simulated vines that are hard to see through like the ones from that game. The thing I like the most about this map is its simple nonlinearity; you can make your own path through it by choosing which door to open next. I think about the only thing I would change about Slaughterstein, looking back at it, is making those secrets less generous than they are. ;) "I gotta say, for a map that I wasn't really taking seriously while building it, it's becoming one of my favorites! I should make more like this one... Oh, and thank you Bdubzzz for maxing it! You got this map accepted after all." -Xyzzy01 Maxer comments: "Mostly a casual Max with a couple of fast strats I practiced. Nothing to impressive ;p What was fun about this map is there's a lot of ways to go so you had to think about 'whats actually the fastest route to go for a UV-Max?'" -Bdubzzz ============================================================================= MAP15: Necroveins Map by: Benjogami Max by: A7MAD Max time: 0:05:22 Midi: Original by PRIMEVAL Mapper comments: "The idea that started this map was the maze of viles far below the floor that would resurrect stuff that died in the middle of the map, and everything else was speedmapped around that. I made it in a single day, less than a week after the project was started, because I wanted to set a casual tone for the project, with simple but bold visuals and blunt gameplay that still invited different approaches. "I chose the map for the 15 slot because it was easiest to patch a secret exit into my own map ;)" -Benjogami ============================================================================= MAP16: Blood and Stones Map by: Bdubzzz Max by: Bdubzzz Max time: 0:21:43 Midi: "Atlantis Theme" from Banjo Tooie Mapper comments: "My first map I completed. The focus was more on gameplay that I find enjoyable/challenging and not map design/detailing/layout. There definitely would be a few things I would change looking back at the map but I think its better to leave early projects untouched and look back at them.. Did I improve as a mapper? :thinking face emoji:" -Bdubzzz ============================================================================= MAP17: Literally Unplayable Map by: Bemused Max by: Ancalagon Max time: 0:11:06 Midi: "Gotham" by Lee Jackson ============================================================================= MAP18: Swiss Cheese Strike Map by: Bdubzzz Max by: Bdubzzz Max time: 0:23:28 Midi: Final Fantasy/Chrono Trigger/Secret of Mana medley Mapper comments: "2nd map I made that again mostly focuses on gameplay. The textures used throughout are kind of random. This map has a couple encounters that ended up being pretty cool but maybe a little extreme for your average doom slaughter player." -Bdubzzz ============================================================================= MAP19: Last Light Map by: Benjogami Max by: Bloodite Krypto Max time: 0:11:41 Midi: "Opening to Hell" by Bobby Prince Additional credits: Sky is by Mechadon, edited by Benjogami Mapper comments: "Similar to Necroveins in that it started with a single gameplay concept that I wanted to explore: a huge mess of corpses inside maze-like partitions, and then a huge mess of viles is released into the center of it. I didn't particularly care how the corpses got there, even if it was more grindy than difficult, because I felt like the vile phase would be a good payoff. "But of course making all those corpses is a large portion of the map, so it should be somewhat interesting. I decided that each of the 3 keys should trigger fights that were tense by themselves, and that choosing between different orders and combinations and timings of keys should be an interesting process. "The tall bright fireblu pillars that mark where unused megaspheres are was a purely functional addition---while testing, I found it annoying that I didn't know where the megaspheres were, and adding a bright fireblu pillar that went dark when the megasphere was grabbed seemed like a good way to fix it. This led to the map's name and the theme of fading power/light." -Benjogami ============================================================================= MAP20: The Mouth of Madness Map by: elmle Max by: elmle Max time: 0:32:37 Midi: A remix of the Shinra Company theme from FF7 called Son of Chaos ============================================================================= MAP21: The Outhouse Map by: Benjogami Max by: Bloodite Krypto Max time: 0:03:54 Midi: from The Elder Scrolls: Daggerfall Additional credits: Sky is by Mechadon Mapper comments: "I made this map and then wanted it to have a home, because I really liked it. Because it's a small map and doesn't really stand by itself, and because I didn't have any ideas/motivation for a set, I thought about the sort of community project I might like it to live in, and came up with the ruleset for SlaughterMAX. "After writing my comments for Necroveins and Last Light, I realize that all of my SlaughterMAX maps (and probably a lot of my other maps) start with a single gameplay idea (usually involving viles) that I want to explore (so that I can play it myself :D). This map's idea was to have a whole mess of viles that the player can't deal with and has to run from, and then to have those viles pursue the player and filter through the map and combine with the other resident monsters to create a randomized oppressive mess for the player to solve. I wanted every phase of the map to be very oppressive. It's also a bit of a love letter to Doom's wonderfully simple but random and surprising monster pathing. I like to make maps that play differently each time." -Benjogami ============================================================================= MAP22: Electro Wizard Map by: A7MAD Max by: Bloodite Krypto Max time: 0:10:28 Midi: "Bergschrund" by James Paddock Mapper comments: "A map dedicated for players to take their anger on hordes of Cyberdemons and archi's" -A7MAD ============================================================================= MAP23: Pandemonium Unveiled Map by: Archi Max by: A7MAD Max time: 0:12:57 Midi: "I Sawed the Demons" remix by Jay Reichard ============================================================================= MAP24: Dead Ringer Map by: A7MAD Max by: Bloodite Krypto Max time: 0:22:32 Midi: "Guardhouse" by James Paddock Mapper comments: "I forgot to tag all the monsters with the 'deaf' tag , ooops..." -A7MAD ============================================================================= MAP25: Castle of Hell Map by: Bdubzzz Max by: Bdubzzz Max time: 0:18:52 Midi: "Sidstyler" by Machinae Supremacy Mapper comments: "4th map I made that is themed outside of a castle ( ended up being the smallest and undetailed castle ever). The idea was you eventually go to a hell like area in the map. I wanted this map to be short ( so it was easier to MAX) but to still have an epic final fight, which I think it does ;)" -Bdubzzz ============================================================================= MAP26: Eviscerate Map by: Killer5 Max by: Bloodite Krypto Max time: 0:10:44 Midi: "Goin' Down The Fast Way" by Lee Jackson ============================================================================= MAP27: BacknForth Map by: Bdubzzz Max by: Bdubzzz Max time: 0:34:01 Midi: Forest Theme from Actraiser Additional credits: Sky is the EP4 sky from The Ultimate Doom by Id Software Mapper comments: "3rd map I made where I actually thought of a concept before making the map. You go 'back and forth' to a new encounter at the end of the map each time and when you go back something changes on the map/monsters appear etc. This was harder to do then expected and ended up just being small encounters with more monsters. I also tried to stick with a 'theme' for the map. (marble/hell textures)" -Bdubzzz Maxer comments: "This map was by far the hardest to get a UV-Max demo for. It eventually came down to nerfing some problem encounters." -Bdubzzz ============================================================================= MAP28: The Eclipse of Betelgeuse Map by: antares031 Max by: antares031 Max time: 0:41:38 Midi: Psychedelic Eyeball - The Day of Defeat Additional credits: Sky is by Mechadon Mapper comments: "Try to load this level with GLBoom+, if you're having a frame-rate issue. Thanks, and have fun." -antares031 ============================================================================= MAP29: Skindustrial Sector 04 Map by: Spectre01 Max by: Spectre01 Max time: 1:34:01 Midi: "Winds of the Destiny" by Petter Mårtensen, from HR2 MAP20. "Church of the Machine" by Symphony X, from Scythe 2 MAP30. Mapper comments: "*HNTR is the intended difficulty!* Large, abstract "skin-tech" city that's partially submerged in an ocean of infected blood. Designed to be played from a Pistol Start. Originally intended for DMP2017, as a sequel to my map from the previous year, this level ended up here instead. The goal was to make a map which pushed difficulty to the limit of what I find enjoyable in Doom: Medium-scale, high-threat encounters that limit the player's mobility; whether through high monster density, environmental hazards, or dangerous turret monsters (hence the 4 Cybers in the central tower at the start). I also wanted an epic finale, which lead to the creation of the sandbox-ish, macro-slaughter fight to wrap up the map. Considering how long the map ended up, while maintaining a high level of difficulty, it wasn't very friendly from a saveless/speedrunning perspective. I ended up moving the intended difficulty to HNTR, and the more reasonable HMP to UV, so the map could qualify for this project." -Spectre01 Maxer comments: "It was still way harder to get a successful exit than I expected. Playing consistently for a long period is not my forte. The demo ended up being 94 minutes long, largely due to extremely conservative play in the final area (also platforming in Doom). Also, -shorttics really suck." -Spectre01 ============================================================================= MAP30: Bugger This Map by: RjY Max by: The Green Herring Max time: 0:01:44 Midi: "Opening to Hell" by Bobby Prince ============================================================================= MAP31: Assassin's Greed Map by: mArt1And00m3r11339 Max by: mArt1And00m3r11339 Max time: 0:54:19 Midi: "Evil Incarnate" by Bobby Prince ============================================================================= MAP32: Power Overwhelming Map by: Killer5 Max by: Ancalagon Max time: 0:15:16 Midi: from Gubble ============================================================================= ============================================================================= ============================================================================= ============================================================================= ======== Selected commentaries on the slaughter genre ===================== ============================================================================= "Well, anyone can do this: create a few large sectors, some detail and put thousands of ammo and enemies, we don't need skilled mappers for this worthless shit! This is a very worthless ugly megawad, what a waste of time! - 1/5" -anonymous, about some other wad "I'm played this with god mode on and it seems to be a bit too easy for me. Seriously, there's too much ammunition and powerups for such encounters. Hell Revealed is better all the way. 2/5" -anonymous, about some other wad "chewbacca taking a shit would be more entertaining" -anonymous, about some other wad "Uglyslaughter map. After I died in the second room to cyberdemons and a horde of arch-viles and hell knights I noclipped through the map only to find a level full of misery." -anonymous, about some other wad "Right. Map 1, ~30 revenants, a dozen Barons and 2 Cyberdemons. Yawn. I cannot even begin to express how much I loathe these idiot slaughter fests. How old are the authors? 12? Sick to bloody death of downloading garbage like this and having hopes of an enjoyable game pissed all over. Mark crap like this for what it is - idiot overkill crap." -anonymous, about some other wad "Terrible... slaughter stuff, just make some normal mapset, please. Elitist gameplay all over the place." -anonymous, about some other wad "Wow. A *slaughter* wad. How inventive and fascinating. My score reflects this sentiment. What rubbish." -anonymous, about some other wad "ugly colors and design, slaughter gameplay, nothing in common with alien vendetta, pure shit. 0/5" -anonymous, about some other wad "Well, slaughterfests differ completely in gameplay phylosophy. Traditional DooM gameplay is a mix of strategy, tactics, and variation in style and intensity. Slaughtermaps usually try to place as many monsters per square inch as possible, whereby the only thing a player needs to do, is finding a walk path creating massive infights. Therefore SF gameplay is imho extremely monotonous and boring. And yes, IMHO the gameplay (BTW for sure not too difficult @ UV) completely ruined this mapset. It's a pity." -anonymous, about some other wad "A terrible level set - nothing but uninspired map designs and constant, near impossible later on enemy floods. Who thought this would be a good idea?" -anonymous, about some other wad