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Post by snowy44 on Aug 15, 2023 11:17:16 GMT -5
The massive otherwordly gilded monument whispers promises of ultimate closure, but only to those who can brave it's challenge of slaying five thousand demons. >>>DOWNLOAD<<<Catharsis Simulator is a single boom slaughtermap. Tested in DSDA 2.6 and GZDOOM 4.7. No jumping, crouching, freelook etc are intended. Difficulties are implemented. Takes about 20-60 minutes to beat depending on how slow you want to take it. Kind of a light salughtermap that definitely leans more into the power fantasy realm. I assume it's probably relatively easy by proper slaughter standarts but its also kinda lenghty and maintains a certain level of intensity basically non-stop, so I recommend doing a save or two as you go along to avoid frustration. Music: Raptor: Call of the Shadows - Hangar Thunder Force 4 - Stage 8 Textures: OTEX 1.1 Skybox by Eradrop Palette used is Demon Eclipse BIG SCREENIES
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Post by lunchlunch on Sept 16, 2023 2:19:15 GMT -5
CATs_lunchFDAI recorded this FDA a week ago then played the map with saves a few days ago. There's aspects I enjoy about the map, Particularly the areas where monsters can't cross certain boundaries but then the floor changes in later waves and allows monsters to cross. I thought that was well done, and I enjoyed the first wave or two but I think the map suffers from stale, samey gameplay since every wave just opens up a new ring around the previous rings. Almost every fight feels like circle-strafing cleanup. I didn't finish the last wave because it just felt like more of the same and the previous wave felt like it went on long enough. There's good monster placement in areas and some cool visuals but overall it just felt a little one-note, and that feeling gets exaggerated the more you chip away at the 5000 monster kill count. It's very difficult to design slaughter fights where the player can't just wait for things to get stuck in the middle and then circle strafe the outside. But it is doable, you just need turret monsters stationed around, particularly at the edges. Also, odd shaped arenas can direct monster flow in more interesting ways than symmetrical boxy rooms can. Having higher and lower elevations that require specific routes to navigate can also keep the player from just running in circles.
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Post by snowy44 on Sept 16, 2023 6:25:37 GMT -5
CATs_lunchFDAI recorded this FDA a week ago then played the map with saves a few days ago. There's aspects I enjoy about the map, Particularly the areas where monsters can't cross certain boundaries but then the floor changes in later waves and allows monsters to cross. I thought that was well done, and I enjoyed the first wave or two but I think the map suffers from stale, samey gameplay since every wave just opens up a new ring around the previous rings. Almost every fight feels like circle-strafing cleanup. I didn't finish the last wave because it just felt like more of the same and the previous wave felt like it went on long enough. There's good monster placement in areas and some cool visuals but overall it just felt a little one-note, and that feeling gets exaggerated the more you chip away at the 5000 monster kill count. It's very difficult to design slaughter fights where the player can't just wait for things to get stuck in the middle and then circle strafe the outside. But it is doable, you just need turret monsters stationed around, particularly at the edges. Also, odd shaped arenas can direct monster flow in more interesting ways than symmetrical boxy rooms can. Having higher and lower elevations that require specific routes to navigate can also keep the player from just running in circles. Thanks a bunch for playing and for the feedback, it's super helpful!
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