Doom Wad Club (SA): Micro Slaughter Community Project (Beta 1)
I played through most of these last night so a death counter for this session where I sat down and actually had a think about each map again seemed pointless. I died a lot on map13 and gave up trying to single segment it, and a varying amount on some of the other maps while trying to figure out what to do.1
I’m going to post a demo showing a successful run of every map I play. Mostly going for 100% kills but ignoring secrets if I don’t know how to find them. I think it’d be nice if more people did the same - It’ll be fun to see how our strategies diverge for some of the later maps.
MAP01: “Fire In Your Eyes” by Dreadopp
Not too much to say about this map. It’s quite pretty and tastefully detailed. Like most MAP01s it’s pretty low intensity but it introduces a few recurring things you’re going to have to put up with: Point blank ambushes with limited space to dodge and pathing through big blobs of revenants in spaces where there’s limited cover. Not sure how you’d get to that secret soulsphere but it doesn’t seem important.
MAP02: “Viridescent Synapse” by Baaul
First fight is a nice lesson in generating infights. There’s not enough space to aggro everything so the logical solution is to not shoot. Given how they are positioned, I think the cyberdemons are supposed to block the rocket launcher when the player approaches to really help reinforce this notion, but I unthinkingly grabbed it by straferunning past them on both occasions when I played this. The second fight is a nice demonstration of how monster pathfinding works and very straight forward to deal with. Don’t give up too much ground, be wary about getting bitten in the side and reposition when enemies start getting around the side of you to avoid being boxed in. The one thing I disliked about this map is how incredibly long it takes for the barriers to fall after pressing the switches. I know they’re supposed to stop the player from escaping the fights but does it really matter in a level this small? In the first arena, getting both the switches and bailing out when the room is still swarming with hell knights is probably more trouble than it’s worth anyway.
MAP03: “Cherry Blossom” by Danlex
Things are gradually getting a bit more intense - purple, hurt floors, inescapable death pits and lots of viles! The first room is deceptively tricky because the revenants can start filtering down from their ledge to ground level, making their rockets much harder to dodge. The hurt floor and demons make usable space quite limited so it’s a bit of a test of basic target prioritisation with the rockets and plasma. The second room is a slightly more awkward version of the first fight in map02. It’s best to get the cyberdemon entangled with the knights and then cut through the imps with rockets to gain a little safe space. In both these initial fights enemies start with their backs to the player so there’s plenty of time to think of a strategy.
The third fight is really cool. Before the fight triggers you can see the viles in their closets and see from the layout of the arena that there’s a minimal amount of usable cover. Once triggered, the walls in the areas furthest from the viles lower to reveal the horde while the viles themselves start to be released much more slowly. The difference in timing here, at least in theory, gives the player enough time to realise it’s probably not going to be very safe to leave the viles to their own devices and get into position to spam them to death with the BFG. The vile closets make excellent cover while doing this and they even contain cell packs too. After the viles are dead it’s just a matter of cleaning up while keeping mobile. The amount of health and ammo in this room is very generous, just don’t walk into a pit.
Fun map.
MAP04: “Floody Hell” Lord_Z
After the last two maps, this map feels really straightforward. In fact, this map could easily have fit in the map01 slot. The starting room in particular wouldn’t be out of place in the first episode of any megawad. The SSG trap tries to smother you with demons but the hell knights aren’t particularly dangerous. The drop into the pit with the arachnotrons is quite mean. The chaingun, marine corpse and bullet ammo made me think there was going to be some sort of squishy hitscanner ambush but instead there’s a lot of demons and arachnotrons. In that situation it’s much better to have the SSG out instead, oops.
The rocket launcher loop is fun and a bit of an irregular shape to navigate, especially when the revenants show up, but I wish they spawned in faster. However, the big issue with this arena is how there are no teleport pads or indications as to where the demons are going to teleport to. Given how slowly monsters spawn in, it’d be really easy for an imp to spawn in directly in front of your rocket launcher or something equally silly.
The flash flood approaching at the end of the map is really cute.
MAP05: “Marble in the Blood” by Liberation
I really liked the first arena in this level. Being pincered from front and back and spamming rockets at the mass of revenants as they start to spread out from their closets. I like how the ammo resources are kept in these closets as well, providing a nice position to spam rockets at the hell knights, but there’s also enough hurt floor to make dodging in there a little bit cramped. The timing on the vile pillars is pretty much bang on. The imp wall and cyberdemon pin is also a lot of fun to deal with - did you notice how the safe platforms in the closets are all lowered to prevent cheesing?
The second portal is a bit wonkier. I don’t really understand the logic for the sinking platforms. I get that the red bricks all lower in the blood repeatedly, but the middle of the black paths also kept doing it too? It’s not a particularly big deal because the safe loop is absolutely massive anyway. Once you get the BFG it’s all over. Spam down the demons and cyberdemon turrets. There’s a lone cyberdemon to two shot in the main hub and then a series of cyberdemon telefrags to the exit.
It’s a shame the map is buggy as hell though. I somehow skipped over the linedef that lowered the bars in front of the second portal and had to run through the first arena again. The cyberdemon telefrag chain is also random as fuck and was the first part of this that killed me multiple times. Nine times out of ten you’ll eat a rocket from the next cyberdemon a foot away from you as you helplessly sit through the cyberdemon telefrag death animation. In the end I had to backtrack to the first arena and use the leftover cells to kill the cybies before trying to leave. Annoying but it’s getting patched in the next version.
MAP06: “Slaughter Factory” by Guardsoul
Progression in this map is really obtuse given just how chaotic it is. I died a few times from getting walled by monsters while trying to figure out what the switches were doing and where I should be going next.
The style of fight design here is just “I’ve placed a bunch of monsters, now deal with them”, which is a nice break from more choreographed, purposeful fights that dominated the maps up to this point. The archviles on the centre platform are an absolute nightmare to hit with auto-aim and the caco cloud quickly descends over them, making them a potentially long-term threat. The caco cloud itself is probably the most dangerous threat to contend with if infinite height monsters turned on (as it should be). It’s very easy to get hemmed in and then all it takes is a cyberdemon or couple of revs to get in your face and it all goes wrong fast.
There’s a secret BFG which is really hard to figure out how to collect, but massively helpful for the final wave of revenants and viles at the exit gate. It’s possible to complete the map without it, as I did the first time I played, but it really slows the pace to a crawl.
Once you figure out where the fuck you’re supposed to go it’s a nice level. The snow and concrete architecture make it looks like something you’d see in one of those old community chest projects. I’m pretty sure the little ice lakes have less friction when you run of them too, which felt really odd.
MAP07: “The Three Kings”
Egypt themed maps are lovely. The gimmick of using demons as a meat shield in the opening fight was really good. As is the idea of having two lanes connected as a loop and trying to control the arena by keeping the enemies corralled on one side.
Most of the early fights involve dodging projectiles in the open and trying to punch a hole through a crowd. The cyberdemons that initially harass you from a distance eventually join the circuit and are another threat to try and keep corralled in one place.
The BFG and blue skull key are at end of a long open-air corridor which promptly starts to flood with revenants. This leads to a nice extended session where the player has to hold the breech, continually laying down rocket fire while dodging both homing and non-homing revenant fireballs all coming from one direction. It’s a much gentler version of the opening fight in toilet of the gods map02.
Unfortunately, the map broke for me and I managed to skip over a linedef that lowers a wall and lets the cyberdemons more easily follow you into the area with the imps and archvile. This didn’t make the map any easier with my strategy, it just made clean-up take an extra minute and a lot more ammo because they usually kill all of the hell knights and barons at the back of the conga line while you kill the revs.
MAP08: “October Skeleton Appreciation” by antares031
The extremely loud scream from the mass of revenants at the start of this map is one of those classic doom wad sounds. Shooting part of the gate to start the map isn’t the most intuitive thing in the world, but that’s ok. The first time I played i managed to shoot the gap between the gates, waking the revs and sealing my fate.
Controlling the shape of a giant crowd of revenants and finding a path is the first thing the player does in this level, and monster herding is the most important skill required for success throughout. Despite the seemingly overwhelming odds against you, antares does a really good job of making the path of where to go next obvious throughout the map. There’s a really nice flow to the proceedings even in those initial stages of panic before arriving at the BFG. Blocking lines stop the revenants from chasing you out of the initial room and the new major threat is avoiding vile blasts as you slowly ascend the circular staircase.
The arachnotron space ship/observation post looks really good and is deceptively nasty. Rocket and shotgun ammo is really limited so it’s important to make those initial shots count and take out the spiders on the ground first, because the raised ones are far easier to dodge around.
Holding down mouse1 before going through the teleporter or mashing it in panic when you get dumped back in the middle of the room with revenants will pretty much always kill the vile and then it’s just a matter of staying mobile and keeping the revenants herded towards the centre of the room while spamming the BFG wildly. Despite the density of monsters, it’s actually a lot more forgiving than it seems. Ducking into the yellow skull key room and taking the teleporter resets the situation when things get a bit too cramped and there’s a lot of health and armour placed in easily accessible places around the edge of the room.
I found it a lot easier than I expected it to be from my immediate impression of the starting room. I was expecting a big step up in difficulty from map07 but honestly this map was probably a little bit easier. More bark than bite, but that’s fine with me. I don’t think it actually killed me outside of getting punched in the face a couple of times while trying to get out of the initial pin.
MAP09: “Metal Head” by Walter confetti
First off, I just want to state that I really love the ambient soundtrack for this level. But beyond that, I’m not really sure how this map qualifies as being a slaughtermap in any capacity. There’s plenty of space for the player to utilise and the monster density is very low. I found the progression to be a bit confusing, stumbling across the BFG and invulnerability secret on my first playthrough when mucking about with the teleporters trying to figure out where to go next. Those two items appear to break the progression quite significantly too.
It’s a pretty decent looking map but it didn’t do much for me. Very easy in comparison to the three maps that precede it - massively overstocked health and ammo relative to the minimal threats presented.
MAP10: “Tarnished Luster” by Pegleg
Sorry to say I really wasn’t fond of this map either. It suffers from the same problem as map09 where the arenas are just way too big relative to the strength and numbers of the enemies within them. You can also back off out of the centre room and rocket down the pinkies if you want, making the cyberdemons on pillars totally harmless. The provision of an invulnerability sphere is also a bit over the top. The final arena is also a good two to three times too large: The monsters in alcoves around the outer edge can’t do anything and the cacodemon swarm is wimpy.
Those monsters in alcoves and the hell knights in pillboxes in the outer corridor surrounding the cyberdemon arena are my biggest problem with the map. They just don’t do anything and there’s no trigger to activate a crusher or teleport them out into the open when you are done with the real threats. Cleaning them up takes minutes of completely safe, mind-numbing rocket spam, artificially extended by the constant drip feed of replacement arachnotrons and mancs in the final room. I didn’t bother with them for my second playthrough and just left them all alive.
MAP11: “Team Rocket Slaughter” by Dragonfly
This is more like it. The revenants on the pillars are rather dangerous and need clearing out as soon as possible. The spacing between the pillars and overall cramped dimensions of the room makes getting hit by your own rocket splash a constant background threat. While you deal with the revenants, monster closets progressively open, revealing barons and hell knights to start filling the room, increasing the threat of getting walled in, but also drip feeding the player with much-needed ammo to thin them out.
Balance wise, there’s just enough rocket ammo to clear most of the map, with a slightly more restricted amount of cell ammo for emergencies. This map is pretty easy so long as you keep circling and avoid rocketing yourself in the face.
The vile reveal at the end was made obvious by their cackling behind a wall, but delayed enough to make me doubt as whether the wall would lower or they’d teleport in at the other side of the room somewhere.
MAP12: “Crossroads of Destruction” by Remmirath
Why on earth is the lever to start the map a shootable switch? Why not make it one of the many switch textures that more obviously encourage shooting? The initial courtyard fight is just a matter of threat identification and staying mobile. It’s probably worth the ammo to get rid of the perched revenants, but not the hell knights or cyberdemon. The pain elemental swarm backed by a lone vile behind the first door is great. Any situation that encourages the player to spam rockets at a cloud of lost souls and PEs is cool with me.
At this point the map can go one of two ways. You either find the secret BFG and ammo isn’t a problem, or you don’t and run dry of almost everything trying to clear out the demons and viles behind the red key door. The first time I played this I didn’t find the BFG and as a result didn’t have the ammo to clean up the cyberdemon at the end of the map.
The lifts are really janky in this map. There’s a bit where you ride a lift up point-blank into a crowd of imps and a perched vile where the intention is to force the player to switch to plasma (or the bfg) and cut a path through the imps to hide against the wall beneath the vile. In practice, you ride the lift up, hesitate for a split second and the lift immediately drops back down but now all of the enemies are awake and angry. Now the lift starts to rise and fall by itself, collecting a lone imp or two with every cycle wasting everybody’s time. The lift really be probably be locked into the raised position by default, with a switch to lower it on the wall at the bottom and on the wall around the corner in the imp room.
MAP13: “Crippling Legion” by Bdubzzz
I couldn’t beat this map on my first quick playthrough of the set and resorted to putting a save after every major encounter. Going back to try to record a demo, I found I still couldn’t beat this map. My attempts killed me more times than every other map in this set combined and multiplied by 10, probably. This map is extremely difficult on ultra-violence. Each encounter is tuned to the point where success will cost almost all your health and/or ammo with minimal room for error. After asking Bdubzzz how the hell you beat the big arena fight consistently and watching their demo, I finally figured out what I was doing wrong and eked out a win.
Going through the map fight by fight: The blue skull fight is hideously tight on space and at first glance seems like there’s nowhere near enough space to avoid getting punched to death almost immediately. It’s very consistently beatable though: The trick is to never switch to the shotgun and to keep spamming rockets until you’re forced to push out from the corner and then weave through the crowd, carefully taking potshots at the imp clusters and revenants behind you until there’s enough space to circle freely.
Yellow looks easier on the surface, but I found it consistently nastier. The pain elementals sometimes decide to spam souls in tandem, protecting themselves from rockets as the demons and spectres filter in front of the player. They need to be killed immediately or the subsequent lost soul spam will drain all your ammo and let the viles filter too far forward. Once the pain elementals, their children and the big blob of demons are taken care of, it’s a matter of spamming the rockets into the crowd of zombiemen and six viles, who hopefully are all busy infighting amongst themselves and endlessly resurrecting the dying zombiemen. It’s possible for a vile to work its way to the front while you’re still trying to take out the demons and souls, which is usually a death sentence. There’s barely enough rocket ammo to kill all the viles here, depending on how much they bunch up. I had to drop down to the super shotgun at the end more than once.
I simply couldn’t figure out how to beat the massive fight in the main arena with any degree of consistency. You’re given a megasphere, BFG, drip-fed unlimited ammo via a voodoo doll and confronted by gigantic hordes consisting entirely of the same enemy type in various positions of the map. On one side of the map there’s a spider mastermind (that replenishes once) and massive blob of revenants backed by cacodemons. The cyberdemons teleport out of their big cage and cluster up right in the middle of map. In another corner there’s a bolthole with the one megasphere and two health kits - the only health in the fight - filled with mancs and one entire wall of the arena is guarded by barons, backed by archviles in a giant cage. The viles with their limited targeting range deny the player access to one side of the arena completely, helpfully delineated by two stone pillars.
This fight composition is particularly nasty because large blobs of enemies don’t infight very efficiently. Instead, the masses of enemies all converge on the player, with reinforcements being teleported in to continually bolster their numbers. It’s incredibly easy to end up getting walled in one corner with no breaks in the monsters unless you keep moving to control the position of the crowds. My big mistake was getting trapped in the corner with the megasphere, penned in by the barons and cyberdemons because I wasn’t moving to the other side of the arena enough.
After asking for help from the mapper with cap in hand, I discovered the lynchpin of the fight is removing the spider masterminds as quickly as possible. The spiders make it really hard to pass through to the side of the map where the revenants spawn in, as they are positioned in a way that makes retaliation against them very difficult for other monsters, and hence makes them deeply unlikely to infight. The near total absence of health in the map meant I was getting chipped to death slowly and in the chaos, I barely was even registering it. Once I figured out to ignore the revenants entirely until the spiders were dead, I found enough there was enough space to pull the cacodemons away from the opposite wall, providing a very window to circlestrafe around the crowd and start pulling everything towards the centre of the room. It’s still a really nasty and the odds of getting snagged on an infinite height cacodemon, chipped down by rogue projectiles or pegged in the back by a cyberdemon rocket are uncomfortably high.
So now you’ve beaten the two key wings and the main arena, congratulations! Your reward is teleporting to the middle of an intersection and facing off against 12 cyberdemons in a cross shaped arena. The cyberdemons start at the far side of each arm of the cross so it’s not possible just to pick a side and slide behind the cyberdemons there, spamming with your back to the wall. Instead, the trick is to run down the edge of one leg towards some cyberdemons, switch to the other side as they retaliate, turn around run back to the middle of the room, going into a perpendicular hallway where the cyberdemons hopefully will have advanced forward significantly. Then it’s just the not-so simple matter of putting your back to the wall, holding mouse1 and dodging the wall cyberdemon rockets as they slowly approach.
As fun as this map is, it’s more than a little over the top for where it sits in the map progression. No other map comes close difficulty wise and I’ve no idea how you’d ever beat it in under 5 minutes, even with the devil’s luck when it comes to infighting. I think future versions aren’t going to have the cyberdemon intersection, but it’s still better suited to the map32 slot where its excesses can be forgiven.
MAP14: “Technocratic Terror” by Bridgeburner56
Coming hot on the heels of MAP13 is another four-digit monster count map. This one, however, is comparatively gentle. To get it out of the way, the architecture and detailing work on this dark cyber cathedral and the surrounding wilds are probably the most impressive in the set up to t this point. In terms of combat it’s a tale of two halves. There’s a couple of keys to collect - one in the wilderness where there’s a rocket launcher and SSG, and one on the battlements above with the plasma rifle. These are breezy open encounters with clusters of pre-placed sniper monsters and a few triggers that dump a large blob of mixed low tier and hitscan enemies around the player. There’s nothing challenging here in terms of enemy placement and there’s an abundance of space to dodge around in or back off to. It’s not boring or anything, it’s just mostly incidental combat while exploring.
The bulk of the monsters are in the main cathedral space, which is a lock in fight. There’s a couple of megaspheres and a lot of cell ammo in the nukage fountain that runs the length of the room, cell ammo peppered along every wall and a big cluster of health, ammo and a BFG at the apse. The fight spawns in a gigantic cluster of enemies of every variety in the centre of the room, with the notable exception of cyberdemons, masterminds and viles. In theory the fight is progressive, with one wave of enemies tied to the first switch, which raises the lift to the BFG, and the second wave tied to the BFG pickup. In practice there’s no real point to taking things this slowly. There’s more than enough BFG ammo and health to release everything, generate a massive infight, stand with your back to the wall and spam the BFG, charging into the crowd when ammo gets tight or more likely, things get a bit too dull. It’s interesting how the initial reveal of monsters opens a trio of chaingunner closets on either side of the player, which to me made me think that perhaps they’d be respawning and deny camping at the front of the cathedral with all the resources, but no, they can be taken out instantly with a single BFG shot on each side.
After the cathedral interior there’s a little trap outside with chaingunners and two viles, a wall of revenants with some back-spawning pain elementals, a cyberdemon and the exit guarded by a handful of vile turrets. There’s no absolutely no risk here because you can just back off into the cathedral whenever you want to get more health and ammo.
There’s nothing hard about this map if you take it at whatever pace you like. However, I can see how getting under the par time of five minutes would be quite challenging. It’s very much one of those maps where it’s only as fun as you decide to make it, and the tools are all provided for those who want to push as hard as possible. If you have speedrunner brain, there’s a lot of possibilities for routing using the secret BFG to efficiently clear out the two key areas as fast as possible, revealing all the cathedral monsters at once and pushing through to the exit. That’s not really something I wanted to do though, so I just took things at my own pace.
MAP15: “Sanguine” by Aurelius
Aesthetics reminiscent of dimensions and small-scale combat puzzles like a ribbiks map. This is the sort of gameplay I thrive on. Each fight is a little puzzle: You can grab the megasphere at the start by tricking the cacodemon into infighting with the archvile and then use that health to archvile jump into a teleporter which telefrags a baron and puts you in the middle of the plasma arena. There’s a nice section with a cluster of revenants where it’s likely the player’s rocket ammo will stretched quite hard and more ammo is gated behind a wall of hell knights to one side. Coaxing demons out of a U-shaped bend while avoiding getting splattered by a cyberdemon. The main slaughter-y encounter at the end of the map is a classic bit of space control against a wall of revenants in a tiny box using the BFG, while avoiding vile blasts. Beyond that you have hurt floors, pop up enemies, limited ammo and tricky progression to find the map31 exit - the usual. That said, it’s very accessible and nowhere near as harsh as the sort of encounters you’d find in something like SWTW or a latter day ribbiks map. It does an excellent job of encapsulating that kind of mapping energy and presenting it in a shortened introductory form.
It’s worth mentioning just how pretty this map is. The megastructures in the background, interesting geometric forms, the platforms with wood flooring and neon red trim and everything else are just beautiful. Everything looks especially nice with software lighting. The exit teleporter is also a really impressive trick, but for some insane reason it has you facing in the wrong direction coming out, so make sure you turn around 180 degrees when leaving the map so you don’t miss the surprise.
The path to the secret exit involves a leap of faith to a lower platform containing the yellow key and a strange trick to dispatch the cyberdemon followed by the rather unintuitive act of pressing the use key on the engraving on his platform. This beefs up the final fight with a cyberdemon and modifies the exit teleporter to instead lead to a rather gruelling reimagining of the chasm: A switch hunt across narrow, pulsating platforms over an inescapable pit while being watched over by a cyberdemon sniper. This bit of the map is hard and you’ll probably want to make a save to practice it and figure out the path. I horribly messed up and got clipped by a cyberdemon rocket, but miraculously got bounced onto the edge of another platform instead of dying. Hooray.
MAP31: “Duel” by Aurelius
Secret map slots are the ideal place for more adventurous maps that diverge from the rest of the set, either by being extremely challenging or having some sort of fun gimmick. After the challenging secret path in map15 I was expecting something nasty. The immediate BFG and slowly descending walls do a great job of building the tension for… the quintessential slaughter map joke.
But there’s a twist! Hitting the exit switch instantly lowers the walls again and reveals a massive horde of skulls on every side. There are four switches in each corner that that spell E X I T and they need to be pressed in order. There’s more than enough ammo to carve a path through the souls but it’s probably possible for a player who doesn’t figure out the gimmick to get worn down before they escape. It made me smile.
MAP16: “Beluga Sanctuary” by antares031
Vast and blue, it doesn’t run very nicely with software rendering so I had to switch back to glboom+ for this one. The initial cyberdemon backed by a vile looks like a nice sensible two-shot opportunity but the vile has a nasty habit of blasting you just when you want to push in to maximise tracer damage. Given the secret megasphere available directly after this fight, it’s better just to tank the cyberdemon rockets and hold w+mouse1.
There’s some vaguely awkward platforming – the first mandatory bit of its kind in the whole set - and a fight where you manipulate some turret cyberdemons do their thing. It’s best to use the BFG to eliminate the vile immediately and then shoot the cybies in the back when they’re distracted.
Then there’s two key wings to tackle in any order. The red key wing is relatively straightforward. Just circlestrafe around the outer edge and take pot-shots at the four viles who start out in corner when possible. There’s loads of health to recover with and the viles tend to work themselves in the centre, get distracted by other monsters end up splattered in the cyberdemon/revenant crossfire. The yellow key wing can be a bit irritating if the archviles spawn in late and wall themselves in behind the imps. I found it easiest to spam the imps with rockets and then use the BFG only when I spotted a vile. It’s relatively awkward to two-shot the cyberdemons guarding the switches given the potential splash from the pillars and funny angle of approach.
The final fight is fittingly nasty. The lone radsuit and extremely damaging nukage floor puts a hard timer the encounter and forces aggressive play. The goal is to hit the four elevated switches guarded by cyberdemons to unlock the exit teleporter which also helpfully telefrags the four cyberdemons raining fire down from their perch above. The initial cyberdemon crossfire is extremely dangerous and hitting a switch reveals a massive horde of nobles and revenants, a couple of free-roaming viles and two more on pillars. Thankfully, there’s plenty of big health items and ammo so the encounter is a surprisingly forgiving spam-fest, so long as you get those switches pushed and escape in time.
All in all, this set was great fun and serves as a nice introduction to some of the concepts behind ‘slaughtermaps’ - as amorphous and near-meaningless that term has now become. I feel there’s a couple of clunkers in the set, but they’re not offensively bad or anything like that and will no doubt be improved upon in later beta releases. In an age where community project and individual map releases seem to be competing for ‘the most gruelling and epic journey’ award, it’s refreshing to play maps that are more limited in scope.
My Top 3 maps:
- MAP15: “Sanguine” by Aurelius
- MAP08: “October Skeleton Appreciation” by antares031
- MAP11: “Team Rocket Slaughter” by Dragonfly
-
This post is collected from a series of blog posts on the something awful forum’s Doom Wad Club thread. You can see the original posts here. ↩︎