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Good Doom/Heretic/Hexen WADs

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,093
Is there anything else?
https://doomwiki.org/wiki/Cyberdreams
Cyberdreams.png
 

Sceptic

Arcane
Patron
Joined
Mar 2, 2010
Messages
10,880
Divinity: Original Sin
This is GZDoom, after all. Not Doom. Room over room, Smooth Doom animations, silent teleporters, swim mechanics, etc. None of that is new or special anymore.
Even GZDoom doesn't do true ROR, it's all using portals (Eternity uses a similar technology but it's even more impressive there). Completely agree with you that it's not new but I admit I'm still impressed with what some mappers manage to do with it, but that might be in part because I find it so unintuitive to work with.

I also want to check out The Given and Moonlight. Is there anything else?
These would've been the ones I would've immediately mentioned if you hadn't, in fact I even had a reference to them in my earlier post that I then deleted when it turned into a tangent. My pick for 1998 wasn't random, that's when Cyberdreams was released, but Sjukob already mentioned it, it's even more remarkable because it's so early in Doom's lifetime and it can actually run on the original doom2.exe. I think these 3 are the most radical. Depending on how much or how little you accept a wad deviating from the standard gameplay, the list can be very short or much longer (eg, do you consider Eternal Doom or Jim Flynn maps to be "puzzle maps"?)

If you want something really different from Doom, there's actually an indie game running on GZDoom called Hedon, I haven't checked it out but by all accounts it's as far from Doom as you can get while still being more or less an FPS.
 

Denim Destroyer

Learned
Joined
Mar 20, 2021
Messages
475
Location
Moonglow, Britannia
A concept does not need to be new for it to be engaging. I cannot speak for myhouse.wad from personal experience so forgive me if I turn out to be wrong, but it does appear to be a good implementation of preexisting GZDoom technology much like how Going Down and Ancient Aliens are for Boom features. Now I would like to give myhouse.wad a proper chance but I cannot for the life get GZDoom to compile on system.
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,669
Location
casting coach

And then there's the whole fake mystery set up around the map's authorship, which got hilarious when a prominent community member got so excited about playing it and gushed over it and wrote a full walkthrough for Doomwiki... and then it turned out he was involved in its creation, after which he of course got very quiet. Another prominent member got really involved in finding the true identity of the author and really pushed for this, until the author privately messaged him, at which point he did a 180 and said that since he now knows who the author is all further attempts at figuring it out should be dropped because this is stalking and stalking is bad.

It's a shame because it really could've been something remarkable if the author had dropped the meta and fake mystery aspects and just focused on creative mapmaking.

What's the story on who actually made it?

I don't mind the fake backstory, it's just part of the package / map / phenomenon. And it's a good package, the atmosphere is really good at least at first when the game keeps throwing new shit at you, the repetitive item hunt and exploration part I'm not interested in playing myself, though watching a video of that can be entertaining. But then stalking the author is part of the whole thing too, if they fail their opsec.
 

HansDampf

Arcane
Joined
Dec 15, 2015
Messages
1,543
Puzzle maps...

Moonlight was rather disappointing. Certain people like to criticize The Witness for being nothing more than a fancy puzzle book, which is false, of course, because the environment is often part the puzzle (and there is more to discover). But in case of Moonlight, it really is just a puzzle book. It could present its puzzles on a sheet of paper, and it would be the same. It also doesn't help that it involves deciphering a number system and alien alphabet, of which I've seen too many in recent years. It's like I'm solving the same puzzle again and again except the symbols look different. It is well constructed and looks stylish, at least. But even if you like this kind of puzzle, you will spend most of your time with your notes while Doom is idling in the background. And when you're done, you briefly enter the correct code in the game by pressing switches. That's it. Eh...

The Given, made by the same guy, does a much better job but still feels more like a prototype for something that doesn't exist yet. It's a big open map with 6 different puzzles (+1 at the end) which don't depend on each other and can be solved in any order. Some are better, others are lame. One has you simply follow an arrow and find hidden switches. Sometimes you have to spot a clue on the map. There is a teleporter labyrinth. My favorite are the colored platforms you have to raise and lower in the correct order to reach your goal. In short, you are doing stuff in the game and manipulate things with switches, unlike in Moonlight where you are just staring at your notes. But you don't have a weapon, so the map still removes one form of interaction you can have with the game.
The map is also too big. You could fit twice as many puzzles in there. There is so much stuff that doesn't serve any purpose other than tank your framerate. There is even a low detail version available for this reason.

I'm sad to say again, the best puzzles I've seen in Doom, so far, are from Finely Crafted Fetish Film. There are 7 maps in total, but they're a bit mixed in style. Map 1 has a bit of combat but lots of interesting secrets. Map 2 is mostly puzzles with a bit of mild combat here and there. Maps 4 and 5 (the most difficult) have no combat at all and are pure logic puzzles. I would recommend to play those four maps, if you are looking for Doom puzzles. They also look fantastic because ribbiks. Maps 3, 6, and 7 are more combat focused, and especially map 7 is pretty hardcore shit, one of the weirdest maps I've played with the most obnoxious midi ever. Play at your own risk.

Also, right now I'm working through the second episode of Not Even Remotely Fair (episode 3 is still in the works). It's a wad that is designed and balanced exclusively for Nightmare difficulty. And coincidentally, map 15 is another combat-free puzzle map that serves as a break from all the fast paced Nightmare slaughter. I also liked that one, would fit right in The Given, if The Given had weapons.
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,093
You know, I have a problem with how the majority of wads are made today - they are community projects. It's as if people don't want to bother to develop stuff coherently, focusing on unique key features and unifying vision, so they just make some mish mashes with the others, and I feel like the quality suffers from it.
Of course, community projects can still be good, but I find that solo or small team works are even better and they usually feature something that makes them stand out, precisely because it allows the authors to implemet and develop their ideas, whereas community projects suffer from everybody pulling the blanket over themselves, even if they do it unintentionally.
All of the wads I enjoyed the most were made by either the single authors or the small teams: sunlust, everything by skillsaw, scythe series, struggle, deus vult, wayfarer, alien vendetta etc.


Honestly, it even scares me a little bit, I'm worried that people just don't care enough anymore.
 

HansDampf

Arcane
Joined
Dec 15, 2015
Messages
1,543
You know, I have a problem with how the majority of wads are made today - they are community projects. It's as if people don't want to bother to develop stuff coherently, focusing on unique key features and unifying vision, so they just make some mish mashes with the others, and I feel like the quality suffers from it.
Of course, community projects can still be good, but I find that solo or small team works are even better and they usually feature something that makes them stand out, precisely because it allows the authors to implemet and develop their ideas, whereas community projects suffer from everybody pulling the blanket over themselves, even if they do it unintentionally.
All of the wads I enjoyed the most were made by either the single authors or the small teams: sunlust, everything by skillsaw, scythe series, struggle, deus vult, wayfarer, alien vendetta etc.


Honestly, it even scares me a little bit, I'm worried that people just don't care enough anymore.
I'm not following everything that's currently in development, but I've seen plenty of solo and duo projects in the last 2 years. They just tend to be short. Overboard, Heartland, Fractured Worlds, Jumpwad, Wormwood. And looking at the first page of the 2022 Cacowards, there are also mostly solo projects.
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,093
I'm not following everything that's currently in development, but I've seen plenty of solo and duo projects in the last 2 years. They just tend to be short. Overboard, Heartland, Fractured Worlds, Jumpwad, Wormwood. And looking at the first page of the 2022 Cacowards, there are also mostly solo projects.
I just scroll doomworld and look for the new releases, and all I see are those community projects, it wasn't like this 4-5 years ago, at least I don't remember it being like this.
 

HansDampf

Arcane
Joined
Dec 15, 2015
Messages
1,543
Try ArchvileJump wad
This reminds me. Someone posted an extensive thread on Doomworld about platforming maps with lots of recommendations, and AVJ was mentioned there, too. Might be worth a look.


Introduction

aP2qO7B.png

While wad difficulty progression for regular combat is a more or less covered topic or is at least a widely discussed question, this is not really the case for platforming wads. Platforming-focused wads are generally more rare, and often platforming maps are hiding in regular combat wads as a one-off treat. Moreover, difficulty of those platforming one-offs is usually quite unpredictable, so how do you even approach platforming practice? You stumbled upon map 11 while playing Hardfest and was completely destroyed by it - but what can you play to practice for such a difficult platforming map?

The purpose of the post is to outline a possible progression a player can take to get better at platforming and also just generally introduce players to platforming mapping goodness. The topic has been partially covered in various doomworld posts and discussions, but I want to bring more structure to it.

For the purpose of this post, I am going to include maps that rely on various movement tricks that directly affect platforming (archvile jumps, rocket jumps, thingruns, wallruns, jumps on scrolling floors) and also maps that combine platforming and combat. Important note: platforming in advances doom engines like platforming involving gzdoom jumping or zdaemon rocketjumping is out of scope for this post. I will be focusing only on vanilla physics and engines that keep it mostly unchanged, so vanilla, boom, mbf engines.


Where to start

The answer is really easy. Start with
1. Hopscotch. 20 short maps by lunchlunch.
askfPFB.png
This mapset is a great introduction to platforming. First of all, it is a rare case of purely platforming mapset (with barely any monsters thrown in for the gimmick). Secondly, the maps are very short and easy, the difficulty is slowly ramping up towards the final maps but it's never too hard. At the same time, these maps require no specific tricks to be learned (like rocket jumps), there are only occasional archvile jumps, but avjs can be understood intuitively.
Hopscotch is great even if your movement skills are already on point, but if you are just learning it's simply the best place to start.

Now that you have tasted blood and maybe started to enjoy a little what you have feared before, you can take two paths - do you want to hone your movement skills or do you want to start learning various tricks? (well, you can take both actually and I personally recommend doing that)

For the first route, honing your movement skills, the ideal continuation point would be
2. Jumpwad. 7 medium to long maps by Ribbiks and Grain of Salt.
V2gGV3k.png
The jump mechanic in jumpwad is simply a self-induced AVJ, except that you get no redscreen and can control the timing of the jumps. So this actually gives you a great understanding of what's possible and what is not possible with archvile jumps and a pretty good feeling of distance from the platform and speed you want to have when you are zapped. But even AVJs aside it really improves your movement skills, your ability to balance on small platforms, and generally your feel of space in doom (where you are relative to the platform floor, how big is that one gap, etc).

What makes it a great part of a learning curve is that you can't really fail in jumpwad, every fall is recoverable, every jump can be retried (with a few exceptions in map 07, but it never locks you out of reaching the exit). So you can approach each part however many times you want. And don't be ashamed to save in the middle of a difficult platforming sequence (like spiky platforms sequence in map 05 for example), it is ok to save/load even if you can't die.

Now let's look at the second route: starting to learn platforming tricks. And there is a dedicated wad for it:
3. Meowgi's Practice Hub made by none other than Meowgi.
C5t8BDa.png
Not all maps in it are about platforming, but many of them are. What's even better is that some of those maps have a supporting video tutorial.

Map 03 teaches you SR50. I don't really recommend using this particular map for SR50 practice, because it's easily cheesed by a wallrun sometimes even on accident. However, I really recommend watching Meowgi's video on SR50:

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Map 05 is about AVJs. Unlike jumpwad, in real AVJs you need to also time it well, and this is a good practice spot for that. Try beating it with IDDQD first (or with a disabled pain palette), so you are not redscreened and can see what's happening. Once you beat it without pain palette - try again with pain palette enabled, this will be harder, but closer to the real world situations.

Map 06 is plain old platforming over some square platforms. Try beating it slowly at first and then try beating it in a single motion without stopping (this will be much harder).

And finally, map 08 teaches you rocket jumps. Rocketjumping in doom might not be super intuitive, so it requires practice to get used to. This map however is a great place to start. And that's because it has a video tutorial:

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It explains the process very well. Watch it first and then try it for yourself. I really recommend following Meowgi's advice of practicing with disabled pain palette for a start - it helps a lot. Once you are comfortable with the jump timings, switch the pain palette back on. UV-maxing this map is very satisfying and would be a sign that you got a hold of it. But if you cannot max it without saves - don't worry, as long as you continue to encounter RJs in Doom maps and perform them, you will get this technique down.

While we are at it, I also want to mention one more subcategory of platforming - platforming fights. You might not enjoy hopping from platform to platform by itself too much, maybe having no monsters around is a bit boring, so maps with platforming fights can provide a certain middle-ground of what you can practice to get better at movement and platforming, while still having to use that SSG or BFG.
The most famous example of such a map is probably map 05 of Sunder (Precarious) and it's a good place to start because it's not too hard. As an alternative intro to platforming fights I suggest checking out GOODWAD maps 27 and 29 (more about GOODWAD later). More about platforming fights will be in the "Hard difficulty" section.

Before we move on from the introduction to medium difficulty wads, let me list a few individual maps that are quite easy and can be a nice practice at this point:
NoSp2 map 31 (regular platforming)
Swim with the Whales map 01 (just a bit of platforming, but it's a neat map for movement practice).
Scythe map 28 is also a nice movement practice at this point.
D5DA3 maps 62, 73, 40 (regular platforming), 31 (teaches you that sometimes you have to disable autorun during platforming), 03 (simple avj fun).
laand map 01 (the only map, platforming + combat).
Abyssal Speedmapping Session 20 map 32 (sr50 and relatively easy rocketjumps).

Even more easy platforming maps (hiding under spoiler to make the post more readable):

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Toad map 10. More about Toad (and Frog) later.

Project X map 12.
NoisyDiarrhea map 31.
Plutonia 7 map 26.



Medium difficulty

Now that you got started with platforming it's time to increase the difficulty.

The wad to open the medium difficulty section is not purely a platforming wad - but a significant part of it is.
4. Axolotl by Xyzzy01.
ht1sSJc.png
The whole wad is a very unique and gimmicky experience, so I recommend checking out every map, however as platforming goes:
Map 02 - regular platforming, quite easy to finish with a normal route, but the secret route is very hard. So you might want to save maxing it for later.
Map 04 - not what you expect from "platforming" but I still think it is platforming in essence. Quite easy.
Map 05 - one of my favourite maps ever. It has rocketjumps and midtex wallruns, but if you already learned rjs, wallruns are pretty intuitive. The map is not very difficult once you understand how the jumps work, but it's so beautiful and atmospheric that honestly, if this map doesn't make you love platforming, I'm not sure what else can :) Just go play it.

To the next entry:
5. Four Perfectly Fine Lemons. 4 relatively short maps made by me.
toRYahE.png
The good thing about this wad for improving your skills is that it has difficulty settings that significantly change how hard platforming is. At this point, I recommend starting with HMP. You can switch to HNTR if it gets too tough or switch to UV if you are feeling confident. UV is quite hard (especially maps 02 and 03) and if that wad was UV-only it wouldn't make it to the medium difficulty section, but HMP is much more forgiving and HNTR is *very* forgiving.
4pfl is full of archvile jumps and rocket jumps (and even has a combination of both), so if you are interested in those - this wad is for you.

The next stop is
6. GOODWAD by msx2plus.
Jy0VkFP.png
This is a full megawad, but platforming maps are once again a significant part of it. This is quite a step up in terms of difficulty so fasten your seatbelts and let's get through the platforming stuff (once again I recommend checking out the rest of the maps as well):
Map 01 - a racing map, quite similar to 4pfl map 04. Rather hard, so at the upper limit of this category.
Map 03 - a bit of a meme map, don't take it too close to the heart (especially if you have a potato pc).
Map 04 - a very nice and easy platforming challenge (if you take it slow). Maxing this is more about patience than about difficulty unless you want to go really fast.
Map 07 - a rockejumping corridor. If you haven't encountered those before - the idea is to go backwards and boost yourself off the walls in a tight corridor while invulnerable to gain speed. Don't worry if you cannot get this one now, it's quite hard.
Map 10 - regular platforming, not too bad.
Map 11 - regular platforming, but harder! Mostly difficult to max due to it being relatively long for a platforming map, but with saves you should be fine.
Map 15 - regular platforming, but with a gimmick. Not too bad.
Map 17 - a scroller that pushes you away from your goal, kinda like a racing map but in the opposite direction, not too hard once you understand it.
Map 22 - regular platforming, but on the harder end of this category.
Map 25 - climbing the ledges, is quite hard.
Map 27 I mentioned before - the platforming itself is pretty trivial, but if you are looking for platforming fights, this might be a nice intro to the genre.
Map 29 - another map where relatively easy platforming is mixed with combat.

And to wrap up the medium difficulty section I recommend playing
7. YUM. 10 very short maps by Meowgi.
2z0pfLw.png
The neat thing about YUM is that all maps change if you run them with -nomonsters parameter. And instead of regular maps with combat, you get platforming maps. It's like two wads in one, and -nomonsters versions is what we are covering here.
The maps are a bit harder on average than previously mentioned, but if you managed to beat the wads above, you should be fine. Just don't be discouraged by map 02, it is by far the most difficult map in the wad, so don't worry if you can't get it, just skip to the next map. Map 07 has rocketjumps but other maps are just regular platforming.

And once again before we move on to the hard maps section, here is a list of individual platforming maps that fit into the medium difficulty category:
Italo doom map 07 (platforming with some monsters around and rjs).
D5DA3 maps 13 (platforming over scrolling floors), 24 (sr50 rj), 68 (just one avj but a bit tricky).
Poogers map 04 (movement gimmick), 05 (rocketjumps, not too bad, has a fight at the end).
44shock.wad map 01 (avjs and rjs) and map 03 (sr50, avjs and rjs).
Noye map 03 (on the harder side), map 13 (racing!), map 21 (extra short but can you do it?).
D5DA map 25 (also racing but unusual one), map 29.
Even more medium difficulty maps:

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Xerxesia map 24 is a modified version of Axolotl map 05, also worth checking out.

Abyssal Speedmapping Session 25 Map 27
Abyssal Speedmapping Session 69 Part 3 map 15.



Hard difficulty

Hard category is going to be opened by wads some people probably anticipated at this point:
8. A trilogy of Frog, Toad and Frog and Toad by Ribbiks.
oFdOFYU.png
While "Frog" and "Toad" individially are mostly focused on gimmicky fights, when they are together in "Frog and Toad" they really love some platforming. These maps are not just hard, but also beautiful and atmospheric (and occasionally just goofy and fun). It might be hard to appreciate them if your combat and platforming skills are not that great yet, but if you have beaten most of the stuff listed above, you should be ready at least for platforming challenges the trilogy offers.

Let's go through platforming maps in the series:
Frog map 10 - difficult gimmicky platforming.
Toad map 07 - the platforming itself is not too bad, and would fit medium difficulty category nicely, but it is followed by a very challenging fight.
Toad map 10 - more an atmospheric walk with just a few platforming jumps, was mentioned already in the "easy" section.
Frog and Toad map 02 - not exactly platforming, but this map's main part is a lot about quick movement around he ledges. Not too hard.
Frog and Toad map 03 - medium difficulty platforming and avjs.
Frog and Toad map 07 - the wad difficulty is ramping up with this map.
Frog and Toad map 08 - difficult and precise platforming and long jumps. This map will take some time, but it is 100% worth it.
Frog and Toad map 09 - if you played Axolotl before Frog and Toad, now you know which map Axolotl 02 was referencing. This time however getting an exit is not as simple. This map is difficult, so prepare your sr50s.
Frog and Toad map 10 - maybe one of the most iconic platforming maps. Many jumps are quite precise. A serious test of your skills. Once again sr50 is required, but don't forget that some platforming sequences are actually easier with autorun off.
Frog and Toad map 31 - mostly combat, but it has a few neat platforming sequences.
Frog and Toad map 32 - a sequence of rocketjumps during a big fall. Short and not too hard but fun.

So, now that you have completed the trilogy: first of all, welcome to the Honorary Frogs, and secondly, time for something slightly different.
9. Arch-Vile Jump. 32 mostly short maps by termrork.
fGz37LV.png
Early maps are pretty tame and many of them are much easier than some of the stuff we covered before, but later maps will start to require sequences of pretty precise avjs, sometimes mixed in with rjs and just a bit of regular platforming and sr50 setups. Despite the fact that maps are pretty short, going through 32 maps of mostly only avjing can be quite fatiguing, so I recommend playing this wad in multiple sessions. Occasional RJ maps are pretty good, too, map 12 is especially fun. The amount of different avj setups in this wad is astonishing, so if you want to practice your avj timings and angles, there is a lot to try here. Difficulty-wise the wad could have been mentioned earlier, but I think from the point of view of skill progression it's more of a specialised avj training, so it makes sense to postpone it until now.

I promised to talk more about platforming fights at the start of this post, so let's discuss them now.
yXIKn6E.png
Platforming while fighting is a special kind of challenge because you have to have a really good feel of your position, so you can focus on dodging projectiles and fighting monsters. Many challenge mappers eventually start introducing more platforming to their maps - to increase the difficulty or to break the pacing a little or just because they love platforming. Interestingly enough it's quite rare to find a map with platforming fights on the easy side of the difficulty scale - most of them are really hard, so this part naturally went to the "hard difficulty" section. Sometimes platforming sequences are just small breaks between fights, sometimes the fights themselves require platforming while fighting, and sometimes the whole map layout is just constant platforming, so I will include all 3 of those in this writeup even though it's not always "fighting and platforming simultaneously". If you enjoy that kind of a challenge, I will list some wads and maps that you might want to check out. Having your platforming skills improved by the previously discussed wads should make these maps more approachable for you now.

A really famous example of a difficult wad with a heavy focus on platforming is Toilet of the Gods by Benjogami. Only 4 maps, with map 04 being pure platforming. But maps 01 and 03 require both excellent combat skills and excellent platforming skills from you (also get ready for some elastic collision), map 01 specifically being an example of a map where the whole layout is based around platforming.

Fractured Worlds by Nirvana uses occasional platforming sections quite a lot. Map 01 has a neat platforming sequence before the final fight (platforming also changes with difficulty setting which is neat), map 05 has tons of let's say incidental platforming, and also several fights encourage you to run on small platforms to get more space and map 06 also has several platforming sequences. Also, the earlier single-map release by Nirvana, Entropy has a very creative platforming fight midway through the map, which is worth checking out.

Flotsam also has a bunch of platforming maps and sections. Notably maps 01 (with platforming being affected by difficulty settings again), 05 (platforming breaks), 06 (constant incidental platforming). Also map 31 is a movement-only version of map 05 without monsters.

Sepia by Petyan has a lot of maps that combine combat and platforming. It is a full megawad and starting from episode 3 (map 15 onwards) almost every map has platforming in one way or another. There are several very gimmicky platforming fights setups that require you to watch your step (map 16 secret fight, map 22 secret fight, map 24 plasma fight), several maps that are just constant incidental platforming (15, 21, 25, 34) and some maps just include small platforming breaks (18, 20, 23). Sepia is probably slightly easier than most of the wads mentioned in this part, so it may be a good place to start as well.

Dimensions by MrZzul. Maps 02 and 03 (mostly 02) use platforming for breaks between the fights, map 02 featuring a famous upside-down platforming section. The combat in the wad is naturally extremely hard as well.

Dance on the Water by el inferno would also be mentioned here, but I'm going to cover it in more detail in the next section.

Other mentions of individual platforming combat maps:
Haste map 10.
Capybara maps 03 (not hard), 32 (very hard).
Finely Crafted Fetish Film map 07.
DIY maps 19, 28, 32.
Abandon maps 02, 06, 10.

More platforming combat maps:

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Junkfood maps 24, 26, 28 (somewhat), 31 (secret rj sequence), 33, 60 (ridiculously hard), 65 (a single platforming fight, hard but very cool), 66.
Poogers maps 31 (that platforming fight in the secret deserves to be mentioned specifically), 35.

Daerik's copy of Magnolia map 31. If you can get it :p
Abyssal Speedmapping Session 16 map 17.
Abyssal Speedmapping Session 27 map 15.
Abyssal Speedmapping Session 67 map 17.

Happy birthday Fonze map 01.


This list of platforming fights wads/maps is by no means comprehensive but should provide some notable examples.

And before we go on - obligatory individual maps list for the hard category (pure platforming):
Disarray map 05 (rocket jumps with very cool setups)
Noye map 31 (rocketjumping) and map 33 (racing).
Toilet of the Gods map 04 as mentioned above (navigating over very small platforms while being targeted by an archvile)
Poogers map 20.
30 monsters challenge map 60 (has a very cool racing section!)

Even more hard platforming maps:

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D5DA2 map 33.

Abyssal Speedmapping Session 59 map 13.

Abyssal Speedmapping Session 62 map 16.
Abyssal Speedmapping Session 69 Part 3 map 07, map 20.



Very hard difficulty

Ok, time for very hard stuff.

10. Dance on the Water. 9 medium to huge maps by el inferno.
V2P058f.png
Dotw is not a purely platforming mapset, but it has a really heavy emphasis on platforming and platforming fights in particular and is significantly harder than most of the things mentioned above.

Once again, let's go through the platforming (or partially platforming) maps:
Map 01 - the very first fight that the wad greets you with requires platforming, so that sets the tone of the wad very nicely. Most of the fights in the map happen while you have some sort of environmental hazard and many of them have platforming, and, of course, the combat itself is also very hard.
Map 02 - platforming section between two major areas of the map that forces you to do it fast.
Map 03 - a total monster of a map with huge fights, platforming and gimmicky setups.
Map 04 - in this map you have a choice, do the platforming route or the combat route. Both are pretty hard and each route leads to a different next map.
Map 05 - a ridiculous climb to the top only to meet... well, you'll see. Lost souls are here to make your platforming more fun.
Map 06 - climbing the ledges in a dark cave. There is an additional challenge in the map - collecting all the items. You would have to go through timing the damaging floor tics and doing extra precise elastic collision platforming for that.
Map 31 - this map is mostly about the gimmicky combat section, but to get there you have to do a platforming sequence first.
Map 32 - red circles platforming fight makes you do a peculiar movement pattern and it's also quite a spectacle

Conquering dotw is a huge achievement as these maps are not just very hard but also quite long.

Maps in the next entry are not as long, but they are tightly packed with extremely difficult setups.
11. sliw. 3 maps by kraflab.
20yl9vW.png
sliw requires you to do insane amount of tricks from rocketjumping off the imp to walking on instakill floor ledges, and be very fast and precise during many of the tricks.
These maps are ridiculous, but they are very creative and fun, and if you got there - you will likely enjoy them a lot.

And the third and last entry in this category is one map that I want to mention specifically
12. Hardfest map 11 by el inferno.
E8hIYN2.png
The whole hardfest wad is honestly very cool, check it out as well, but this particular map feels to me like the ultimate platforming challenge, so I want to make it the final entry in our progression list. It has a series of extremely difficult jumps and climbs, precise avjs, rjs, ridiculously difficult platforming fights and a very complicated progression, it's very long but also just beautiful.

Hardfest 11 was the final step of the ladder, but I will still mention more very hard individual platforming maps:
Zzul bases map 31.
D5DA3 maps 27, 57, 80 (rj + avj, it's very interesting once you understand it), 90.
Abyssal Speedmapping Session 52 map 17 (lego map!).
Poogers maps 24, 32.

Even more very hard platforming maps:

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Abyssal Speedmapping Session 59 map 12 (nearly impossible).
Abyssal Speedmapping Session 69 Part 3 map 21 (mid-air wallrun with a very specific setup, ask 4shock how to beat it).
Half Moon 2 Map 32



The end

Hopefully this post will be useful both for people getting into platforming and for established platforming enthusiasts. Please let me know if you think I missed some important milestones in this writeup or if you just want to mention another cool platforming map that I'm not aware of.

Additional thanks to @4shockblast and @Billa for reviewing the draft of this post and people in Meowgi's discord making suggestions about maps I might have missed.

Cheers.

Edited Monday at 01:08 AM by Ravendesk
 

Baron Dupek

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Jul 23, 2013
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1,871,342


Ever since adding the Machinesword, a need for a fitting melee combat system arised.
Taking inspiration from classics like Dark Souls, we’ve taken the meaning of up close and personal to the next level.
Putting up your guard is a basic but vital instinct to survival and it’s only natural for a battle-hardened veteran like Master Templar to be able to stop any swing coming at him.
Not only that, but if you manage to utilize his skills to the fullest, you can gracefully slap away the hand of Satan with your hand of God to neutralize the enemy for enough of a duration to deliver the righteous killing blow. Be careful though, it comes at a cost as Master Templar is still a human who is prone to exhaustion.
It won’t be easy, but getting the blocking and parrying down will make you feel the true power of his swordsmanship.
Along with the melee combat overhaul, we’ve redesigned the firearms to feel more immersive and rewarding. The effects of recoil look and feel smoother while the accuracy of weapons now respond to your posture in combat and how you handle them.
Crouching will give you an advantage at longer ranges, but it also means you’re less mobile.
Controlling your shots can be slow, but it will reward you with pinpoint accuracy for those sweet bloody headshots. Climbing ladders will have a penalty on your stability and as a result, is not an ideal spot to be in when under heretic fire. When the time comes, we expect you to go out there and show those infidels how a templar handles a gun!

changes to shooting and melee... hope it doesn't turn into Hideous Destructor meme
 

Matador

Arcane
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Jun 14, 2016
Messages
1,689
Codex+ Now Streaming!
Replaying this summer after some years Doom, Doom II and Quake. How well hold up these old shooters.

Between Doom and Doom II I have the heart divided, because I think Doom levels are more consistent, but the double barrel shotgun and the new enemies in II add a lot to the game, and also there are some genius levels.

Also played some Ashes 2063 and seems like top tier mod for any game I´ve played. I didn´t enjoy the huge empty segments with the bike though.
 

Tacgnol

Shitlord
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Oct 12, 2010
Messages
1,871,883
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Also played some Ashes 2063 and seems like top tier mod for any game I´ve played. I didn´t enjoy the huge empty segments with the bike though.

I don't think anyone does. They improved the bike segments somewhat in Ashes Afterglow though I feel.
 

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