MAP11: Dead on Arrival (Rabbit's All-comers Mapping Project)
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RAMP maps 01, 10-19 |
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(01, 10 - 19) |
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MAP11: Dead on Arrival is the eleventh map of Rabbit's All-comers Mapping Project. It was designed by Ultima and uses the music track "".
Contents
Walkthrough[edit]
Essentials[edit]
Other points of interest[edit]
Secrets[edit]
There are no official secrets on this map.
Bugs[edit]
Demo files[edit]
Areas / screenshots[edit]
Speedrunning[edit]
As this level does not contain official secrets, the NM 100S category is redundant.
Routes and tricks[edit]
Current records[edit]
The records for the map at the Doom Speed Demo Archive are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | |||||
NM speed | |||||
UV max | |||||
UV -fast | |||||
UV -respawn | |||||
UV Tyson | |||||
UV pacifist |
The (absence of) data was last verified in its entirety on March 24, 2022.
Statistics[edit]
Map data[edit]
Things | 384 |
Vertices | 397 |
Linedefs | 498 |
Sidedefs | 761 |
Sectors | 106 |
Things[edit]
This level contains the following numbers of things per skill level:
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Technical information[edit]
Inspiration and development[edit]
This map was designed as a Dead Simple style map. This map was chosen as inspiration because of the inherently simple nature and because of the speed at which it could be made. Development of this map started a few weeks before RAMP was announced, and some minor time was spent polishing it up and trying to get feedback on any balancing changes.
There are a few mistakes made in the map that led to a kind of interesting gameplay setup, namely that the barons of Hell were intended to only be in the higher difficulties of the map but the wrong skill level was selected in the version of the map contained in RAMP. Realization of this mistake led to utilizing it as inspiration and choosing to make less ammo available on higher difficulties to compensate for the missing barons, although the map is still intentionally generous.
Despite its origins as a Dead Simple map it was explicitly chosen to make this a more slaughter-y map due to Ultima's preference towards gameplay loops involving large enemy numbers and a ton of ammunition to deal with them.