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Funeral Genocide - Old map collab [Now on idgames]
dannebubinga replied to dannebubinga's topic in Map Releases & Development
Now on idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/funeral_gen Thanks for playing Send your regards to Regurgitate. I took it from them because all the maps in RoD were supposed to be named after death metal songs. -
Just finished Sunlust. Amazing work. The depth of thinking that has gone into the design is incredible. Thank you both for making it.
PS - people associate it with Archviles, but for me it's the megawad of Pain Elementals!
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Map 7 max 1:01 vg07-101.zip
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Speed of Doom demos [-complevel 9]
dannebubinga replied to Okuplok's topic in Speed Demo Submissions
Map 31 UV-speed in 0:57 sd31-057.zip -
We already have a horde mode mod (blood swamp mod is due to release soon) and something tells me that mod is way better than something ID will come up with. Usually, the community of modders and mappers do a better job at balancing and coming up with cool ideas. Though, in the case of Eternal, the modders don't have access to all the tools to make something truly unique (like a new map). At least that's how I understand it. I just sit back and relax and try not to overthink these things. ID will deliver a DLC and we'll see if it's good or not on the day of release.
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The Ancient Gods -- review from someone who DIDN'T like it
dannebubinga replied to Mr. Duk's topic in Doom Eternal
I've played the normal campaign on nightmare around 15 times and I've ended 2 UN attempts on final sin. TAG1 however, is less fun to replay. I love the blood swamps and parts of atlantica, but the holt is forgettable. The addition of the blood maykr was kind of dissapointing. I just felt nothing when I fought one of them for the first time. The fact that the blood maykr is a traffic light enemy makes it kind of annoying and less usable in a variety of fights. Same goes for the spirits, I felt nothing except for some slight irritation that I had to pause my dance and focus on this one blue sucker with my ghostbuster-beam. TAG2 is probably something I will enjoy, but I don't think it's going to blow my mind like Eternal did. I would rather see a new game where you start over from scratch and gain utilities as you go. Like they did with doom2. Add a couple of new monsters, some new weapon and make new interesting maps. Also, less focus on story so people can stop arguing over the quality of lore blah blah blah. I love a good story, but when it comes to games like this (or games overall for that matter) I just couldn't care less. But I guess they are stuck with expanding on this story now, since they've put so much focus on it. I find it quite fun that they are focusing on this super hard gameplay. I have always been quite masochistic towards myself when it comes to games, so it's a welcome thing for me. You can call it niche and gimmicky, but you can always lower the difficulty. Hell, you are almost immortal on ITYTD. About the unmaykr: In horde mode, you only get the unmaykr and no BFG. There it works wonders against archies and barons! I'm having a hard time coming up with how they should have made the unmaykr a better reward in the base game though. -
Just a nerdy idea: Health could be stated as "wounds" and ammo could instead be "shots".
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playing abandon again. Map 08 twitch.tv/dannebubinga
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streaming abandon twitch.tv/dannebubinga
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Funeral Genocide - Old map collab [Now on idgames]
dannebubinga replied to dannebubinga's topic in Map Releases & Development
Thanks for the interest everyone and thanks for the FDA Archi. Watching the FDA from Archi, I really felt like making lots of adjustments to try to force the player to play a bit more aggressive. However, I think this map is finished gameplay wise. When darkreaver and I discussed this map back in 2014 (ribbiks reminded me that this map is actually from 2014), we didn't want it to be over the top hard. We instead wanted it to be a 45-60 minute adventure through orange hell that most players could enjoy. I've started to fix some minor stuff mentioned here in RC2. Tell me if you find anything else! :) -
Funeral Genocide - Old map collab [Now on idgames]
dannebubinga posted a topic in Map Releases & Development
Hello https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/funeral_gen Me and fellow doomer @darkreaver made a map together back in 2015 that never got released. darkreaver and deathevokation asked me to collab on one of the secret maps for their magnum opus (Revelations of doom) that never saw the light of day. This is what me and darkreaver came up with. It's probably not as good as the new stuf people are putting out, but I think this is how 2015 looked and played hehe. Ribbiks helped me to compile this thing with textures and all that stuf since I've forgotten how to do it. Replacing Doom 2 map 01. Complevel 9. So, download and feel free to report any bugs or mistakes before I upload it to idgames :) funeral genocide RC1.zip -
Little things that lightly annoy you in Doom?
dannebubinga replied to Hisymak's topic in Doom General Discussion
Bouncing when hitting a wall. Plasma gun sound. Shotgunning barons. -
Antaresian Reliquary - A Compilation of Community Project Levels (now on /idgames)
dannebubinga replied to antares031's topic in Community Projects
Thanks to map 7, bunny jumping is now possible in doom. Nice maps! -
https://www.twitch.tv/dannebubinga Saturday! Playing through Doom 2. Will do playtest on request later
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Continuing Sunlust with Ribbiks tonight. 9pm GMT or 11pm SWEDISH time in case I screw up again. https://www.twitch.tv/dannebubinga