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dannebubinga

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Everything posted by dannebubinga

  1. DSDA pages: Combat Shock Combat Shock 2 Combat Shock Map 03 UV-max in 24:06 This is more like a walkthrough through one of my own maps since there's really no speed going on :P cshock03-2406.zip
  2. Finally I'm going to release this 4 map wad that I've been working on, on and off for 1 year. The maps are very varied in quality when it comes to design and architecture cause this shows my progression as a mapper. When I started this I didn't know crap about making cool stuff like the SoD or UAC-ultra teams, but I knew I wanted to make just as good maps as they were doing. So map 1 shows my very newbie side as a mapper, while map 4 shows my more acomplished side as a mapper. But I still have much to learn! I settled for slaughtermaps cause that's the type of maps that I myself prefer to play. Skill levels, multiplayer starts and coop are not implemented. Map 01: Agitator 1 2 Map 02: Gozu 1 2 Map 03: Fudoh 1 2 Map 04: Messatsu 1 2 The wad runs with plutonia.wad as IWAD and pr/gl-boom+ cl_9 is recommended. Pistol start is also something you might consider, cause that's how I intended the maps to be played. I think this is the final version but I'm not 100% sure if it's bug-free. I figured you could download it and tell me if you find anything strange. If something comes up I'll fix the error and then upload it to the archive in 1 week or so. If you find that I've used your texture or music, please let me know so I can credit you. /idgames
  3. Post your Plutonium Winds demos here. Use complevel 9 (Boom compatability) or its equivalents. Recent surge in activity warrants its own thread. I've cannibalized Misc. Demos and Official Demo Requests for already existing demos. -dew ---------------------------------------------------------------------- Plutonic Winds map 18 UV-max in 4:45 pw18-445.zip
  4. 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
  5. 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.
  6. dannebubinga

    Vanguard demos [-complevel 9]

    Map 7 max 1:01 vg07-101.zip
  7. dannebubinga

    Speed of Doom demos [-complevel 9]

    Map 31 UV-speed in 0:57 sd31-057.zip
  8. dannebubinga

    What do you expect from DLC2?

    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.
  9. 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.
  10. dannebubinga

    Warhammer 40k Astartes

    Just a nerdy idea: Health could be stated as "wounds" and ammo could instead be "shots".
  11. dannebubinga

    Doom Streams

    playing abandon again. Map 08 twitch.tv/dannebubinga
  12. dannebubinga

    Doom Streams

    streaming abandon twitch.tv/dannebubinga
  13. 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! :)
  14. Bouncing when hitting a wall. Plasma gun sound. Shotgunning barons.
  15. Thanks to map 7, bunny jumping is now possible in doom. Nice maps!
  16. dannebubinga

    Doom Streams

    https://www.twitch.tv/dannebubinga Saturday! Playing through Doom 2. Will do playtest on request later
  17. dannebubinga

    Doom Streams

    Continuing Sunlust with Ribbiks tonight. 9pm GMT or 11pm SWEDISH time in case I screw up again. https://www.twitch.tv/dannebubinga
  18. dannebubinga

    Doom Streams

    Danne and Ribbiks go live again in 45min
  19. dannebubinga

    Doom Streams

    Oh crap! I'm a moron. We start at 10pm GMT. Time zones are confusing
  20. dannebubinga

    Doom Streams

    Danne and Ribbiks will be playing Sunlust and shooting the shit with some commentary tonight. 11pm GMT. https://www.twitch.tv/dannebubinga
  21. dannebubinga

    Italo Disco projetcs

    Since doomworld was my second home for some year, I figured I might aswell post about my Italo-Disco music here. We've released 2 vinyls on american label AMD Records and we have an upcoming release in may on Italian label Disco Modernism, run by Fred Ventura. https://carinocat.bandcamp.com/ Here's our first release with video: Here's our second single with video: I've also got a solo project named DDR Space Program. I'm going to release a 12" on blue vinyl through AMD Records in June and I've got some older releases aswell. https://ddrspaceprogram.bandcamp.com/
  22. dannebubinga

    The DWIronman League dies to: Combat Shock 2

    Since I'm the author of CS, I now claim this thread! No, nothing doom-related at all I'm afraid :(
  23. dannebubinga

    The DWIronman League dies to: Combat Shock 2

    I'm fine thank you! And you? Sorry for hijacking thread
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