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About Nirvana
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[RC3.0 - final release] Cleanout – A Boom compatible Ultimate Doom slaughter wad
Nirvana replied to epicyolomaster420's topic in WAD Releases & Development
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Cyberdreams https://www.twitch.tv/nirvana985
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..So when does it get fun?...
not to blow your bagpipe but your commentary's have had an impact on my designs... an exponential evolution of gestalt.
thanks for being part of the community.
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Grats on release!
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Subverter [MBF21] - A very normal map
Nirvana replied to SoBad's topic in WAD Releases & Development
This didn't work in Doomsday where can I report? -
Fractured Worlds [Final Release/Idgames]
Nirvana replied to Nirvana's topic in WAD Releases & Development
The secret maps being separate was a deliberate choice. Also the palette is not Ribbiks', I made it for this mapset specifically. Nothing in this wad was built for GZ so there are probably some issues that I missed, despite my testing. -
In light of the official cancellation of Alice: Asylum, I thought I'd clip American McGee's thoughts on the project and what kind of involvement he would have had if it were to be made:
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I'll get right on it when Rosie finishes her megawad :)
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There were quite a few people I wanted to interview that either didn't respond or weren't interested, so there are some loose ends. There are definitely instances where I'd do an episode if I get a response from these people out of the blue, so there are opportunities for random episodes of the show to pop up from time to time. I like the idea that it'd just be a nice surprise for people :D
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Well sadly I'm announcing the end of An Evening with Nirvana -or at the very least an indefinite hiatus for the show. There are a number of reasons, which are explained in the little video below, but most of it comes down to an increased workload and difficulty with organising guests and such. Even though I already say it all in the video, I just wanted to say a huge thanks to everyone who has regularly listened to the show and especially to anyone who has subscribed on Youtube or on Patreon. I really appreciate the support the show has received and have had a great time interviewing all the talented people in the community. To anyone who agreed to come on the show, a big thanks to you too, it was a blast. With all that said, there's another announcement in the video for a new show I'm putting together with the Doom community's own SoBad, so I won't exactly be disappearing, just shifting into something with a looser format that will be a lot of fun. Anyway, here's the video that reiterates all this same crap: https://youtu.be/xSaBpDbAi84 Thanks again for listening!
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Why I will no longer tag my secrets, and You Shouldn't Either: An Essay
Nirvana replied to stewboy's topic in Doom General
I've had discussions with people about this topic and after seeing fun little secrets get torn apart in the editor day 1 I feel slightly compelled to unmark secrets and put in elaborate mechanisms a la Jump Wad to stop people from figuring out how to get them. Highly dependent on what type of secret you're going for. I think most completionists just want to get all the soul spheres and what not, while a lot of mappers might consider a secret to be a nice little experience for the player that isn't about checking a box on a list or a number at the end of the map ticking to 100. I think I'll probably be keeping a mix of both 'standard' Doom secrets and unmarked easter eggs that are just fun to find to placate both camps (and to stop myself being annoyed when people pick apart maps and make their own experience terrible). -
Today I'm talking to Dragonfly. One of the most prolific Doom mappers you're likely to find, you may know him for some of his Cacoward-winning projects like Skulldash and Eviternity, or perhaps some of the many maps he's made for community projects such as Mayhem, Abyssal Speedmapping, and the Team Rocket CPs. These days you may even know him as a level designer for Prodeus. We discuss his very early beginnings, the inspiration behind Skulldash, bringing together the Eviternity team, and how he got involved in Prodeus. Youtube: Spotify: https://open.spotify.com/episode/3eUaYqwX5O7h70VFupF6Tl?si=548dcbb38fea4059 Twitter: https://twitter.com/nirvanapodcast
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Today on the podcast I'm talking to Dubzzz (or you might know him as Bdubzzz), a Doom speedrunner and mapper who is known for his numerous contributions to community projects like Slaughtermax, Mayhem Orange, the Hellforge Speedmapping sessions, NoYe, and more, as well as for his speedruns. He currently has over 2600 demos recorded on DSDA with a mix of UV Max, Pacifist and D2all runs. He is also notoriously mute. We discuss Dubz' early introduction to slaughter wads, the reason he mutes his microphone when he streams, and his year of 1,000 demos. Youtube: Spotify: https://open.spotify.com/episode/0ipFupwniv4si4oj7I3OSP?si=cc8b11d18469475d Twitter: https://twitter.com/nirvanapodcast
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Oh wow, thanks @Doomkid! Should be much easier for people to browser through the episodes now, much appreciated.
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I actually did that with the clips thread and kind of wished I had done it with the podcast initially to keep the conversation in one place. Unfortunately at this stage I can't think of an easy way to do that without reposting everything - unless the mods are capable of compiling threads, but that sounds like a lot of work on their end.