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dobu gabu maru

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About dobu gabu maru

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    Midtex Wizard

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  1. Hey Dobu! I was wondering how can you make gifs like this?


    1. Show previous comments  1 more
    2. Catpho


      Wait, Zdoom has a way to hide weapons? What's the command line for it? So out of touch.

    3. dobu gabu maru
    4. DMPhobos


      And there i was making decorate scripts that hide the weapons just to take screenshots... 

  2. dobu gabu maru

    REKKR - V1.13

    I finished Rekkr weeks ago but forgot to write down my thoughts. It's good! I enjoyed it quite a bit, especially seeing what differences there were from the original Doom. It was such a comprehensive overhaul that it felt like this weird quasi-Doom game, where there were a lot of similar things but a lot of surprising differences (which I guess is to be expected of a TC—this is actually my first experience with one [besides Chex Quest I guess?]). Maps for the most part were fairly enjoyable and well-crafted. Like I mentioned before, I think the mapset leaned too hard into 90s design for my taste, since there was a bit of wandering around, aimless switch pressing, and weird ammunition balancing (which is admittedly a hard to balance for with regards to the soul mechanic). While a lot of the maps themselves were fine & fun and the 90s eccentricities can be chalked up to personal preference, two issues continued to stand out to me throughout my experience with Rekkr: map order & difficulty skills balancing. I personally feel like some really tricky and taxing hurdles come at the player too early in the three main episodes: E1M3 is one of the largest and most confusing maps in the wad, both of the opening maps to E2 & E3 are way too stressful and mean-spirited compared to levels later in the set, and E2M2 can be painful at times. I'm totally cool and fine with a mapset that wants to smack me around, but challenging the player while they're still adapting to the new weapons and enemies (while on skill 3!), especially at the beginning of an episode before they can collect some useful armaments, is a tough combination to pull off. And for as cool and expansive as E1M7 was, it definitely killed the pacing in the first episode, helping to make Homecoming the longest episode in the wad (I think my play time was like 2:40, whereas the other episodes were 1:30-2 hours). I feel like E1 would've been greatly improved if it acted more like an introductory experience. Difficulty tuning is my biggest gripe with Rekkr overall—while I don't have an extensive knowledge of all the changed made, the little that I saw between difficulties didn't impress me. For instance, one of the easiest ways to differentiate the difficulties is by gearing the player better on skills 2 & 3, like giving them armor (very important!) early or a weapon to make the start a little less chaotic. On skill 3 Rekkr can feel very shrewd with doling out healing items at times, and when I went to check what the munitions were like on skill 2/4, I didn't notice a lot of differences. The map that epitomizes this problem the most E2M8—the only perceptible difference is like, 2/4 enemies between difficulties. Why not provide armor? Why not move the weapons closer to the player? Why not provide more runes? Why not provide a soulsphere? It's especially perplexing because so much thought and care has been put into so many aspects of the wad (graphics, sound design, gameplay changes, music, etc), that I thought the difficult skills would've gotten a lot of consideration. And sometimes it did!—E3M2 only needs 1 key to exit, and the multiple boss arenas for E3M8 is a really cool idea. But man, would armor really help the player out! Anyway, the rest of the game is really neat, so I hope people don't mind my grousing. At first I thought the enemies perhaps could've used a bit more variety, but within the context of vanilla doom, they're really well done and interesting! The explodey dudes, homing caco fliers, E2M8 super-manc boss, resurrecting lost souls—there's a lot of variety here that changes how you interact with the game, especially with the soul mechanic added to the mix. The weapons likewise add a lot of flavor to the wad, though there is one bizarre caveat: weapons 2, 3, 4, & 6 all kinda have the same utility. One doesn't feel exceptionally stronger than another (though the Soul Launcher is hands-down the best of them), which can feel a bit weird since it forces you to switch weapons based on the amount of ammo you have, rather than the combat scenario you're being presented with. The Holy Relic was especially disappointing in this regard, because it felt like the other weapons could do more damage per second, and it's not like hitscan is super useful since there's not any fast moving enemies. In contrast, the Rune Staff is an amazing weapon! I typically loathe grenade launchers in Doom games, but the damage the runes did made them so valuable that it was the go-to weapon for high health enemies. It could also clear groups of enemies in a jiffy, but at the cost of potentially losing their souls, which was a neat trade off. Overall, excellent work to Revae and co. Really fun, and definitely worth a playthrough!
  3. What is the DWmegawad Club? This is a place where we settle down, have a cup of tea (or drink of your choice) and take a month to play through a megawad on our own, together! Any keen observations, criticisms, or frustrated ranting about it goes here in the discussion. As long as you want to say something about what you've played, feel free to speak your mind. Can I join? Sure. The only rule is that you have to play at least some of the levels in our monthly megawad to contribute, but you're generally encouraged to finish the whole thing, even if you've played it before. What levels am I allowed to post about? Whatever day of the month it is, is the upper limit for the map you can post on. So if it’s the 6th, you may discuss up to MAP06. Do I have to post an entry every day? Nope, not at all. This is only for our more enthusiastic members. As long as you play through it with us you’re part of the club. When do we vote on the next month’s megawad? Voting begins on the 25th of the current month. Remember to add one “+++” before your vote to make it easier to count. For example: +++ Ultimate Doom Note that you can only nominate up to three separate wads for a single month, and the wads must contain at least three maps each. These are hard limits instituted for my own sanity. ---------- >>>DOWNLOAD COUNTERATTACK HERE<<< >>>DOWNLOAD DISJUNCTION HERE<<< >>>DOWNLOAD SCYTHE X HERE<<< Ready for some big maps? Ready for some small maps? Ready for some really big maps? We’re going to be playing quite a radical set of maps this time: floatRand’s Disjunction, Erik Alm’s Scythe X, and Mechadon’s Counterattack! Remember to prepare yourself accordingly for these amazing episodes! Disjunction starts on the 1st, Scythe X starts on the 12th, and Counterattack starts on the 23rd. Maplist for Disjunction: MAP01 - "Leaden Skies" MAP02 - "Lambda Base" MAP03 - "Neural Nest" MAP04 - "Aqua Regia" MAP05 - "Felt" MAP06 - "Serpent Temple" MAP07 - "Gamma Sector" MAP08 - "Foundry" MAP09 - "Electron" MAP10 - "Malebolgian Crimson" MAP11 - "Judecca" Maplist for Scythe X: MAP01 - "Service Entrance" MAP02 - "Garbage Disposal" MAP03 - "Training Center" MAP04 - "Air Cleansing" MAP05 - "Long-Range Teleport" MAP06 - "New Arrivals" MAP07 - "Hydroponic Research" MAP08 - "Solar Power" MAP09 - "Holding Area" MAP10 - "The Encounter" Maplist for Counterattack: MAP01 - "Aggilus" MAP02 - "Phlogiston" MAP03 - "Aegritudo" MAP04 - "Maeror" MAP05 - "Dolor" MAP06 - "End" MAP31 - "Desiderium" MAP32 - "Microland" BONUS CONTENT Doomwiki: Scythe X | Counterattack DSDA: Disjunction | Scythe X | Counterattack -------- OLD THREADS
  4. dobu gabu maru

    MAYhem 2018 - Orange Version!

    MAP31 is "TERNAL" by Zan-zan-zawa-veia
  5. dobu gabu maru

    The DWmegawad Club plays: Super Mayhem 17

    Don't worry guys! I finally finished Super Mayhem!!!!!! I know you were all waiting with bated breath!!!!!!!!!!!!!!!!!!!!!!!! MAP19: Hey this was a fun little bloody arena map—seems to be TMD’s specialty. The start and the cyber warp-in were the two trickiest parts for me, the former because of the applied pressure of the PEs, and the latter because of the pincer AVs (plus I really didn’t wanna waste time SSGing a cyber to death). Really cool map that thankfully let the player run wild with the rocket launcher, which led the map to only being a handful of minutes long (well, excluding deaths). I wish the lift to the red key was a little more obviously a lift, but I’ll excuse it since there’s no Mario texture that screams “lift!” I suppose. Good work! MAP20: For a name like “Transformation Palace”, there sure isn’t a whole heck of a lot of… transforming going on. Sure, there’s the rising platforms in the penultimate room, but everything else is pretty standard Doom fare, mechanically speaking. Gameplay-wise, the first half of the map was pretty fun, especially since you’re provided a lot of room to bob and weave through revenant missiles while retaliating with your own rockets. The second half though… Was not good. As soon as you get to the top of the central chamber, a flood of cacos and revs warp in, which just forces the player down into some corner to try and clean them out (which like, maybe the player could try and start some infighting, but the PEs force them on the defensive). Then you climb back up and AVs spawn in, forcing the player into yet another defensive state where they’re constantly tripping and falling down to the lower levels. The transformation room is a total goddamn mess with no pillars to hide from the AVs, forcing the player to snipe at their demonic toes with hitscan weapons (RIP to folks like me that play with the HUD on, blocking vision of that dumb AV on the stairs), and the last room is just a chaotic mess. The map really felt either haphazardly tested, or Argent Agent has a specific style of play that I am not privy to. MAP21: A neat—albeit vicious!—map from Scotty. Absolutely love the SNES Rainbow Road aesthetic, and I’m actually quite surprise we didn’t see a similar map in the project. I like too how he gives the player brief bouts of speed before the delve into each arena. With that said however, jesus Scotty, maybe you could’ve cooled it with the cybers? Like, one less at least. The fights themselves are fun, panicky arenas (barring the blue key one which demands you hide behind the mushroom pillar and BFG the AVs—or face insta-death), but the cybers in the SMM arena were giving me grief as I was looking for what to do/where to go. The map is short enough that its crass attitude can be hand-waved away, but I think had it strove for the difficulty along the lines of that in the final fight, it would’ve been a smashing homerun. MAP22: Hooo weee them physics sure are rough. I spammed save/reload on this map because I was bouncing everywhere. Not entirely sure the water needed to be damaging, since the map is low on ammo if you try to just snipe everyone down in the drink. That, and the revs from afar were a goddamn enormous pain in the ass. Seriously, there’s nothing quite as nettlesome as waiting on a slow moving lift just to get blown up as you’re trying to run to a platform to slap on a switch. Arrghhh! At least the teleporter rapids at the end were kinda neat? I like the idea of enemies flowing into the arena at a semi-random rate, but that sniper rev continued to be a massive pain in my keister, so I couldn’t really appreciate the chaos. A quirky map… somewhat admirable… but definitely way more grouse-worthy than the earlier ice physics map. MAP23: Ehhhh not too keen on this one either. The other TMD map has a lot of nice open space and flow to it, while this one kinda just points at your failures and laughs at you. Maneuvering in the tight space for the first half was plenty fine, but the second half shows up, disorients you, and pulls some really weird maneuvers on the player. And then there’s that droll fake exit, which at least managed to elicit a “of course” from my lips. Oh well. MAP24: One half ghost house, one half bowser castle? Kinda? Don’t actually have too much to write about here—it was a very good level with tight ammo balance and solid monster placement. Nothing was too hard (outside of accidentally letting all the imps live when I went to go hit the switch that reveals the RK, oopsie), and the finale was cute in a really fun, entertaining way, unlike quite a few of the teleporting AV battles this wad has had. Great level; wouldn’t expect less from Rottking! MAP25: Brilliant map by Breezeep here. It’s got a nice, grandiose scale to it despite feeling like a brief and punchy experience. Lotta non 90/45 degree angles, solid texture work, some beautiful exterior vistas on the right side, and guess what? ROCKETS! LOTS OF ROCKETS! To the point that I was like “oh boy I might need to conserve some of these shells”! The SG & RL is a pretty interesting, relatively unused combo, and Breezeep puts them to good work here. The final battle is a helluva a lot of fun too, at first appearing like a guaranteed loss (you’re sandwiched between a cyber, SMM, AV, and a pack of revs!), but there’s enough space to get a good brawl going in the middle while you clean up stragglers along the outside. Really smart double use of a single cyber too... almost wish this map was longer. All in all, a really cool map. No complaints here. MAP26: rdwpa and Marcaek make for a pretty aggressive combo, but thankful nothing was too malicious here, outside of that nasty BFG secret (which could be chalked up to either of the authors). Good “set piece to set piece map”—the red block arena being my fave since I couldn't predict which baddies I'd get during my first go-around. The finale in particular was really explosive and ludicrous. I feel bad for poor Bowser because his attack pattern is kinda interesting in that it lends more power to the CG, SSG & PG so that you can interrupt his fire breath, but since there’s so many enemies being (sometimes literally) thrown in, you really don’t have to deal with him too much—just keep circle strafing, picking up power ups, and eventually the koopa king will be dethroned by his own minions. It’s a really cool fight structurally though; there’s a lot of different wave variety and the incoming powerups makes it so you’re never in too tight of a bind. Clever scripted scuffle, this—might have to do something similar one day. Overall, Super Mayhem 17 is a delight. It doesn’t take too long to blast through, and the gimmicks are on the relatively “low” side, which might be surprising, given that Doom’s take on Super Mario Bros. could result in some really gnarly and awful concepts. Then again, we are the Doom community first and foremost, so naturally we’d put out something with a lot of violence, explosions and bloodshed. Good work to all those that submitted a map; I think it's really cool that no map in this project came off as feeling like filler, despite how short and punchy a lot of them were. Every level had purpose, which helped to make the ride an enjoyable one :) Faves: MAP12 MAP16 MAP19 MAP25 MAP26 Least Faves: MAP07 MAP14 MAP20
  6. dobu gabu maru

    Doom Streams

    More UDINO mapping, for about 1.5 hours: https://www.twitch.tv/dobu_gm
  7. dobu gabu maru

    Doom Streams

    Let's try this again, yeah? Making a final battle for E4M8 of UDINO: https://twitch.tv/dobu_gm
  8. dobu gabu maru

    REKKR - V1.13

    Currently on E2M2 and have been enjoying it quite a bit thus far. The art is really fantastic (especially for the weapons), the music is really nice, pleasant, and never gets grating no matter how long I get lost, and the changes have been really interesting to observe. It's weird having to adjust my playstyle to picking up the souls from downed enemies ASAP, as that actually changes the utility of weapons depending on the situation (the rune weapon is decent for clearing out mobs but you can only lob them one at a time if you want to grab some souls). Pretty neat stuff thus far—must've taken foreverrrrr to put together, good lord. The only things I have to really knock are map design in general, as the set unapologetically entrenches itself in some 90's design philosophy, which can get vexing at times (E1:M3 was 30 minutes of "where do I gooooo?"). I'm also playing on skill 3 and feel like there's a really harsh lack of health and armor. Of course I'm not finding much/any of the secrets which would mitigate that some, but I'm quite surprised at how harsh the set is even in the early mapslots. In fact I think the differences in difficulties is minimal at best: the start of E2M1 has the same assortment of enemies as well as the same amount of weaponry/ammo/heath for both skill 2 and skill 4, which feels bogus to me. The number of monsters remains the same irrespective of the difficulty it seems, which is crazy to me since some of the hordes could easily be trimmed down to provide for a more fun/lax experience. Really cool stuff though, besides that. Still trying to make heads or tails about how I feel about the weapon changes—the new Number 7 Weapon feels amazing to use every time.
  9. Hello. I've always been intrigued by the music in one of your contributions to DMP2013L (Doomworld Mega Project 2013, limit removing), specifically the music in map12. Could you please tell me where it came from and what it is called? 

    1. dobu gabu maru

      dobu gabu maru

      The track is "Paradox" by Matt Podd. Can't remember where I got it from, but it was a composition written by a highschooler IIRC. Looking for eerie midis can lead you to weird places :P

    2. killer2


      Thanks a lot for replying :D

      Unfortunately I can't seem to find this track anywhere, however. It's like it vanished without a trace or something. I'd be really grateful if you could send me an MP3 version via PM.


      As for it being written by a highschooler, I find that really interesting. I thought it was from some epic boss battle scene in some videogame or something. It sounds amazing, like it has great production value and a lot of time went into it, and you're telling me it was made by ONE guy?! And noone knows about it? Really sad considering the kind of vapid songs making no1's these days. At least I know why it resonates to me so much now, though. I've had a really rough high-school (and especially pre-highschool life), so it kind of makes sense. Still really sad his talent will probably never make it anywhere near the mainstream :(     

      If you know any other songs by this guy I'd also be really interested.

    3. dobu gabu maru

      dobu gabu maru

      The only version that I know exists is in midi format. Dunno what happened to Podd either; I was only able to grab the song from an old highschool website.

  10. dobu gabu maru

    Doom Streams

    Playing around with the final battle room & monster composition for UDINO: https://www.twitch.tv/dobu_gm
  11. dobu gabu maru

    Doom Streams

    Light bit of Frozen Exuvaie mapping, then onto UDINO E4M8: https://www.twitch.tv/dobu_gm
  12. dobu gabu maru

    Post Your Doom Picture (Part 2)

    Still might look weird unless you're making the whole arena 255 brightness as well. IMO best to look at the map from the player's point of view, and see if it looks fine from there. Now you know why people don't do faux-3D structures in Boom :P
  13. dobu gabu maru

    Post Your Doom Picture (Part 2)

    Keep working on it until I feel "comfortable" with how it feels. It can be difficult reaching that subjective comfortability, because I'm sure a lot of folks would feel like "that's enough" with the first picture. For me though, I constantly work through the process of "what is the point of this area" and "does it succeed in its goal?". Neither points 1 or 2 worked for the "old" picture, so I reworked it until I felt that it had an ambitious point #1, and we'll see if the playtesting achieves point #2. Also I hate open areas feeling overtly flat, so usually I work obsessively to change that :P
  14. dobu gabu maru

    Post Your Doom Picture (Part 2)

    Old Frozen Exuviae Exterior: New Frozen Exuviae Exterior:
  15. dobu gabu maru

    Doom Streams

    Short mapping stream today—finally going to be wrapping up Frozen Exuviae, thank god: https://twitch.tv/dobu_gm