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dobu gabu maru

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About dobu gabu maru

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  1. dobu gabu maru

    The DWmegawad Club plays: Plutonium Winds & Master Levels for Doom II

    I lost the coin flip :(
  2. 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. The winning wad must receive at least four votes for a thread to be made. Ties will be decided by RNG. ---------- >>>DOWNLOAD CONGESTION 1024 HERE<<< To close out 2019 we’re closing all doors and windows, forcing doomguy into a 1024x1024 playspace! For those not in the know, that means the whole playable level fits inside of a space smaller than the final room with the acid trenches in DOOM 2 MAP06! What creative contraptions can these mappers dream up in a space barely big enough to model a house in? Let’s find out! Author & Maplist: MAP01 - “Water Facility” by Hobomaster22 MAP02 - “Garden of the Descent” by Iori MAP03 - “Dilapidation” by shitbag MAP04 - “Outpost 1024” by The Flange Peddler MAP05 - “Autumn in Hell” by shitbag MAP06 - “Departure Point” by Hobomaster22 MAP07 - “Dead Small” by Szymanski MAP08 - “A Jagged Stroll” by shitbag MAP09 - “Monday Morning” by Psyren MAP10 - “Gothika 1024” by shitbag MAP11 - “Caco District” by Lutrov71 MAP12 - “Warehouse 667” by shitbag MAP13 - “The Focus II” by DoomedAce MAP14 - “House of Shadows” by Psyren MAP15 - “Bantam” by Cyb MAP31 - “Archvile Madness” by Jimi MAP32 - “Nullspace Junior” by Russel Pearson MAP16 - “Deja View” by Szymanski MAP17 - “Omega Outpost” by Szymanski MAP18 - “Tutorial #99” by Hobomaster22 MAP19 - “Lip Service” by Potgiesser MAP20 - “Claustrophobic Sting” by The Flange Peddler MAP21 - “Corpse Yard” by DoomedAce MAP22 - “Prison Escape” by Jimi MAP23 - “Close Quarters” by Job MAP24 - “Zyklon B” by Stealthy Ivan MAP25 - “Stein und Stahl” by Catsy MAP26 - “Marbelous!” by The Flange Peddler MAP27 - “Tower of Hades” by Cycloid MAP28 - “A Bridge Too Far” by The Flange Peddler MAP29 - “Magus” by Potgiesser MAP30 - “Nullified Departure” by The Flange Peddler, Lutrov71 BONUS CONTENT DSDA Doomwiki kmxexii's review -------- OLD THREADS
  3. dobu gabu maru

    The DWmegawad Club plays: Plutonium Winds & Master Levels for Doom II

    I forgot. I had always debated between flipping a coin and using my vote as a tie-breaker, but never officially established a rule about either. I think since I'm personally invested in playing HR2, I'll likely just flip a coin to ensure that it's fair. Unless some generous patron wants to lend their vote :)
  4. dobu gabu maru

    The DWmegawad Club plays: Plutonium Winds & Master Levels for Doom II

    Congestion 1024 and Hell Revealed 2 are STILL tied, with 5 votes each. Finished the rest of the Master Levels set. Both Klie and Kvernmo wound up disappointing me the most. The rest of Klie’s efforts didn’t impress me nearly enough (The start of GARRISON was pretty explosive but that was the last notable map by him), and Kvernmo went pretty bonkers with TEETH and the end of MEPHISTO. The former is just a cramped hellhole full of beefy foes with a terrible ending, and the latter was a fairly impressive and cool map that ends on an absolutely abysmal, broken-ass encounter where you’re flanked by barons with the chance for mancubi and AVs to spawn in right next to you (2 specters are all you need to block the IoS! TWO!!!) Dr. Sleep’s stuff was alright for the most part, being better than Tim “I like MAP01” Willits but no where near Klie and Kvernmo in creativity and skill. The last two Dr. Sleep maps in particular had a downright bizarre progression that made me glad to finish them, just so I never have to play them again. Mustaine’s map was fantastic and did nothing to annoy me. You know who I really enjoyed here? Jim Flynn. MANOR vexed me to no end, but it was tightly designed with a lot of fun monster clearing at the start. TTRAP also was imbalanced beyond belief (it starts you with a chaingunner death gamble and ends on an easy peasy cyber fight), but it’s probably my favorite map of the set just because Flynn throws rockets and megaspheres at the player like there’s no tomorrow. Also most of the “puzzles” in TTRAP were just simple linedef triggers, and I only had to look up where to go once (it was the switch on the red key pillar.) The red key room is fun and chaotic, and the big city section was the highlight of the wad, giving you a small army to test your arsenal against. Besides him, I guess Kvernmo would be my second favorite, just because he kept towards the beefier end of the bestiary and his levels actually had a theme to them. The problem is that most of his maps were obnoxious and overly strict, demanding you play it a specific way or find all the secrets, which isn’t my playstyle. He’s very technically competent and creates cool spaces especially for 1995, but his design does its damn best to keep me out. Overall, I’d say the Master Levels are faaaaar from a must-play. I think it’s neat seeing “early” stuff from Flynn and Mustaine, but nearly every “big name” 90s megawad that came out afterward easily eclipses this set of maps. I don’t really care for TNT but I think I’d rather play that again than this. Besides the obvious lack of any kind of set cohesion, only Flynn and Kvernmo tried making maps with ambitious monster diversity, as everyone else was bedazzled by E1’s bestiary. On one hand I always feel bad judging old maps with my modern “please-lean-away-from-SSG-gameplay” lens, but on the other hand I can’t pretend like I enjoyed these maps. Favorites: TTRAP.WAD, CATWALK.WAD, PARADOX.WAD Least favorites: MEPHISTO.WAD, TEETH.WAD, VIRGIL.WAD
  5. dobu gabu maru

    The DWmegawad Club plays: Plutonium Winds & Master Levels for Doom II

    Both Congestion 1024 and Hell Revealed 2 have 3 votes each.
  6. dobu gabu maru

    The DWmegawad Club plays: Plutonium Winds & Master Levels for Doom II

    It's the 25th somewhere! +++ Hell Revealed 2 it's time!
  7. dobu gabu maru

    The DWmegawad Club plays: Plutonium Winds & Master Levels for Doom II

    Fucking Jim Flynn god damn it's not a sin to use S1 switches buddy
  8. dobu gabu maru

    TNT Revilution: Final release now on ID Games!

    Intentional. I liked how many early wads had terrible exit switch guardians (a single imp? Really?), so I decide to play with the formula a little bit.
  9. dobu gabu maru

    The DWmegawad Club plays: Plutonium Winds & Master Levels for Doom II

    Hello! I've been playing along slowly and instead of doing map by map write-ups, I'll just give my general thoughts (I'm at GARRISON.WAD) Willits's stuff strikes me as the most... how shall I say... needless? It's visually good and entertaining to play, but he's the bottom of the pack thus far. A lot of his stuff is MAP01-05 worthy, and because of that it doesn't leave a long lasting impression (from a 2019 standpoint.) Kvernmo's maps are fascinating. Beautiful, high-concept and... unfortunately a little too frustrating at times (hello red key in BLACKTWR and secret fireplace passage in BLOODSEA, thanks for doubling my playtime!) It's unfortunate that we seem to be playing these out of order, as it would've been cool to close out on BLACKTWR instead of starting with it. But I think that speaks more to the failure of Master Levels to collate these properly and less on me for saying "let's not organize these maps for authenticity's sake" ;) Klie's maps are fantastic. They're fun and unorthodox and a lot of fun to play through from pistol start, largely thanks to some really unconventional setups (hellloooo chaingunners!) I also like how much he uses sectors as steps and the moving lifts at the start of CATWALK. He's definitely a mapper I wish was around nowadays, since his style is quite memorable If there's anything I have to fault the set for thus far (besides its alphabetical map structure) is that it's really hitscan and SSG focused. When I think of 90s mapping I think of both of those qualities, and so far BLACKTWR is the only map that has gone against the grain (Klie curiously includes a PG quite frequently but by then you grab it it's too late to use it.) I'm wondering if we'll see a curve ball soon or maybe I'm doomed to fight former humans for the rest of my life...
  10. dobu gabu maru

    Post Your Doom Picture (Part 2)

    YES YES YES YES PLEASE TELL ME YOUR SECRET
  11. dobu gabu maru

    The DWmegawad Club plays: Plutonium Winds & Master Levels for Doom II

    Oh damn this is a pretty crucial miss! I've updated the OP accordingly. I plan to hop in for Master Levels since I've never played those before, but I gotta wrap up MAYhem first.
  12. dobu gabu maru

    The DWmegawad Club plays: Plutonium Winds & Master Levels for Doom II

    Reminder that we are not—I repeat, WE ARE NOT—playing Maximum Doom.
  13. 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. The winning wad must receive at least four votes for a thread to be made. ---------- >>>DOWNLOAD PLUTONIUM WINDS HERE<<< >>>BUY MASTER LEVELS HERE<<< Don’t you ever wish there were more levels for Doom II and Plutonia? Well you’re just in luck! What if I told you that you could load up these things called .wad files using your favorite source engine, and play more levels? Crazy, right?! Well here, let’s give it a try: first up we’ll try more Plutonia shenanigans called Plutonium Winds, made by darkreaver. After we’ll move onto this cool collection of .wad files called Master Levels for Doom II. Hopefully we can make this wadding thing catch on and find a community of wadders! We’re going to start playing Master Levels on the 7th, and we’ll be going in alphabetical order. I know that there’s multiple console orders for the Master Levels, but seeing as it was released on PC first in this loosely organized format, that’s the way we’ll be playing it. Maplist for Plutonium Winds: MAP12 - “Sacrificial” MAP13 - “Infestation of Evil” MAP14 - "Deadly Intentons" MAP15 - “Memories of Blood” MAP16 - “Salvation By Extermination” MAP17 - “Diabolism” MAP18 - “Abigor” Author & Maplist for Master Levels for Doom II: 08/11/2019 - MAP01 - ATTACK.WAD (“Attack”) by Tim Willits 09/11/2019 - MAP25 - BLACKTWR.WAD (“Black Tower”) by Sverre André Kvernmo 10/11/2019 - MAP07 - BLOODSEA.WAD (“Bloodsea Keep”) by Sverre André Kvernmo 11/11/2019 - MAP01 - CANYON.WAD (“Canyon”) by Tim Willits 12/11/2019 - MAP01 - CATWALK.WAD (“The Catwalk”) by Christen Klie 13/11/2019 - MAP01 - COMBINE.WAD (“The Combine”) by Christen Klie 14/11/2019 - MAP01 - FISTULA.WAD (“The Fistula”) by Christen Klie 15/11/2019 - MAP01 - GARRISON.WAD (“The Garrison”) by Christen Klie 16/11/2019 - MAP08 - GERYON.WAD (“Geryon”) by John Anderson 17/11/2019 - MAP01 - MANOR.WAD (“Titan Manor”) by Jim Flynn 18/11/2019 - MAP07 - MEPHISTO.WAD (“Mephisto’s Mausoleum”) by Sverre André Kvernmo 19/11/2019 - MAP05 - MINOS.WAD (“Minos’ Judgement”) by John Anderson 20/11/2019 - MAP07 - NESSUS.WAD (“Nessus”) by John Anderson 21/11/2019 - MAP01 - PARADOX.WAD (“Paradox”) by Tom Mustaine 22/11/2019 - MAP01 - SUBSPACE.WAD (“Subspace”) by Christen Klie 23/11/2019 - MAP01 - SUBTERRA.WAD (“Subterra”) by Christen Klie 24/11/2019 - MAP31 - TEETH.WAD (“The Express Elevator to Hell”) by Sverre André Kvernmo 25/11/2019 - MAP32 - TEETH.WAD (“Bad Dream”) by Sverre André Kvernmo 26/11/2019 - MAP01 - TTRAP.WAD (“Trapped on Titan”) by Jim Flynn 27/11/2019 - MAP09 - VESPERAS.WAD (“Vesperas”) by John Anderson 28/11/2019 - MAP03 - VIRGIL.WAD (“Virgil’s Lead”) by John Anderson BONUS CONTENT Doomwiki for Master Levels kmxexii's review for Master Levels Lingyan203’s playthrough of Master Levels -------- OLD THREADS
  14. dobu gabu maru

    The DWmegawad Club plays: MAYhem 2019 & Alienated

    MAP10: A fairly decent map. It's got some nice circuitous flow going on that both gives you plenty of room to move around and fight foes at your leisure, as well as keeping you pushing forward on a main path. The chainsaw men were giving me quite a bit of grief throughout the map—I can see why Demon loves them so—but at least the map gives you space to deal with everything. That is, until the BK fight. While it's not a bad fight per se, accidentally running into a window cubby is extremely frustrating, especially because a lot of foes hit hard if you stop for a couple seconds. This was one of those cases where I feel like making the windows impassible would greatly help this particular section, as it's not too troublesome otherwise (although the chainsaw men sure like juking my SSG shots and punishing me for that). The fight after that with the AV and flood of enemies is a good example of how to do a more proper, open encounter that uses the lemniscate layout of the map, but overall, not a bad map at all. MAP11: Ah, Obsidian! Old friend! It's been a few years since I've last played something by you! Huh? Super MAYhem? No no, please, I'm pretending you didn't make me suffer through that. Anyway, let us sit down and—hey, what's that archvile doing behind me?... Oh no... Obsidian is perhaps the sharpest MAYhem mapper I know of. He really likes small areas full of pointy, deadly things, and above all else, seems adamant about not allowing you to recover more than 50% health without finding a secret. I managed to stumble into a blue key but that was about it; my time spent in Sid's House of Horrors was primarily spent cowering in fear at 1% health, ducking past flying bones and flinching every time I heard the cry of a bat. I bemoaned the MAP07 insta-pop AV trap for being too fast, but a handful of traps here are literally designed to slap the back of the player's unaware noggin. As brutal as this map was (the small squad of sergeants killed me more than I've been killed throughout the entirety of MAYhem 2019 thus far), I did enjoy the gloomy atmosphere and Undying paintings nestled around corners. Plus I liked how much the map forced the shotgun upon you, as it made every enemy feel threatening. Far from my favorite map, but it does have a certain smartass charm about it (what other map uses a swarm of bats as a terrifying force?) Just please, for the love of god, let me have that megasphere...
  15. dobu gabu maru

    The DWmegawad Club plays: MAYhem 2019 & Alienated

    Heads up about a bug in my map that I forgot to address: the final lift in the minotaur room breaks if you try to ride it a second time, so make sure you do it your first time or be prepared to die in the molten sand. You can also I purposely made them slow because they're meant to mirror the lift in the minotaur pit at the end of the map, which I wanted the player to understand how it works as soon as they saw it. It's definitely obnoxious, but I didn't want to make it "quick" just because the player might think a viable strat is to try and skip the minotaur fight in a few seconds. Aha finally I piss you off for once! I still plan on continuing my MAYhem playthrough, just trying to finish up some prose first.
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