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dobu gabu maru

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About dobu gabu maru

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  1. dobu gabu maru

    Doom Streams

    Mapping stream:
  2. dobu gabu maru

    Doom Streams

    Trying to get back into Doom with Bloodline Holocaust, an atmospheric wad, that Memfis says is
  3. dobu gabu maru

    VINESAUCE DOOM MAPPING CONTEST 2.

    No problem—I feel no contention over this. Someone's map has to be last!
  4. Hey, so this could be fun: For the 90s, 00s, and 10s, can you name a single mapping trait that exemplifies the style of each decade? Just curious how many different types of answers we'll get.
  5. dobu gabu maru

    VINESAUCE DOOM MAPPING CONTEST 2.

    Thanks for keeping us updated when streams are on DMPhobos, I appreciate it. I suspect myself and some of the others have yet to see their maps because Joel looked at our file size and NOPE'd over to the smaller maps.
  6. dobu gabu maru

    The DWmegawad Club plays: Doom 404

    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? Up until the 14th, you can post up to today's date +1 (so on the 14th, you can post about map 15). You can post about map 31 on the 15th, and map 32 on the 16th. From the 17th, you can post up to today's date -1. 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 DOOM 404 (RC 1) HERE<<< Are you passionate about both short Doom maps and information technology? Well then, Doom 404 may be for you! Created by Doom vet Capellan, Doom 404 is a vanilla megawad of “short, sharp shocks”, with 404 or fewer lines per level and a theme for each map. Remember that since this mapset is still in beta, be on the lookout for bugs and errors. Maplist: Episode 1: Real Life MAP01 - “Trouble Ticket” MAP02 - “Bad Signal” MAP03 - “PEBKAC” MAP04 - “System Access” MAP05 - “Server Room” MAP06 - “Interface” Episode 2: Virtual Life MAP07 - “Firewall” MAP08 - “Random Access” MAP09 - “Hard Drive” MAP10 - “FAT32” MAP11 - “Infinite Loop” MAP12 - “Machine Code” MAP13 - “Bugged” MAP14 - “Recycle Bin” MAP15 - “Password Protected” MAP31 - “Nazi Shooter!” MAP32 - “Thule” MAP16 - “DeFrag” MAP17 - “CPU” MAP18 - “Bad Sector” MAP19 - “Crash MAP20 - “Portal” Episode 3: After Life MAP21 - “Daemon” MAP22 - “Terrorbyte” MAP23 - “Biomatrix” MAP24 - “Sintax” MAP25 - “Hexadeathimal” MAP26 - “EnCrpytion” MAP27 - “Demesne” MAP28 - “Icon” MAP29 - “Hellmaker” MAP30 - “Terminal” BONUS CONTENT Beta Testing Thread -------- OLD THREADS
  7. dobu gabu maru

    Just for fun: Subtitles for hypothetical pwad sequels

    I'm sweating just from the combination of "Panophobia" and "2" Though I'm unlikely to do it nowadays, I always wanted to do a NOVA episode/wad where any author that's made a map for NOVA 1/2/3 can contribute a map or collaborate with one another, and I'd probably name it something dumb like Super NOVA: The Big Bang. I've also played around with the idea of mashing a bunch of Going Down maps together into a single massive level and applying a devious dobu-esque twist to them, and naming it Going Up.
  8. dobu gabu maru

    The DWmegawad Club plays: Heroes' Tales

    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 HEROES’ TALES HERE<<< Hey! Here’s some limit-removing Russian maps from 2009! Nineteen maps are from four different four-hour speedmapping contests, so expect some of these maps to be short and punchy! Important! This mapset uses TNT.WAD as its IWAD base! Author & Maplist: MAP01 - “Ancient Valley” by Lainos MAP02 - “Ruins” by Shadowman MAP03 - “Aquapark” by Wraith MAP04 - “Survival” by Lainos MAP05 - “Canyon” by 3EPHOEd MAP06 - “Nemesis” by Archi MAP07 - “Colliseum” by Shadowman MAP08 - “Upper Town” by Azamael MAP09 - “Exploded City” by Archi MAP10 - “Mudrun” by Nil MAP11 - “The Source” by Shadowman MAP12 - “Boiler” by Wraith MAP13 - “Trapped” by Dragon Hunter MAP14 - “Starport” by Azamael MAP15 - “Impocalypse” by Archi MAP31 - “Secret of the Pharaoh” by Shadowman MAP32 - “UFO Crash” by Cherepoc MAP33 - “Scary Dreams” by VACion, Archi MAP16 - “Dark Cave” by Archi MAP17 - “Holes of Evil” by Memfis MAP18 - “TNT Base” by Dragon MAP19 - “Spawning Vats” by Shadowman MAP20 - “Guard Tower” by Wraith MAP21 - “Hell’s Maw” by Shadowman MAP22 - “Citadel” by Archi MAP23 - “Deuce Take It!” by 3EPHOEd MAP24 - “Blood Lake” by Dragon Hunter MAP25 - “Hell’s Atrium” by Shadowman MAP26 - “Hellsky” by Dragon MAP27 - “Onslaught” by Shadowman MAP28 - “Mount Doom” by Dragon Hunter MAP29 - “Evil Inside” by Azamael MAP30 - “Call of Cthulhu” by Watchmaker BONUS CONTENT Doomwiki DSDA Lingyan203's playthrough kmxexii's review -------- OLD THREADS
  9. dobu gabu maru

    The DWmegawad Club plays: Disjunction & Scythe X & Counterattack

    ^ That's the nightmare of working on something for so long, is that your first contributions to the project tend to look/play outdated in comparison, which requires you to go back in and edit what you've already done, or—god forbid—just make a new map. It's an awful cycle to get stuck in, especially when the maps are so large that by necessity it takes like 3-5 months to complete.
  10. dobu gabu maru

    The DWmegawad Club plays: Disjunction & Scythe X & Counterattack

    Hey folks, plz vote if you haven't (but still intend on playing), because everything is sitting at like 2/3 votes.
  11. Hey Dobu! I was wondering how can you make gifs like this?

     

    1. Show previous comments  1 more
    2. Catpho

      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

      DMPhobos

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

  12. dobu gabu maru

    REKKR - V1.15

    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!
  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. 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 Suitepee plays: Disjunction: 1 2 | Counterattack: 1 2 3 -------- OLD THREADS
  14. dobu gabu maru

    MAYhem 2018 - Orange Version!

    MAP31 is "TERNAL" by Zan-zan-zawa-veia
  15. 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
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