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dobu gabu maru

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Everything posted by dobu gabu maru

  1. 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 THREE IS A CROWD HERE<<< As National Novel… WAD.... Month? comes to a close, we’re going to celebrate all the brave mappers that participated by playing a fully finished Novel megawad by community member Scypek2, known for his inventive design! We’ll be playing his refined NaNoWADMo 2019 effort, Three is a Crowd, a thematic vanilla megawad that changes up the typical Doom progression in a number of different ways. Can these three “marines” fend off the evil that awaits them? Download this ebook zip file to find out! Author & Maplist: MAP01 - “Under Control” MAP02 - “Empty Handed” MAP03 - “Band Head” MAP04 - “The Mantle” MAP05 - “Murder Machine” MAP06 - “Emergence” MAP07 - “The Pinnacle” MAP08 - “Under Control Still” MAP09 - “Futile Ascent” MAP10 - “Down in the Dark” MAP11 - “Lightbringer” MAP12 - “Diode” MAP13 - “Area Zone” MAP14 - “Outpost Processing” MAP15 - “Outpost Refinery” MAP31 - “The Way Forward?” MAP32 - “Wrong Turn” MAP16 - “Risk Factor” MAP17 - “Deadlift” MAP18 - “Nowhere Fast” MAP19 - “Crossfire” MAP20 - “Rocky Road” MAP21 - “Flushed Away” MAP22 - “Treasure Hunt” MAP23 - “Quartered” MAP24 - “Dirty Dealings” MAP25 - “Perturbator” MAP26 - “Unlikely Ally” MAP27 - “Pushback” MAP28 - “Reunion” MAP29 - “Sheer Poison” MAP30 - “Extinction Burst” BONUS CONTENT Doomworld thread -------- OLD THREADS
  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 DEMONFEAR HERE<<< >>>DOWNLOAD 1000 LINES 2 HERE<<< Let’s keep this brief: Demonfear is a short, vanilla megawad made by Capellan in the mid-to-late 90s, and 1000 Lines 2 - Community Project is a short, vanilla megawad made in 2020, utilizing ukiro’s gorgeous sectors while keeping maps at or under 1000 linedefs. Fun fact: you could’ve beaten Demonfear MAP01 in the time it took you to read this. We are playing two maps per day, starting with Demonfear on the 1st and 1000 Lines 2 on the 16th. Maplist for Demonfear: 1 - Escape into Conflict MAP01 - “Wolves in the Kitchen” MAP02 - “The Colonel’s Car” MAP03 - “Gettin’ Gas” MAP04 - “Transport Nexus” MAP05 - “Communication Base” 2 - Into Darkness MAP06 - “The Ammo Dump” MAP07 - “The Wall” MAP08 - “The Hatred” MAP09 - “The Bridge” MAP10 - “The Shuttle Bay” 3 - City of Nightmares MAP11 - “Space Station” MAP12 - “Edge of the City” MAP13 - “The Underground” MAP14 - “City Hall” MAP15 - “The Proving Ground” MAP31 - “White Magick” MAP32 - “Black Magick” 4 - The Corruption MAP16 - “The Lesser Temple” MAP17 - “Chamber of Horrors” MAP18 - “The Infernal Gardens” MAP19 - “Flood of Fire” MAP20 - “The Greater Temple” 5 - Realms of Hell MAP21 - “The Gateway” MAP22 - “Unquiet Spirits” MAP23 - “Abandon Hope” MAP24 - “The Scourging” MAP25 - “Metal Hell” 6 - The Heart MAP26 - “Detour” MAP27 - “Hell’s Paradigm” MAP28 - “The Fire Pits” MAP29 - “Fortress Hades” MAP30 - “Demonfear” ---------- Author & Maplist for 1000 Lines 2: Episode 1 - Industrial Planet MAP01 - “Severed Dreams” by Liberation MAP02 - “Reprocessing” by Pegleg MAP03 - “Milliphobia” by antares031 MAP04 - “Vedauwoo” by Aquila Chrysaetos MAP05 - “Corrosion” by StormCatcher MAP06 - “Wastewater Falls” by Kairo Episode 2 - Industrial Planet - Subterrain MAP07 - “Into the Dark” by Liberation MAP08 - “Immortal Industry” by Dragon Hunter MAP09 - “Stone Steel” by Wolf McBeard MAP10 - “Subterraqueous” by Nootrac4571 MAP11 - “Deep but Not Profound” by Phobus Episode 3 - Ice Planet MAP12 - “Thirty Below” by Dreadopp MAP13 - “Zero Degrees” by Lord_Z MAP14 - “Negelida” by Worm MAP15 - “Abstract Thoughts” by DMPHobos MAP16 - “Cold Shoulder” by Breezeep MAP17 - “Snow Frontier” by Misty MAP18 - “Dour Tower” by Jimmy MAP19 - “The Crystalline Vault” by Scotty MAP20 - “The Pale Helm” by RonnieJamesDiner Episode 4 - Marble Palace Planet MAP21 - “The Gardeners of Eden” by AD_79 MAP22 - “Tuama” by Major Arlene MAP23 - “Oratory” by Walter MAP24 - “Marblelous” by Leo MAP25 - “Metamorphism” by elend MAP26 - “Heavy Gauntlet” by LowGcifer MAP27 - “THUNDERBASTARD” by an_mutt MAP28 - “The Halls of Reckoning” by Bridgeburner MAP29 - “Marble Tombstone” by Bauul MAP30 - “Eldritch” by RonnieJamesDiner Bonus Maps MAP31 - “Crimson Complex” by Dragonfly MAP32 - “Ephemeral” by Aurelius MAP33 - “Boreas” by Aquila Chrysaetos MAP34 - “Horseshoe of Death” by DJV BONUS CONTENT Demonfear MIDI pack DSDA: Demonfear | 1000 Lines 2 Kmxexii’s review: Demonfear Doomwiki: Demonfear | 1000 Lines 2 Johnsuitepee plays: Demonfear -------- OLD THREADS
  3. Howdy folks! Here is the current alpha for zekhmet. Out of the 11 songs yakfak has written, we have maps for 10 of these. The last song—on MAP01—is a map I have started but haven't finished. Here is my progress on it: I planned to finish this in the first half of the year, but I've only started mapping again last month. I don't have plans to work on my zekhmet MAP01 until my UDINO commitments are finished, which are next on the docket. Missing from zekhmet are the graphics, like the TITLEPIC, INTERPIC, CWILVs, etc. It would also be cool to have an epilogue map, but we'd also need a tune for it, which IIRC yakfak was working on at least one song last year The only other issue is that MAP02 by @Finnthemapmaker is missing textures and honestly feels like it was dumped off on us, instead of being made for the project like the other contributions. Something could be done with it, but it would need extensive editing. As it currently stands, it's the only map I wouldn't accept if I was project lead. I appreciate the willing assistance from walter, but I think we're in need of contributions, not organizing.
  4. dobu gabu maru

    Doom Pictures Thread 2020

    Finished upgrading a Merciless map! Old version on left, new on right: Old: New:
  5. dobu gabu maru

    The ULTIMATE Master WAD Guide

    A really cool collection of starter wads, though I would've opted to put BtSX front and center for the ways it focuses on both new & oldschool stuff. Still, a really handy list for anyone yearning to jump into the world of Doom mapping!
  6. Coming up with some different puzzles for Boom, and as I'm writing them down in a document I check some of my previous notes, and the only thing I wrote for one puzzle was:

     

    Life maze?

     

    What does this even mean

    1. Show previous comments  2 more
    2. dobu gabu maru

      dobu gabu maru

      I think GoS is right and I think I remember what I wanted to do for it :)

    3. Grain of Salt
    4. Grain of Salt

      Grain of Salt

      Pickup puzzles are an underrated niche. I have a couple i need to finish myself

  7. I appreciate the playthrough and write-up—you're not alone in having a negative experience whilst playing it. I typically design Ultra-Violence to be "tough" even when you know the map front to back, and this goes doubly so for Saturnine Chapel, which was made largely in part because I wanted to make a map I didn't have to "water down". I consistently hold the belief that most of my maps are at their "funnest" on HMP, offering a good challenge without beating you over the head. Saturnine, of course, is a big exception, as it's meant to be rude and claustrophobic and very punishing to the tiniest of slip-ups. Sorry to hear that the map runs slow for you. It's not the DEHACKED that's the problem, it's that the map is really large and full of linedefs, which can slow the gameplay to a crawl depending on your port & graphics card.
  8. dobu gabu maru

    The DWmegawad Club plays: Demonfear & 1000 Lines 2

    I'd appreciate it if you said what you were changing your vote from, just so I don't have to scour previous pages. Get your votes in within the next 24 hours people.
  9. dobu gabu maru

    Doom Pictures Thread 2020

    :) Been Doom-averse since wrapping up Dark Scythe back in April, but I've been trying to get back into mapping so I can at least push out at least one other thing before the year ends.
  10. dobu gabu maru

    Doom Pictures Thread 2020

    This stuff is crazy impressive, nice work. Anyway, here's some stock texture stuff I've been refining:
  11. 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 HELL REVEALED II HERE<<< Do you like Hell? Do you like sequels? Do you like revealing yourself? Well then have I got the megawad for you! 2003’s Hell Revealed II, led by Jonas Feragen, may lack the iconic Donner & Niv duo, but it has a lot of other talented authors taking up the mantle! Let’s see how the more metal successor stacks up to the original, shall we? Author & Maplist: MAP01 - “IGNITION!” by Jonas Feragen MAP02 - “High Voltage” by Jonas Feragen MAP03 - “Shackled” by Jonas Feragen MAP04 - “Reluctant Pain” by Jonas Feragen MAP05 - “Insatanity” by Jonas Feragen, Derek MacDonald MAP06 - “Revival” by Mike Watson MAP07 - “Not That Simple II” by Jonas Feragen MAP08 - “Ballistics” by Sam Woodman MAP09 - “The Siege II” by Jonas Feragen MAP10 - “Base Blaze” by Yashar Garibzadeh MAP11 - “Raw Hatred” by Mike Watson, Eric James Roberts MAP12 - “Anti Static” by Michael Reid MAP13 - “Hardcore” by Jonas Feragen MAP14 - “Metal Meltdown” by Sam Woodman MAP15 - “The Path II” by Jonas Feragen MAP31 - “The Descent II” by Mattias Berggren MAP32 - “Playground” by Jonas Feragen MAP16 - “The Chapel of Black Granite” by Sam Woodman MAP17 - “An Eye for an Eye” by Yashar Garibzadeh MAP18 - “Excess Meat” by Jonas Feragen MAP19 - “Mind Trap” by Jonas Feragen MAP20 - “Fear of the Dark” by Martin Friberg MAP21 - “Conflux” by Jonas Feragen MAP22 - “Sewer Slaughter” by Yashar Garibzadeh MAP23 - “When the Heavens Fall” by Martin Friberg MAP24 - “The Inmost Dens III” by Sam Woodman, Andy Olivera MAP25 - “The End is Nigh” by Pedro Arturo Gomez Blanco, Sam Woodman, Andy Olivera MAP26 - “Dis 2000” by Pedro Arturo Gomez Blanco MAP27 - “Resistance Remains” by Sam Woodman, Andy Olivera MAP28 - “Beyond the Sea” by Andy Olivera MAP29 - “Hell’s Cauldron” by Jonas Feragen MAP30 - “Source Control” by Jonas Feragen BONUS CONTENT Doomwiki DSDA kmxexii reviews Lingyan203's playthrough Suitepee's playthrough: 1a 1b 2 3 4 5 6 Doom Underground review Doom Travelogue: 1 2 3 -------- OLD THREADS
  12. dobu gabu maru

    The DWmegawad Club plays: Hell Revealed 2

    Kudos on the write-up Demon, you gave a very thorough and reasonable tour through your time with the map. Figured you'd enjoy the map with "wry amusement" specifically for the reason you mentioned—the map is very much a rude "know what you're doing or pay the price" kind of experience. And naturally, I wasted shotgun ammo, used all my rockets halfway through, and checked all the wrong areas before finding the SSG in the southeast. The worst was having like 16 shells to deal with the big AV/sergeant/rev hootenanny at the northwest, but like you said it's mercifully an optional part of the map. Glad to see you appreciate 15 & 32 as well; I think had I found the BFG sooner for 15 it would've been a top 3 of the set. Looks like Chrozoron is the only one that properly understood HR's design.
  13. dobu gabu maru

    The DWmegawad Club plays: Demonfear & 1000 Lines 2

    This is really cool! I like the slapdash nature of forming discussions in blogger replies, very DIY.
  14. dobu gabu maru

    The DWmegawad Club plays: Hell Revealed 2

    Me no like. While writing the rant, I was curious as to what @Demon of the Well's thoughts were on the map, as I have a nagging suspicion he'll play the contrarian and defend its rigid design.
  15. dobu gabu maru

    The DWmegawad Club plays: Hell Revealed 2

    Heyo, I swore I’d get through Hell Revealed 2 this year and I did. Incoming over 5000 words of groaning and griping: MAP03: It was serendipitous that I stopped playing HR2 before I had a chance to explore this map, because boy howdy does it reek of HR1’s most obnoxious designs. Tight corridors, constant use of the SSG, bulky monsters, AVs positioned behind monsters to rez them… it was a boring, save-spammy affair on my end, where the safest thing to do is trigger every fight and just run backwards and plink away at the bastards with a shotgun. I’m not sure how strictly loyal this map is to HR1’s design, but it evoked the same feelings for me: boredom and frustration. Go back to the style of the first 2 maps Feragen, please. MAP04: Okay, so maybe I’m starting to understand Hell Revealed 2 a little more? This is more of a bite-sized experience than the previous map but it has a lot of the same annoying, bulky monster placement and straight-up rude AV placement. If I had to hazard a guess, people aren’t keen on Feragen’s interpretation of Hell Revealed because he doesn’t provide that much space, nor does he care about how impossible some of the AVs are to hide from (seriously, 2 in the RK courtyard? Does he really expect me to, without fail, stun one in order to get away?) The only bits I liked were fighting the revs at the start and the multiple false exits into hitscan traps, but everything in between was a chore. I’m still unsure if I prefer HR1 to this or not; claustrophobic battles are more my speed, but this often straddles the line between what’s fun and what’s bullshit. MAP05: Not a bad map—very speed map-y. The dual AV fight was a little tricky and leaned heavily on RNG, but I appreciated the option of zipping past them to pick up the RL. Every other encounter is navigable, although they usually rely too heavily on camping a doorway and fighting foes one by one. MAP06: The first encounter is fairly enjoyable—it punishes you for retreating and that first 10 second burst where you have to carve out a hole from a wall of imps is fun. The next two encounters were not enjoyable—the sergeants + barons is just a brief RNG check until you can circle strafe the barons, and the caco/PE encounter is garbage if you go into it with the SSG like me. Everything else was trivial. Avoid cyb, rocket a handful of revs, find the blue key behind an unmarked wall (really?!), rocket toothless AVs and their imp horde… and done. I think maybe I enjoyed this more than the last three maps, but it still wavered between “okay” and “boring”. MAP07: Whould’ve thunk that the map I would enjoy the most thus far would be a fairly uninteresting Dead Simple map? The start and the following arachnatron fight aren’t that difficult but it’s a lot of fun navigating the chaotic battlefield, and the presence of the cyb allows for plenty of enjoyable infighting skirmishes. What’s nice too is a wealth of weapons and ammo are thrown your way, ensuring that you don’t get bogged down in some boring SSG-related gameplay. The hunt for the keys is a bit… anticlimactic, especially considering that the player has a BFG in tow, but the start of the map is strong enough that I can forgive its aimless ending. It’s kind of funny that in thin-hallways Feragen chucks half a dozen AVs at the player, but here in this modestly-sized slaughterfest map he’s content to just hole one up in a house it can’t escape from. MAP08: “Ballistics” huh? Guess the title wasn’t really lying. You’re practically tripping over ammo every square inch of this symmetrical outpost, which honestly feels a little silly. Luckily that means that you can blast away at your enemies without a concern for your munitions, which makes the map fairly fun since the difficulty is dictated by your pace and how badly you want to optimize BFG shots. Health is on the strange side—two soulspheres with a megasphere shortly after you pick up your first soulsphere—but I never felt like I was dying to cheap chaingunner traps or getting face-slapped in close quarters by some nobles. Honestly, this isn’t great, but I’ll gladly play more maps like these than Feragen’s worst. MAP09: A decent gimmick map. The start of the map requires no effort once you realize to rocket the imps, but surviving the square fortress is a surprisingly bitter struggle, even with 4 megaspheres to soften the rev rocket blows. The PEs are the nastiest part of the map since they ensure you can’t just run laps around the perimeter forever, and I think the length of time for the map was about right. I would’ve liked some indicator of how close the exit was to raching the ground, but the map was fine even without that. Even though I could see “The Siege” conceptually in this sequel, I think this map illustrates pretty well the sharp division between HR1 & 2 thus far. Whereas HR1 gave you scads of enemies to push through at your own leisure, HR2 prefers to trap you in tight spaces with them and prioritize nimble movements and quick play. Both can be fairly punishing when they want to be, but HR1 does this by squirreling away valuable weapons while HR2 just sandwiches you between a baron and a chaingunner when you’re at 20% health. The two aren’t synonymous design choices though; their only similarity is that they’re both mean. MAP10: Bit of a weird one, this. Feels too short to be believable, has an absurdly nasty rev brawl, then kinda meanders about until it decides to end. The rev trap felt ripped right from Feragen’s playbook (including the repeated bars of METAL) while everything else was just kind of… there. Was fun slipping past the cyber, even though I got blown up a couple times. MAP11: I think the arachnatron & AV fight near the start is good in theory, it’s just that finding the space to push out into the courtyard is a bit of a boring nightmare, especially if you opted not to conserve ammo by punching the revs like I did. Mastermind fight is absurd (just stand there and shoot, hoping to god she doesn’t perforate you) and the big noble horde backed by AVs is the last good fight on the map. Not bad, but I’ll probably forget about it in a week. MAP12: Now, this one is fairly interesting. A slow, somewhat modest start leads into some of the most tense and frustrating combat encounters in the megawad thus far (though maybe MAP03 was worse). In this giant open area filled with boxy buildings and floating bridges, Reid chucks about a dozen or more archviles at the player, backed by a cabal of hellish baddies. The spacious freedom granted to the player becomes a ball and chain as they search for cover from the AVs, and without the BFG you have to get lucky with lining up your rockets, all while watching the corridor to make sure revs aren’t sneaking up behind you. I liked how fierce and challenging the map was (though I wouldn’t dare play it without saves), but I think the map needed 1 or 2 blue armors to be palatable. As is, it basically wants you to do most of the fighting flawlessly, which… just isn’t happening with this amount of archviles in these wide open emerald fields. Admittedly though, it’s probably the map most loyal to the spirit of Hell Revealed. MAP13: Another enjoyable map, even if it is really grindy at points. I think the appeal of a hectic start like this is just trying to figure out what to do and where to go, more than the thrill of combat itself. Once you get the BFG it’s pretty smooth sailing to the exit, even with AVs popping up to ruin your fun. One of the weirdest things about playing an old set like this is that it just has absolutely no idea how to end a map either. I mean, Imps Feragen? Really? You think I’m going to die with 600 cell in my backpack to an army of little brown boys? At least this map and the previous one have been properly scratching that Hell Revealed itch, even if they are middling slaughtermaps nowadays. MAP14: A map brought down by a lot of boring symmetry. I think the cyber dominating the bridge makes for an interesting puzzle (waste shells on him slowly or continue to slip by him) and the main arena with the 4 cybs provides the player with some dangerous duels with the cybernetic overlords. However the symmetry kind of reduces the map to a grind after you’ve done with one side, and the map doesn’t have a nastier trick up its sleeve than the bridge cyber. Could be a fun one to speedrun or max or something, but as it stands I only like it because the METAL fortress is a nice change of pace from HR2’s ubiquitous brown. MAP15: We’ve finally run into our “Last Look at Eden” map of the set, known for the “shit gets real” threshold. "The Path II" is a much better Hell Revealed homage than “The Siege II” or even “Hardcore” are, largely due to the fact that it gets a lot of mileage out of its monster-blocked pathway and AV guard towers. I died a ton on this map—a problem exacerbated by the fact that I didn’t find the BFG until after all the monsters were dead and I was trying to find the darn yellow key (stupid elevator). The map exhibits much smarter design than most of Feragen’s claustrophobic levels, but there are a couple curious cases of monster block lines, combined with some really bulky boss monsters that were a chore to whittle down with the SSG. I think it makes sense for the starting cyb to block you from progressing, but the two masterminds were just wastes of time in comparison. It’s a solid level overall, only brought down with the bland visual theme repeated from the original map. MAP31: This map, on the other hand, is how you don’t do an homage. The original “Descent” is like a 1/5 experience, and this map mistakenly follows in suit, having a long, dull elevator ride where you can camp the spawn point and chill out for 3 minutes. The rest of the map is densely packed with baddies but extremely aimless, going on and on and on until Berggren spontaneously decides to just stop mapping. The most unique thing about it is an absolutely dreadful quadruple cyberdemon fight, where you either waste 10 minutes safely SSGing them, spam the BFG in the hopes that the cybs don’t get in a lucky shot, or find the secret invul and flat out win. It’s a poor map with no real identity of its own. MAP32: Hey, now THIS is a map! Rather than just recreating “Mostly Harmful”, Feragen gives us this massive, symmetrical map of pain and suffering. It’s a brutal slog that’s difficult thanks to the same thing that made MAP15 difficult: mass archvile guardtowers. But here, every one of the outside platforms gets an archvile, so it’s a mad dash around the arena, awash in golden flames. What made the map even more unforgiving is that I didn’t realize simply stepping on the platforms triggers a wave of enemies to emerge from their hidey-holes, which was especially troublesome since I hadn’t cleared out the AV platforms. The map was pretty brutal in spite of its simplicity and symmetry, largely because I couldn’t figure out how to get any of the megaspheres, meaning I had to do a significant portion of it flawlessly. I’m usually pretty grumpy when I’m not given enough health in a map, so this treaded that line very recklessly—I think had Feragen thrown a mass of hitscanners at the player, I would’ve called the lack of health complete garbage. As it stands, the lack of health is only kinda-garbagey; luckily you’re never short on munitions so you can do a lot of fighting from a distance. This was a really tough map that carves out its own niche in the Hell Revealed history, which is something the set has been surprisingly lacking. Good work. (Oh, and as per usual, Feragen has no goddamn clue how to do any ending fight. I mean, arachnatron cubbies after getting all the keys? Really? What, 100 archviles at the start is okay but adding in 5 more would be too much?) MAP16: I guess it’s just Sam Woodman’s gimmick that he leaves shotgun boxes everywhere for no apparent reason. Didn’t mind this map—felt like it was shuffling you quickly along from encounter to encounter, and though most were of the close-encounters kind, it didn’t have that sharp Feragen edge that makes you want to pull your hair out. I was honestly pretty impressed with the HK room near the start, since if you wanted to conserve rockets you had to dance in between the pillars to avoid getting crowded by them. Key progression is extremely nonsensical (pick up blue key, open blue door to raise blue bars, which lets you access a switch that… let’s you raise blue bars, then get red key???). The map serves as a nice cool down after the last three slaughtery maps, so it’s alright in my book. Having the end encounter where you just fight a bunch of pinkies is pretty dumb... which is par for the course. MAP17: A map that uses so many archvile traps that you more or less expect it around every corner and after every switch. I remember back when I started playing Doom wads I absolutely loathed fighting AVs without a semblance of cover, but I’ve slowly adapted to it. Had I clung to the old hatred, I likely would’ve written a sternly worded letter to Garibzadeh upon exiting the map. Now, I’m just glad the player gets a cache of rockets and the BFG to isolate any major threats. I like this more than a lot of the other maps, partially because it’s difficult without feeling like you need to memorize everything, and partially because it’s a visually decent level, thanks to a lot of METAL plastered everywhere. Maybe a top 10? Top 5? MAP18: I think a weird thing about this set is that the difficulty is all over the place. Whereas, as far as I remember, Hell Revealed was mostly split pre-Last Look and post-Last Look, Hell Revealed 2 just has spikes of difficulty here and there (MAP03, MAP12, MAP15) with all the maps in between being… not that bad. This is one of the “not that bad” maps, so long as you take it slowly and grab the rockets on top of the second teleport’s ledge. Most enemies you can blast from afar, AVs can be BFG’d into mulch, and the traps are almost predictable (oh wow a long hallway with a switch at the end, I’m sure nothing will happen here). Could be I’ve just gotten used to HR2. Either way, an okay map that felt like it couldn’t hide the fact it was 4 separate scraps taped together. Best part about it was the big invul-rocket jamboree at the start—now that’s unique. MAP19: Well now, this is one of the most, if not the most fleshed out map in the set. A big reason for that is that it takes place in one location that you get to know fairly well, rather than just being a room to room to room affair like the last three maps. Another HR gimmick rears its ugly head here: mandatory secret weapons for pistol start. I had to IDDT to see where I needed to go since the secret wall is unmarked and the only way forward was through a wall of hell knights. The map smoothed out after that, especially after all the berserk AV duels, although it retained Feragen’s ferocious attitude throughout (ie AVs without cover and mass revs here and there). The central bridge was really ingenious and worked well—I appreciated how much work must’ve gone into the map pathing—but a nagging feeling I got was that I wasn’t playing a true Hell Revealed map. Remove 60% of the monster spam and you have something that could fit in Requiem, or Alien Vendetta maybe. Still, not a bad map… it’s just that the more I think about it, I guess Donner really must’ve been inimitable. MAP20: Now this map on the other hand… this is a bad map. It’s a hubspoke design where every wing is just linear hallways packed with monsters. Most are low tier foes so you can chew threw them quickly, but boy howdy is it just a slog. I feel like something the Hell Revealed 2 authors don’t understand is that Hell Revealed wasn’t just packs of monsters thrown into a small space. There was a setting and scale to many of the maps, something that made you feel like you were attacking an outpost that you were woefully under-prepared to take. This map is just a generic techbase replete with hitscanners. The dark lighting is pretty clever—it makes fighting the two cyberdemons exciting—but it doesn’t make up for the fact that I was ready for it to be over after the first minute. MAP21: That big outdoor area where the cyber warps in is pretty neat the first time you come upon it—it kinda shows how rare unsymmetrical arenas are in the megawad. This map’s combat mostly consisted of “stand back and shoot things.” There’s a bunch of useless pinkies, dull revenant cleaning before the YK door, and a big noble battle at the end that’s completely toothless since the cyber infights with them and you’re out of AV fire range. The surprise warp back into the arena was pretty dangerous, but the solution quickly becomes “go and exit the map”. A better map than a lot of Feragen’s E1 output, but pretty mild by the set’s standards. MAP22: I think Garibzadeh is probably the most aesthetically-minded mapper out of the set, but a rising pupil of the Hell Revealed school he is not. At first I thought this was going to turn into a “Cyberpunk” homage, what with the sewer starting point and all, but nope! It’s just a sewers map… a sewers map with a lot of backtracking and needless clutter of enemies… specifically chaingunners. I don’t know why mappers are so hellbent on using them when all they do reduce the gameplay down to corner-camp-fests, like in that room with the chaingunners behind cages. Speaking of, what was up with that archvile trap? That thing was a nightmare, especially if you let the AVs outside start rezzing chaingunners. Rest of the map was somewhat tame in comparison (as long as you watch your back), with the manc & baron fight probably being the most well balanced and exciting. I’m glad there was a lot of ammo, but the repeated backtracking along with the often bizarre monster placement (oh no a lone cyb guarding the exit, oooo spooky!) makes this another map in HR2’s ever-expanding “eh, skip it” catalogue. MAP23: What a boring map. It starts off hinting at a massive battle just over the horizon, and then reveals a mass of pinkies for you to chew through like a burnt steak. The only two fights that were mildly interesting out of the twenty minute grind-a-thon were the quad AVs and the battle for the red key—the latter of which I’d say is actually a fairly decent encounter, if a touch too RNG focused. I don’t have much more to say other than this is a good example of why people often have the misconception that all slaughter maps are is uninteresting and brainless. MAP24: Don’t even know where to begin with this one. The biggest compliment I can offer is that it is definitely in the vein of the first Hell Revealed. And by that I mean that it hides mandatory weapons, is mercilessly grindy, low on texture variation, and prefers SSG combat from start to finish. The hidden SSG didn’t bother me all that much because I’ve just come to expect typing in IDDT when the path forward becomes clogged with mancubus meat. One of the other reasons this was giving me strong HR vibes is that it’s not hard in a vicious, merciless way, but it will absolutely punish you for trying to cut corners or dozing off while holding down the shoot button. I guess I have a love/hate relationship with it: I was groaning almost the entire time while playing it, but it’s left a strong impression on me, which is what I wanted from the set. It’s unsympathetically obnoxious, but so was all of Donner’s stuff, so… good work? I guess? I still wish the cyber fight had some cell. And that there weren’t so many chaingunner & AV outposts. And that the northeast section didn't take 100 years to clean up. And that you didn’t need to fight all those dumb cacos to just open the YK door. Y’know, maybe I don’t like this map… MAP25: The first half of this map is probably what I would consider to be the most “enjoyable” part of the set, purely from the standpoint of empowering the player. There’s no real struggle for weapons, ammunition, or health—you’re given everything you need and a wall of demons to use it on. The brakes hit hard once you jump through the teleporter and find yourself back in hallway-land, where AVs rule and Doomguys drool. There’s more than enough ammo to take care of all the enemies here, it’s largely left up to you not to blow yourself up with the rocket launcher. The exit fight is another BFG snoozer, so I’d say the map is half good, half bad. Ironically the half good part wasn’t very “Hell Revealed”-y, which may have been for the best. Someone definitely needs to talk to Woodman about his ammo-hoarding tendencies. MAP26: I foolishly ran through half of the map expecting the SSG to pop up before I decided to check this very thread to see peoples’ responses and yup… I missed a secret SSG. In my defense there was a lot of infighting potential going on here that you could instigate unlike MAP24 and its walls of meat. Unfortunately, this map throws sporadic walls of meat at you so you’ll have to take it slowly, or in my case, 15 minutes to escape with the first key. Missing out on that single weapon has negatively colored my experience of the map, but by all measures it’s probably one of the best in E3. It has a series of wide, open spaces where you can dance around your foes and leave them alive to fight others, but doing that means risking more stray mancubus fireballs than you might like. It kind of works, but only because grinding away with the SG is such a dull and menial task when there’s no immediate threat that playing the speedrun-infighting game is simple the more fun option. Not too shabby; secret SSGs are probably the worst holdover from HR1, block monster lines included. MAP27: “Resistance is Futile” makes a return here, in a pretty literal fashion—the first half of the map is just “Resistance is Futile” shrunk down with some variation on monster placement. That’s okay, but like with MAP31, I’ve already played a map like this before—so riffing on its chords doesn’t make me think what’s being done here is massively unique or a clever subversion. It’s just the map remixed… but somehow worse? Instead of allowing the player to open up the quadrants one by one for a big monster brawl, the layout is now hubspoke, and unbelievably grindy. Grind through hell knights. Then imps and arachs. Then through specters. There’s a lot of archviles to spice things up but they become a hornet trapped in your underbritches by the end, warping in behind you or coming out of a gate in a mass flood. I can see why some people might like the map, but the lack of originality and the constant AV harassment just made me roll my eyes. I think what makes this inferior to the original for me is just that most of the threats are directly ahead of you at all times, and the player can’t really strafe around to promote infighting like in MAP26. The start of the map is quite enjoyable, but after that I feel like you can only play it safe, which definitely made it boring. Add to the fact that it has some weird, nonsensical progression in the western wing, and I’ll take “Resistance is Futile” over it any day of the weak. MAP28: Fuck this fucking putrid ratshit of a map, what the fuck is wrong with Olivera? Why would you make a map like this? It has a scant ~30 rockets, no cell, no BFG, and the SSG is nestled away deep into the map. And if those weren’t bad enough, AVs are thrown in as if they’re low tier units. I shit you not the AVs rezzed more than 120 enemies during my playthrough and there was no way in hell I was going to try and plink them all to death with a shotgun. The salt in the wound to all of this is that its progression is constantly winding and obscure, forcing you to sniff around for small changes after every single switch you hit. Then you have the AVs on top of the chaingunner pedestals, and the stupidly high stairs you can barely shoot up, and the dumbass amount of mancubii behind the northern doorway, and a lackluster “finale” where you just mindlessly wait to clear out a tower of cacos before hitting the switch that lowers the exit. What a dumb fucking map made for scatophiles; it makes MAP24 from Requiem look brilliant in comparison. MAP29: Unlike MAP25, this is an experience that stays fairly good throughout, taking the crown as the most enjoyable map in the set. It does feature a lot of “fight monsters directly ahead of you”, but there’s usually one side of the area that’ll drop you into lava, so you always have to be conscious of where you’re moving. Plus there’s a constant stream of munitions handed to the player that isn’t doled out in a comical fashion a la Woodman’s style, so each fight has you thinking about positioning and where to restock, even when you’re simply rocketing a wall of meat. There’s a part of me that thinks maybe it went on a bit too long, but almost every section of the map had its own flavor and challenges, and for ONCE Feragen throws the player a proper finale. It’s still not a tough finale—you basically circle strafe each of Dante’s rings until everything on it is dead—but it’s miles better than most of the endings in the set. A surprisingly good map overall! MAP30: Y’know, I think this is a decent IoS map. The start may grow a bit repetitive but it builds up a lot of tension, and fighting the fabled Icon of Sin (Machine of Sin?) is an exhilarating, one minute rush where you try and collect the three keys & kill the cyber as fast as possible. The map isn’t deep or clever, but I’d play it again any day over HR’s old MAP30. -------- Overall, the most enduring aspect of Hell Revealed 2 is that it remains an anomaly that makes one wonder what exactly a Hell Revealed sequel should look like. In my opinion, this was not it; I don’t know what this was. It thinks it’s Hell Revealed—and at certain times it certainly plays like it—but there’s a scope and weight that HR had which is missing here. The qualities you can look to and go “aha! Hell Revealed!” are just straight-up ripped from the original game, whether it’s “The Path” or “Resistance is Futile” or “The Descent” or “Dead Progressive”. Meanwhile iconic maps like “City in the Clouds” and “Post Mortem” are curiously left out from a megawad that has no qualms about stealing layouts from its predecessor. Like, if you’re just going to remake a bunch of HR maps, how could you include “The Descent” of all things but not “Post Mortem”?! Perhaps even worse than that is that every map that isn’t a twist on an HR original is just a meandering, claustrophobic, spiteful experience that’s evocative of the first episode of Hell Revealed, aka the junk maps. Clumps of enemies crowd doorways, combat is almost always directly ahead of you, the texture scheme is bog-standard, and AVs are used like they’re going out of style. The root of this issue is that Feragen et al are no Donner, and proved that they either didn’t understand what made his maps click, or were unable to replicate it. After HR’s E1, Donner starts creating these elaborate landscapes that feel memorable and different from one another. I leave HR2 likely remembering only a handful of maps, one of which is the worst 2000’s map I’ve probably ever played. To be honest, I think Hell Revealed 2 was just trapped in a lose-lose situation when it came to appeasing me: I was disappointed by the wad whenever it wasn’t loyal to Hell Revealed’s designs, and then when it very rarely was, I was vexed by it because I dislike the original Hell Revealed! I respect the source material for laying the foundation for future slaughtermegawads to come, but whenever Hell Revealed 2 “successfully” imitated it (like with MAP24), my only thought was “this is interesting, but it isn’t fun to play”. I went into HR2 curious to see how the slaughter formula has been further evolved, delighted by the first two maps in the set before my curiosity ground to a halt. As I pushed forward, I realized there was very little here for me to enjoy. The enjoyable stuff was still good—Feragen is definitely a decent mapper—but it wasn’t good enough to rightfully earn the “Hell Revealed” moniker. I rated the original HR a 2/5, and despite my never-ending gripes, this wad would probably earn the same rating, but for slightly different reasons. Namely, the maps are generally less aggravating on the whole, but they’re also less memorable. Both sets are outclassed not only be contemporaries but also Plutonia, so I don't really feel like their shortcomings are deserving of leeway for being products of their time. Perhaps the most eye-opening experience from playing this is that… I guess I like the first Hell Revealed more??? Or I don’t hate it as much as I thought I did. Or maybe I like the idea of it, while also never wanting to play it again. Who knows. I doubt Hell Revealed 2 will have the same effect on me in any case. Favorites: MAP32, MAP02, MAP29 Least Favorites: MAP28, MAP23, MAP31 Maps most accurate to the non-E1 portion of Hell Revealed: MAP12, MAP32, MAP24
  16. dobu gabu maru

    Devils Pass, my 5 map first try at mapping!

    Played all 5 maps. It's a pretty cool set. You avoid a lot of linear, straight-ahead battling and experiment around with each map. That's definitely the highlight—you're not afraid to try ambitious gimmicks/fights/puzzles, which keeps the set from feeling like something I've played 100 times before. The library puzzle in MAP02 was the highlight for me, though that doesn't come as a surprise since I love classic Doom puzzles. My biggest critique I have to offer is to work on texture theming and lighting. Your first map is very good at this, sending the player through darkened tunnels to pick up goodies, and when they emerge outside you try your hand at shadow casting here and there. The second map's theme is all well and good, but overtly brown due to all the PAN textures and flat lighting. Third map is decent for what it is (also very unconventional to have a non-berserk melee map!) but those last two maps are offensively gaudy, switching to clashing textures at random intervals. The start of MAP05 has the best example of what I mean here. Besides that, I'd suggest to work on aligning textures more (lots of misalignments everywhere) and to try and make secrets a bit more obvious, as I found only like... 3? The secret stuff is more subjective, but almost no one likes or defends unaligned textures. You definitely show a lot of promise, especially with some of your more creative decisions, like the "choose 1 of 2 goodies" mechanic. I also don't know if he's played it or plans to, but @Suitepee should absolutely check out this set for a playtesting stream.
  17. dobu gabu maru

    The DWmegawad Club plays: MAYhem 2020

    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 MAYHEM 2020 HERE<<< Could it be? A MAYhem released in the year it was started? Praise be to Obsidian! Doomworld’s annual MAYhem 31-day mapping-fest this year focuses on a scant 20 sectors decorated with some nifty textures from Doom’s alpha and beta! If that sentence sounds like nonsense to you, don’t worry—it just means that even though the maps were hard to make, they’re guaranteed* to be fun! Author & Maplist: MAP01 - “Wet My Appetite” by Dragonfly MAP02 - “Nukaged-Powered Clastrocomputer” by Redead-ITA MAP03 - “Bubble Home Bunker” by DynamiteKaitorn MAP04 - “Deep Focus” by The_SloVinator MAP05 - “Wastewater Plant” by DavidN MAP06 - “Return to Pain Manor” by Arno MAP07 - “Heavy Lifting” by Arctangent MAP08 - “Edge of Twilight” by Revenant MAP09 - “Get Up; Don’t Stop” by Phobus MAP10 - “Daybreak Station” by TheV1perK1ller MAP11 - “Toxic Waltz” by Blinds1ght MAP12 - “The Running of the Bulls” by Bauul MAP13 - “Hole in the Net” by Worm318 MAP14 - “Dens at Night” by Zergeant MAP15 - “Urban War” by RonnieJamesDiner MAP31 - “Kukui” by Galileo31dos01 MAP32 - “Cemetery Lapdanse” by Impie MAP16 - “Silent Starlight” by Dac MAP17 - “Lab Rat” by Wydoomer MAP18 - “Spire in the Cascade of Glimmers” by Obsidian MAP19 - “The Three Towers” by * Mary * MAP20 - “Stealth Mode” by Steve88 MAP21 - “Enter the First” by A2Rob MAP22 - “A Touch of Evil” by Scorpius MAP23 - “Solitude Denied” by Horus MAP24 - “Otsegolectric” by 4MaTC MAP25 - “Monolith” by Natural Tvventy MAP26 - “Sea of Blood” by sajbear666 MAP27 - “Nepal Bird Massacre” by Danlex MAP28 - “The Scar” by Xaser MAP29 - “Halo of Flies” by Aurelius MAP30 - “Fleshipice” by Kapanyo MAP33: “The Desert Base” by Walter Confalonieri MAP34: “Wild Terror at Vacation Station” by Impie MAP35: “Mystery Mayham” by Hawns Braks MAP36: “Field Trip” by Joe-Ilya MAP37: “Cokey-Nuts” by Impie MAP38: “Panopticon” by Solmyr MAP39: “The Most Sadistic” by SergeiRocks100 MAP40: “Tei Tenga’s Core” by Gerardo194 MAP41: “Current Issues” by Snikle MAP42: “Re-Refueling Base” by 4MaTC MAP43: “Sleeping Giants” by Argent Agent MAP44: “=D” by Obsidian MAP45: “Circus Charlie” by 4MaTC MAP46: “Complexe Militaro-Industriel” by Roofi MAP47: “Coffee Break Torture Porn” by Nine Inch Heels MAP48: “Subterfuge” by Obsidian BONUS CONTENT TBA -------- OLD THREADS * guarantee not guaranteed
  18. dobu gabu maru

    The DWmegawad Club plays: MAYhem 2020

    I'll pair it with 1K2 like AD suggested. Rather than play 1 map of each, we'll probably just do 2 maps of a megawad until it's finished, then 2 maps of the other. I feel like folks have been asking for Demonfear since the mid 2010s
  19. dobu gabu maru

    An old map collab with 40oz

    Ahhhh 2014 dobu strikes again! Thanks for playing.
  20. dobu gabu maru

    An old map collab with 40oz

    I've trashed an ancient project that I messaged a few users about back in 2014 (lol) and the only map I actually got around to finishing was one with 40oz. The idea of the project is that other mappers would speedmap a layout, and I would pretty up the area and add monsters/items/etc. Seeing as 40's been gone for a while and I've never really known what to do with the map, I'm just going to dump it off here. It's a short limit-removing map that's very early-dobu, so expect claustrophobic nastiness. Map title is "Pious Simplicity", midi is "Protodojo" by the ever-illustrious Jimmy. UV-only. Download here.
  21. 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 1000 LINES HERE<<< You might be surprised at how much can be done with 1000 linedefs in a Doom map. Created by Liberation, 1000 Lines Community Project is a 2019 vanilla compatible megawad where each map contains upward of 1000 separate “walls” in them, and not an iota more. To some that might seem like a lot—E1M1 has 486 lines—but mapping nowadays tends to favor extravagance and details, even in vanilla projects—the first map of BtSX has 6055 lines! So let’s see what kind of megawad can come out of a modern community with some very modest limitations! Author & Maplist: MAP01 - “Ebb” by Lord_Z MAP02 - “Flow” by Dreadopp MAP03 - “Town Square” by Liberation MAP04 - “The Stormdrain” by Bauul MAP05 - “Demolition Zone” by Garbage MAP06 - “On the Block” by SiMpLeToNiUm MAP07 - “Ground Beneath” by Aquila Chrysaetos MAP08 - “Gateway” by NaZa MAP09 - “Steep Drain” by Breezeep MAP10 - “Type A” by Nootrac4571 MAP11 - “Arch Enemy” by Bridgeburner MAP12 - “Ambrosia” by Major Arlene MAP13 - “Gotcha Now!” by Liberation MAP14 - “Fortress of Catamarca” by DJV MAP15 - “The nest” by Pcorf MAP31 - “Among the Stars” by Aquila Chrysaetos MAP32 - “Rocket for My Valentine” by Katio MAP16 - “Virulent Well” by AD_79 MAP17 - “Boiling Blood” by Worm MAP18 - “Beyond Life” by Aquila Chrysaetos MAP19 - “Caconic Leftovers” by General Rainbow Bacon MAP20 - “Last Journey Through Pain” by Breezeep, AD_79, SiMpLeToNiUm MAP21 - “Intergalactic Delivery” by walter confetti MAP22 - “Phase Center” by Pegleg MAP23 - “Restricted Sector” by DMPhobos MAP24 - “Nukage Utilizer” by Riderr3 MAP25 - “Deltas and Ladders” by Pooh MAP26 - “Hydrotech” by Liberation MAP27 - “Moonstrikers Outpost” by Antares031 MAP28 - “Drown in Slime” by Chaingunner MAP29 - “Water Refining Facility” by Stormcatcher MAP30 - “Sinner’s Redemption” by Alter MAP33 - “Untitled” by Aquila Chrysaetos MAP34 - “Bad Treatment” by Liberation BONUS CONTENT TBA -------- OLD THREADS
  22. dobu gabu maru

    The DWmegawad Club plays: MAYhem 2020

    Before anyone asks, no, I have no idea how you're supposed to play 16 bonus maps and/or whether or not they'd fit fine alongside the main set. I figure if you wanted to talk about them, posting about any/all of them after the 30th is A-OK.
  23. dobu gabu maru

    The DWmegawad Club plays: 1000 Lines Community Project

    New thread is up: MAYhem 2020
  24. dobu gabu maru

    Ultimate Doom In Name Only - Limit removing project

    I have Magnusblitz's E3M7 draft but haven't touched it since we had last traded messages. Including his scraps, this is the MS Paint outline I came up with: Aiming for a smaller map as a breather between E3M6 & E3M8, but "smaller" always means at least like a 10 minute playtime for me :P I'll try to prioritize it in the coming weeks. Also important to note that @Peanut needs to update his E4M7, and it'd be great if we got a TITLEPIC, INTERPIC, M_DOOM, etc.
  25. dobu gabu maru

    The DWmegawad Club plays: Akeldama

    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 AKELDAMA HERE<<< Do you ever find yourself longing for the vanilla megawads of yore? Wondering where the modern day Möller and Johnsen are? Well look no further than one Michael Jan Krizik, aka valkiriforce, lead of this cool 2020 vanilla megawad Akeldama! Together with a team of experienced mappers, valkiriforce delivers a wad that harkens back to the halcyon days of fresh new doom textures and hip new music! As the definitive icon of the ‘90s used to say, “Sssssmokin’!” Author & Maplist: MAP01 - “The Generator” by vakiriforce, waverider MAP02 - “Knights of Ilasac” by Philnemba MAP03 - “Renegades” by ZaBigBoss, valkiriforce MAP04 - “Chillwell” by dt_ MAP05 - “Bunker Hill” by DerFurer’sFace MAP06 - “Insurrection” by Gothic MAP07 - “Carnage Facility” by valkiriforce MAP08 - “Arctic Compound” by Diego ‘DJV’ Villarroel, valkiriforce MAP09 - “Winter Stronghold” by The Mysterious Moustachio MAP10 - “Hangar Facility” by valkiriforce, The Mysterious Moustachio MAP11 - “The Glacier Base” by waverider MAP12 - “Urban Strike” by complexDoomer, valkiriforce MAP13 - “Toxic Disgust” by Juza MAP14 - “Darkness Beneath” by Chaingunner MAP15 - “Breaching the Source” by gaspe MAP31 - “Make Believe” by valkiriforce, DerFurer’sFace, joepallai, gaspe MAP32 - “Operation Pump and Dump” by Doomkid, valkiriforce MAP16 - “Aqueduct Fortress” by valkiriforce MAP17 - “Blood Covenant” by antares031 MAP18 - “Mortar” by wolfmcbeard, Khorus MAP19 - “Death March” by Pegleg MAP20 - “The Devil’s Triangle” by Juza, valkiriforce MAP21 - “Disaster County” by valkiriforce MAP22 - “Dark Sacrifices” by Paul977 MAP23 - “Chimera” by valkiriforce MAP24 - “Alexandria’s Library” by Diego ‘DJV’ Villarroel MAP25 - “Opulence” by joepallai MAP26 - “Duskbound” by Breezeep MAP27 - “Bitter Waters” by valkiriforce MAP28 - “Climbing Blood Mountain” by Khorus MAP29 - “Boglach” by pcorf MAP30 - “Mind of Enmity” by valkiriforce BONUS CONTENT Doomwiki -------- OLD THREADS
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