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About an_mutt

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    speeding Bad Dragon dildo

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  1. an_mutt

    The DWIronman League dies to: Doom 64 for Doom 2

  2. an_mutt

    Doom Streams

    Doom 64 for the Ironman League, yall
  3. Can't even be assed highlighting this, so have the VOD of an embarrassing run.
  4. an_mutt

    Personal Wads.

    eyy, hope you enjoy:
  5. an_mutt

    Doom Streams

    Ironman. Dancing with the Shaman in the pale moonlight, and so on.
  6. an_mutt

    I'm Also Looking to Play and Record Your Maps

    I have a map to volunteer if you're willing to play something length-wise approaching an hour. https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/portglacia I'm thinking of doing one last update to the /idgames archive to fix a couple issues and beef up the gameplay, so getting another person's opinion on things would be greatly appreciated!
  7. an_mutt

    Demonastery - RELEASED! (Now on idgames)

    This was a really great map, nice job! One particular highlight was the plasma rifle secret and how it let me walk around the castle exterior beforehand to get to it - I feel like teleporting in some monsters after picking up the rifle would add to the nice reward aspect of the whole bit. Y'know, a bunch of small things to blow away as a nice reward. With regards to music I just loaded up Waiting for Romero to Play and that fit really nicely for me, so I can suggest this if you're looking for something that isn't too out there in terms of a custom track.
  8. an_mutt

    why was the master/slave thread closed?

    shut the fuck up
  9. an_mutt

    Doom Streams

    Continuing Avactor, from map 04
  10. an_mutt

    Doom Streams

    I'm playing Avactor, come drop by.
  11. an_mutt

    Point of No Return / "Back Tracking" - Public Opinion

    The problem with a 'point of no return' is that it's typically never clear to the player that they're about to pass it. I feel like it's a widely understood thing in Doom that once the player reaches the end of a map, they should be able to backtrack and explore the map fully before the exit switch, and not letting the player do that can lead to a cheap feel-bad moment. At worst, they might just no-clip back into the map to get whatever goodies they might have missed. Really, I think an exit switch works well enough as a 'point of no return'. The player is exactly aware of the fact they can't go back once they press it, so I'd personally stick with using the exit lines themselves and nothing else.
  12. I love trying to make my shapes flow into each other, so have an automap where I feel like I managed it nicely:
  13. Oh! I forgot to post my run. Here you go.