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About Repugnus
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The UnMaking: a 33-map nightmare for Doom 64
Repugnus replied to Ryath (aka scwiba)'s topic in WADs & Mods
Made it up to map 07, and had the same issue @LuciferSam86 had. So far though, the maps have been very enjoyable - nice, short, and do a great job of using Doom 64's scripting to make some interesting gimmicks. Lovely work. -
The UnMaking: a 33-map nightmare for Doom 64
Repugnus replied to Ryath (aka scwiba)'s topic in WADs & Mods
Wow, I gotta give this a try, it's not too often you see a Doom 64 megawad. Strong way to kick off the new year. -
Repugnus changed their profile photo
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Rowdy Rudy II: POWERTRIP! Final Version RELEASED, now on idgames!
Repugnus replied to Doomkid's topic in WADs & Mods
I agree with @OpenRift, this was a real treat. One of my favorite releases this year. -
+Rowdy Rudy 2: POWERTRIP It's a wonderful wad.
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[NOW ON IDGAMES - v1.4] 2048 Units of /vr/ - Boom Megawad for Doom II
Repugnus replied to Repugnus's topic in WADs & Mods
2048 Units of /vr/ v1.4 is now on idgames! Once again, be sure to check the OP for a list of updates and happy speedrunning! -
[NOW ON IDGAMES - v1.4] 2048 Units of /vr/ - Boom Megawad for Doom II
Repugnus replied to Repugnus's topic in WADs & Mods
Thanks for the bug reports @Caleb13. -
[NOW ON IDGAMES - v1.4] 2048 Units of /vr/ - Boom Megawad for Doom II
Repugnus replied to Repugnus's topic in WADs & Mods
A few more bugfixes are needed, soon we'll be on v1.4. Sorry for the delay on the idgames upload-- not really sure how I want to go about packing in all the guns/brightmaps. -
Here you go. Enjoy!
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I'm more of a Burl Tumd guy myself.
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+Treasure Tech. It's just too good not to mention.
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The DWMiniwad Club Plays: Pumpkin Hell, CABIN, Tartarus, Terminal, OiTL, ChordG, and more
Repugnus replied to rd.'s topic in WADs & Mods
Terminal PrBoom+ | No Saves | UV This map does quite a nice job emulating the aesthetics of the Shores of Hell, although I would say it's slightly more difficult than any of the maps contained in that episode. Luckily you're provided with more than enough ammunition to deal with the legions of Imps you'll find wandering around. One of the most notable parts of the map is when you pick up the red skull key and the lights turn out, revealing fleshy walls behind the computer walls you just passed. The bit once you go through the red door with all the blue lights was also really cool and the sudden spike in difficulty after that was a nice surprise. I'm just glad there was no homing missiles to worry about since this is a wad for the original Doom. Thankfully, I was not killed by the crushers in the last stretch of the map. They did still feel like a middle finger from the map's author, and I was way more cautious during that last stretch than I was with any other section. Overall, it was pretty nice. Deaths: 0 Kills: 86% Items: 78% Secrets: 0% Time: 15:16 -
The DWMiniwad Club Plays: Pumpkin Hell, CABIN, Tartarus, Terminal, OiTL, ChordG, and more
Repugnus replied to rd.'s topic in WADs & Mods
You deserve a round of applause for having the patience to do that. Having to restart this level, only to die again 15 minutes in after being pushed off a cliff was just too annoying. -
The DWMiniwad Club Plays: Pumpkin Hell, CABIN, Tartarus, Terminal, OiTL, ChordG, and more
Repugnus replied to rd.'s topic in WADs & Mods
Tartarus GZDoom | No Saves | HMP I'm gonna preface this by saying that I played this first on UV, and it was pretty fun up until the fight with the Cyberdemons/Archviles for the yellow key and the final fight. Both encounters were absolute horseshit and I had to resort to savescumming just to beat the level. Died more times during that playthrough than I would care to admit. Anyways, I decided to try it again, this time on HMP and it was a lot more pleasant. That's not to say it was a walk in the park in terms of difficulty, but at least this time I didn't feel like I need to save to win. The biggest differences between difficulties were most Revenants were now replaced with Imps, most Chaingunners were replaced with Shotgunners, and the author was way more generous with items and powerups. Thank god. Too bad none of that will save you from the instant death pits, another big issue I had with this map, which was the cause of my only death on the HMP run when I was flung off the edge by an Archvile, while still under the effects of an invulnerability sphere. The visuals were definitely the best part of this map for me. The hellish, narrow cliffs reminded me of Sigil and at times I was also reminded of a lot of modern Quake maps. Also, I appreciated how the mapper reuses areas, which transform and get filled with enemies depending on where you're at progression-wise. Overall, my experience with Tartarus was frustrating at first, but once I started my second run, it got a lot better. I'd only recommend UV saveless if you're hardcore and have a lot of time on your hands. HMP Stats: Deaths: 1 Kills: 93% Items: 73% Secrets: 60% Time: 21:56