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Meowgi

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Everything posted by Meowgi

  1. POOGERS.wad on Doomworld POOGERS.wad on idgames POOGERS.wad on DSDA (Pending) POOGERS is the newest, most spectacular innovation in audio/visual enchantment. This wad features astonishingly realistic high-definition 4D engines, bringing what you see around you every day into a hyper-realistic cyber-universe. The wad's soundtrack is a masterful manipulation of vibrations, intricately designed to elicit the most pure and joyful of emotions. Going to start the table off strong with a (canonically sync'ed) MAP01 run: MAP01 UV Speed in 1:55.89 - poog01-155.zip https://youtu.be/QT6iJXIaPJE
  2. Meowgi

    Junk Food 2 Demos [-complevel 9]

    MAP55 Pacifist in 0:05.26 - jf255p526.zip // https://www.youtube.com/watch?v=n8R6vy-6doI Had run this ages ago and figured its time to post it. Surely 4 is doable, right?
  3. Ode2ImpSlayer is a set of maps. Ode2ImpSlayer on heckscaper Ode2ImpSlayer on doomworld Ode2ImpSlayer on idgames Ode2ImpSlayer on dsda
  4. Meowgi

    Ode2ImpSlayer demos [complevel 9]

    MAP12 UV-Speed in 0:52.20 - ode2imp12-052.zip // https://youtu.be/6gzQNQLLjJM
  5. Post submission runs for the Bingo Event here. The competition begins at 12PM EST today, and will end on Sunday, November 19th at the same time. Additional competition info in the Bingo channel (you know where to find it). Good luck to all contestants! Posts from anyone but the following users will be ignored: Red Team (Team Captain: @mhrz) Blue Team (Team Captain: @Kinetic) Yellow Team
  6. Meowgi

    Bingo Competition 2023

    Well, that concludes the competition! Thanks to everyone for participating, and congratulations to the red team for their victory! Final score: Red: 20 Blue: 7
  7. Meowgi

    Bingo Competition 2023

    Bro legit took 5 whole minutes to think of this comeback :skull emoji:
  8. Meowgi

    Bingo Competition 2023

    48 hours in, and the mhrzenaries are sitting with a comfortable 14 tiles, threatening lines in multiple places. Meanwhile, the Doom Master Bosses have 6 tiles, but what are they cooking? One week to go, so plenty can change!
  9. My brother in Christ, all you did was copy/paste the linedefs, rotate them, and change the textures. Profane Promiseland: "Your" wad (E3M2, Rotated 180 degrees to highlight its an exact copy/paste):
  10. Meowgi

    Bingo Competition 2023

    I think the time in your text file is incorrect
  11. Post your demos for PracticeHub.wad here, created by yours truly. As much as I'd love to run this wad, I play-tested it enough for it to be considered routing practice, so won't be posting any demos. I'd love to see how far the ILs and especially MAP01 can come down though :) Make sure to use -complevel 9 MAP01 has a normal exit as well as a secret exit PracticeHub.wad (Doomworld) PracticeHub.wad (idgames) PracticeHub.wad (DSDA)
  12. "Happy Birthday Starduster" is a wad as few of us made for @Starduster's birthday, featuring 7 mainline maps (and one credits map) containing difficult fights, platforming, and some speedrunning tricks sprinkled throughout. With his blessing, we are presenting the wad to the community for others to enjoy. MAP06 has difficulty settings implemented in case UV turns out too rough, but the rest are UV only. Enjoy! Special thanks to @dashiefrickintyan for creating all of the graphics for this, including: statbar, m_doom, titlepic, interpic, help Map List: Screenshots: DOWNLOAB
  13. GOODWAD is a good MBF21 wad created by @msx2plus featuring good maps. The wad is good so the speedruns for it should also be good. Post good runs for the good of goodness sake. GOODWAD on doomworld GOODWAD on idgames GOODWAD on dsda Starting it off with a cursory look at some of the easier pacifist/uv-speed runs while I was playing DnD earlier today. Will be posting more of course: MAP03 UV-Speed in 0:04 - goodwad03-004.zip MAP04 UV-Speed in 0:11 - goodwad04-011.zip MAP07 UV-Speed in 0:08 - goodwad07-008.zip MAP17 UV-Speed in 0:12 - goodwad17-012.zip MAP18 Pacifist in 0:00 - goodwad18p000.zip MAP19 Pacifist in 0:18 - goodwad19p018.zip MAP21 Pacifist in 0:00 - goodwad21p000.zip MAP21 UV-Max in 0:03 - goodwad21m003.zip MAP23 Pacifist in 2:56 - goodwad23p256.zip
  14. Meowgi

    Miscellaneous demos (part 4)

    The Fortress (Lev 9 in the Series) (loki.wad) MAP01 Pacifist in 0:33.91 - lo01p033.zip
  15. Meowgi

    What the hell is "artificial difficulty"?

    "Artificial difficulty" is a term a player can throw around to shelter their ego when they end up failing at a map they can't seem to beat. If they simply called it "difficult", then it would imply that they are falling short of the challenge, but adding the word "artificial" makes it an external problem that is outside of their control, and implies that the map is unfair in some way. Regardless of what it actually means, this is how it's used 99 out of 100 times.
  16. Meowgi

    Big room.wad

    I liek spoder]
  17. Just so I can get an idea of maps you can beat, what maps have you beaten? Do you consider Scythe 2 too difficult? Do you consider mid-late sunlust too difficult? Do you consider something like Crumpets too difficult? Just trying to get an idea of what you can beat before I make a map and get told to nerf it because you can't beat it ;)
  18. How do you make a fun map if you can't make it challenging, have platforming, or have slaughter (For legal reasons, this statement is a joke). Sign me up tentatively I guess.
  19. 3-45 damage almost instantly is more egregious than any other damage spread in the game. While it's less likely they hit their low or high end than other monsters, I am convinced there is no instance where a shotgunner's placement makes a map better. A zombieman and shotgun shells is just better every time. Their near instant reaction time means the optimal method of play to prevent the damage is to hide behind a wall and peek shot them. While this is also true for zombiemen and chaingunners (any hitscanner, so SMMs and Viles included), the zombieman is inaccurate enough and does significantly less damage to where it isn't necessary, and the chaingunners actually end up being an interesting enemy when used right. Their longer windup time, constant refire, and smaller, but more consistent damage range makes for scenarios where they can be used to create an immediate threat while other things are happening, or prevent the player from utilizing all the space in an area until they are cleared out. SHOTGUNNERS on the other hand, are just instant fuck-yous - especially in groups. Their damage becomes so insane in multiples, that if they hit, their wide damage spread becomes EVEN MORE egregious, and they are almost always used in groups. Combined with the fact that one of the most popular tropes in this game for some unknown fucking reason is to start the player off with no armor, pistoling a shotgunner to earn their first weapon upgrade. Pistoling a shotgunner can take anywhere from 2 to 4 shots, and the shotgunner can either not shoot, shoot you and miss/low roll, or just nuke your health pool immediately, starting these maps off with such a high variance that it warrants restarting the map until the former happens. There isn't a way to fix this monstrosity of game design. The shotgunner is inherently flawed and should be removed from the game.
  20. 1. Slightly buff the pistol - either by making it fire slightly faster, always be accurate, or both. 2. The pain palette should be slightly reduced on the highest end. This means removing the highest palette entirely so that maximum damage triggers palette 8 instead of 9. 3. Remove shotgunners from the game entirely
  21. Meowgi

    Ismo's Quest

    Awesome stuff. Wasn't really sure what to expect with this, but I was glad I gave it my time. I did find a few things that may be worth fixing if you're into that. Spoilers below obviously:
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