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Found 2196 results

  1. fruity lerlups

    How To "Fix" The Spider Mastermind?

    the answer is simple.. give them bfg; Pros of BFGMasterMind; -A hitscan menace similar to the Archville where you have to break line of sight before its projectile hits something or you can take an instagib at close range, or significant hit to stack at far range. -Deadly projectile which will very certainlt instakill in most cases if youre still in line ot sight when it lands. -Cool new dance where youre weaving in and out of cover to mess up the spidermummy, trying to avoid both its projectile AND stay out of los before it hits something -BFG 1-tapping the mastermind goes from making the Mastermind seen pathetic fo being a super high execution move where you rely on great timing, infighting, etc. to get it off and theres always the risk of it 1-tapping you with its BFG -BFG's tracers landing and demolishing a horde of demons makes for awesome spectacle and cool infighting scenarios. When a mob tries to fight the spiderdemon back, theyll very likely be killed quickly. Leads to a kinda cool "its you and me doomboy" drama in every fight. -Plasma theme makes it more of a mummy to the arachnotrons. Possible cons: -Extremely deadly to the point of frustrating, the dance of tracers and projectiles might become too chaotic in certain scenarios. -Quite liable to inducing too much aggro from other demons and just having a horde waste it.. however it might just end up with it wasting all the mobs as mentioned -Might limit certain fight scenarios as it would become an infighting goddess.. but is this so bad? BFG Mastermind. Edit: also leads to a funny contrast between the archville and mastermind, archville is a LoS menace that brings back mobs to fight you, Mastermind is a LoS menace that will clear out mobs until its one on one with you. It would be interesting to possibly give it immunity to infighting? Might be a lil too crazy then, but cmon, its the final boss, let her slay.
  2. For a first map is very generous! Mix of Doom/Hexen mobs..., numerous secrets, neat level design with an impressive last area and some welcome touches of humor! For my taste there is a bit of a lack of enemies in the large areas (it would also perhaps have been necessary to close the entrance to the cemetery during the combat to prevent the player from being able to escape/fight outside!). But that doesn't affect the pleasure of playing it.
  3. baja blast rd.

    Do you enjoy it less when you try to go for UV-Max single segments?

    I never begin grinding attempts for a truly hard map without practice. I'll throw down saves at every important setup and spend 10-30 minutes (or even longer) working out a good approach for all the hard setups. I'll often spend far less time on the run than on practice. It is really important to know when a map is not easy enough that you can string together a max just from familiarity, when it is instead more of a practice map. I usually want to know all the fights well enough to survive most 80%+, maybe some as little as 50% but not many. 20-30% is bad outside of speedrunning for records, and means I should learn it better. I nearly always think of "RNG" as meaning my strategy/skill is not good enough. 99.999% of the time, hyperspecific strategies are possible that make RNG irrelevant. A good example, SWTW map02 has this bridge fight where the cyberdemon can refuse to shoot and the HK/baron mob will overwhelm you. But you can melee-bait the HKs/barons forever, which is arcane but it works. I can't remember a hard map where spectres vs. RL gave me trouble. Can work out how to herd enemies or soften up the spectre mass so that they aren't problems at the time you might face-rocket or budget resources to tank the damage or intuit where they might be based on how other enemies are moving or Prepping with saves means you can learn fights well enough to notice ideas like that.
  4. DRON12261

    Scythe Reforged - Teaser [MAP20]

    Thanks for the video. It's a shame that in gzdoom with the mod broke most of the work with lighting and monster behavior, the map for obvious reasons was made for a regular doom. Regarding cyberdemon and not only, this is a mistake Project Brutality, it has poor compatibility with such maps, as the authors did not pay proper attention to the accuracy of hitboxes and movement of mobs. Another man on my other map also had it break in a similar way. Nevertheless, I'm glad you liked it. If you are not a fan of vanilla gameplay and accurate doom ports, you can also try to play with the mod Dusted Pandemonia or Nobody Told Me About id, at least with it the map worked fine when testing on GZDoom.
  5. MAP15: Infestation by Rob Berkowitz Hot damn, that's one hell of a map. Infestetion is the biggest level of ROC so far, both in terms of enemy count (724 on UV) and its sheer size. The map cues you in with the first place you see after emerging from an elevator - a large arena that, despite holding a number of hitscanners, feels somewhat empty. It also contains an important secret with a BFG and computer area map, accessible after catching a series of switches. I don't like calling secrets "mandatory", as I'm sure someone in this very thread will prove me wrong, but really, grit your teeth through this one, having BFG early on makes Infestation easier and much more enjoyable. This is because, after blasting a corridor-blocking zombie horde, you drop down to the main setpiece of the map, where Infestation leans towards slaughter. You land in an underground tank of sorts, partially filled with lava and loaded with various monsters. BFG works great as a "get out of jail" card, but a rocket launcher is going to be your main weapon here. After clearing this out, you need to grab a pair of keys, but the fights here are either forgettable, or not good (I'm talking about the cross-shaped room, where you have to complete four cycles of killing two hell knights or arachnotrons, followed by a lowering lava-fall with imps and zombies camping by explosive barrels). The main attraction is the lava cistern, because it gets reused twice - first by a cyberdemon pair reinforced by revenant mobs, then by a cacodemon cloud. With a BFG, the fights here were the highlight of the map. The ending is a mixed bag. The stream of projectiles flying towards you from the other side of rocky cliffs is fine, but this part is way too underpopulated, so killing the enemies here feels a bit like a drag. On the other hand, the fight by the exit is another cyberdemon duo with their revenants pals, which are easy to made infight and finish off with a BFG that you should be having by now. The secret exit was obvious with an automap. Despite somewhat uneven nature, Infestation contains the best fights in the wad so far. Again, they must have been added to the Anniversary Edition, as a map this entertaining would have stuck with me. MAP31: The Mansion by Slava Pestov The Mansion is a cosy breather after MAP15: it poses little threat, instead being focused more on exploring this place. There is some charm in a lo-fi bathrooms or a simple library with a chair and a desk. The combat takes a back seat, sure, there are hitscanner crowds (like in almost every other map) and an archvile or two, but I don't find it a threat. If you want to reach MAP32, you need to find the yellow key in one of the toilets and turn left by the regular exit. MAP32: Nowhere to Hide by Rob Berkowitz The start sure looks intimidating, with several cyberdemons and slaughter-style horde, but Nowhere to Hide turned out to be a rather easy level. All you need to do is to open the outside walls, avoid monsters and kill all Keens. This opens a huge cache with ammo, megasphere and invuln, with more appearing all around the map - by now most of the enemies should kill each other, so it's just clean-up with a god mode. It's an entertaining level and fun subversion of expectations.
  6. Hello, everyone! I've been a Doom fanatic, particularly Project Brutality for many years now, so I've gotten an urge to do my part and be a part of this wonderful creative community. Two weeks ago, I've installed the latest Doom Builder and with a help of YouTube and some tutorials I've found online, I've started to work on my first map. I might've gotten carried away a bit, because i ended up with a 4 level WAD for Doom II: "Same shit, different day". Whole project was an opportunity for me to learn the basics of scripting, such as door opening, elevators, mob spawning, MAPINFO, teleports and such. WAD was created and tested using the latest GZDOOM with PB 3.0 Maps are in UDMF format. There is no music. I've used textures from Quake 2, Zoon, OTEX, and the original release of Doom. For the level pack to work smoothly, you need to run the SSDD file and the TEXTURES Q2 file simultaneously. Slade often refused to cooperate when it came to transferring textures from Quake 2, always pointing out some "missing" elements. I appreciate your interest, and have fun with my levels! Cheers! LINK: https://mega.nz/file/Mr8RFAyS#dwvQ0FlsJqS_XUq8WXQR1l4hOy6eQOSdvyN8YSD5Brk
  7. Losing... consciousness... It is done. I was ripping and tearing for nearly a full year and it is finally done. The secret maps and non-critical BD bugs could take a short hike til January: I did not want to stretch the work until my hair turns gray... Waitaminute, my beard is *already* halfway gray! :(... The only maps NOT guaranteed maxable are secret maps 40..42 (two Duke maps and one Wolfenstein map) It can be played. Done December 11, 2023: - general: this is the Inferno update, Chebskies v 1.15 -- a preliminary release candidate of EDAY 001 Gold - general found out my favorite stuffed bear was stuffed with dirty socks (in other words, gazed into the BD code under the hood. The code gazed back.) The BDv21che version required updated! Reason: fixed the CVARS script. Sorry that you have to download 80+ megabytes again because of a change that weighs less than one kilobyte, but I simply... coudn't... - general: maxability confirmed for maps 47, 24..26, 28..30, 32 (i.e. now ALL mainstream maps are maxable, with the sole exception of the old secret maps 40..42) - general: maps polished to perfection: 47, 24..26, 28..30, 32 - general: added maps 47, 24..26, 28..29, 50, 32 to the walkthrough. - general: imported music D_BUNNY from HESP. Reason: the finale after you beat the end boss is very old (dates back to HESP) but it tries playing that victory music... And fails because it is missing from both BDv21 and EDAY001. - general: changed rolloff for some sounds from default to having full volume at longer distances: dragging metal squealing; metallic door slam; stone door slam - general: new sound sequences: stone grinding ends in a splash - general: fixed errors in sound definitions (like flesh sound not working for doors) and increased lousdness of some by merciles compression - general: added a variation of mech that cannot jump (says jump jets offline). New sounds: KYSNDBZZ - general: added permafrost deaths to mummy, duke of hell, arachnorb, volcabus, ancient arachnotron. New sprites: FZDYA0, FZDYB0, FZDYC0, FZDYD0 - general: tweaked mummy's extreme death. Less meat, more bones. - general: improved the purple sphere pickup sound - general: fixed Duke of hell a bit, does not try replacing himself with a vanilla cyberdemon when vanilla monsters are on. He stays as he is because there is nothing in vanilla to replace him with. "Vanilla" itself is a stupid idea, in my (definitely opinionated) opinion. - general: increased the required version of Zandronum 3.0 to 3.1 Everything still works in 3.0, but the final boss may look a bit smaller than normal in multiplayer. - general: fixed the fountain sound to pre-existing BD water flowing sound but short distance (500). No more fountains setting the ambience for half the map! - map 01: fixed the scripted fight between marines and imps outside not working properly (by some weird reason, the marines were fighting a single empty spot while the imps were completely missing) - map 03: fixed a bug in my ATCs (advanced teleporter closets). First my upgraded version Mk II (with shape improved to guarantee thicc mobs like mancubi and arachnotrons never ever getting stuck) failed craptacularly when applied to map 24. A lot of those thicc mobs got stuck on their first try :( Truly "better is the enemy of good". I haven't noticed it before because all the maps where I used Mk II had enough space that monsters never cycle en masse waiting for a free spot. Then I looked back and realized that Mk I could malfunction in a similar manner (the tip of the main belt and the edge of the safety margin pushing two monsters in opposite directions resulting in a deadlock) it was just so improbable I never saw it happen. The requirement: the distance between that tip and the margin must be larger than the diameter (two radii) of the thicciest mob in the closet. - map 09: fixed the ATC bug - map 12: fixed the ATC bug - map 17: fixed the ATC bug (now each cyberdemon has his own ATC, special solo version for extra thicc bosses). - map 17: fixed one pillow on one bed in one building having been accidentally deleted resulting in a bedsheet-colored pillar in its place - map 18: fixed the ATC bug - map 47: retextured doorframes and elevators, got rid of DOORTRAK everywhere replacing it with GTOLDF02 and METAL10 , whichever fit better. Reason: not medieval enough. Also added chains moving with the floor to some elevators (and will do the same for other Hell maps) - map 47: applied new sound effects to all doors and elevators. - map 47: fixed one bogus secret preventing maxability - map 47: maxability confirmed - map 48: fixed the ATC bug - map 48: fixed the alt entrance potentially trapping coop players inside - map 48: hunted DOORTRAK to extinction - map 48: applied new sound effects to all doors and elevators. - map 48: changed the blue key area with some more doors for more player suffering (also removed the deaf flag from three monsters) - map 24: hunted DOORTRAK to extinction - map 24: applied new sound effects to all doors and elevators. - map 24: made the coffin trap undetectable and unnoticeable until sprung - map 24: upgraded the teleporting monster closets (all six of them!) to my advanced design with 100% reliable deployment, for guaranteed maxability. - map 24: marked one door requiring blue skull key with appropriate skull side panels - map 24: fixed one candle inside an bookcase, now a proper bookcase with a candle on its empty shelf - map 24: fixed health bonus breadcrumb row under a 3d floor bridge instead of on top of it - map 24: maxability confirmed - map 25: hunted DOORTRAK to extinction - map 25: applied new sound effects to all doors and elevators; added ambient sounds. - map 25: restored some roasting humans to non-charred variations - map 25: fixed the indestructible fireball trap counting as a monster thus ruining your kill count - map 25: fixed the revenant marching algorithm - map 25: fixed texturing errors - map 25 maxability confirmed - map 26: hunted DOORTRAK to extinction - map 26: applied new sound effects to all doors and elevators; added ambient sounds. - map 26: restored some roasting humans to non-charred variations - map 26: upgraded some railings in the cellars from *really* ancient "custom invisible bridge" things to walkable+ shootable midtex - map 26: fixed two armor bonuses stuck inside walls ruining your item count (my fault :( ) - map 26: fixed three armor bonuses under a 3d floor bridge instead of on it - map 26: fixed ceiling height of the bfg secret - map 26: maxability confirmed - map 28: hunted DOORTRAK to extinction - map 28: applied new sound effects to all doors and elevators - map 28: reworked the four-archvile surprise: now two of them teleport away when they leave their niches -- to begin a scripted march across corpse fields to meet you somewhere on the sky bridges! :D - map 28: added two health bonuses to the altar as a shmuck bait for the player to release the archviles prematurely. - map 28: reworket the lost souls trap to use my advanced teleporter closet, for guaranteed maxability. - map 28: fixed minor texturing issues - map 28: reshaped bridges in the yard where the red key niche is. Now are not ugly (were because of me fighting to resucitate dying framerate and thus adding dog-legs to the map) - map 28: added +200 MG42 ammo to the blue armor secret - map 28: partly get rid of the pre-UDMF textures with scale and rotation set from TEXTURES. - map 28: maxability confirmed - map 29: hunted DOORTRAK to extinction - map 29: applied new sound effects to all doors and elevators - map 29: improved the yellow key trap algorithm - map 29: removed one unnecessary volcabus replacing him back with a mancubus - map 29: reworked the Wham episode into actual game mechanic: mercy-killing all the tortured marines also kills the FUN archviles - map 29: doubled the number of mummies in the monster closet (replaced pinkies with them earlier this year): mummies are not pinkies, their strenth is their numbers! - map 29: marked two secrets as secrets, thus increasing their number to 5 - map 29: connected one room to another room's monster closet so that when it opens they become one. Reason: the annoying last straggler problem, normal backtracking route was bypassing the five pain elementals trap leaving those sad and unloved. - map 29: maxability confirmed - map 30: added instant death to the bottom of the abyss - map 30: fixed two armor bonuses stuck in the void thus ruining your item count - map 30: applied new sound effects to all doors and elevators - map 30: exterminated DOORTRAK everywhere outside the UAC base - map 30: added an aquarium and a secret mech bay to the UAC base - map 30: widened many passages and heightened some doors so that you can bring the mech to the central round hub area. - map 30 fixed several texturing errors - map 30: maxability confirmed - map 31: hunted DOORTRAK to extinction - map 31: applied new sound effects to all doors and elevators - map 50: hunted DOORTRAK to extinction - map 50: applied new sound effects to all doors and elevators - map 32: changed the bosses' minion spawning mechanic and the crowd composition. Reason: to reach maxability, had to make all monsters explode when the boss dies -- for which I needed to give them a TID when they spawn. BUT their spawning mechanics, turns out, were buried so deep in the hardcoded engine innards (the Doom2 boss cube) so I'd have to recreate all that jazz by hand. Too lazy, I simply made my own mechanism with gambling and loose women. My spawner cubes are monsters whom the boss spawns inside an advanced teleporter closet. They are then teleported to random spots mid-air and fall slowly to the ground. When they see the player they make a "Boo!" sound. These cubes are physical, they can be shot and perform monster spawning on death. What gets spawned is controlled via lists I composed myself. Include some really rare monsters never seen before. So as you can see, you will NEVER get telefragged again, and no monster will never pop in your face unexpectedly when you are about to shoot a rocket. They can fall on your head, though :p As a downside (or FUN, decide for yourself) I amped those lists that can now include mini-bosses when the Boss goes into his last stand mode. Ancient arachnotrons, dukes of hell, volcabi, archviles -- that sort of "fun and balanced". New sounds: KYBOCUB1, KYBOCUB3 - map 32: finally noticed and fixed a great blunder in bosses' attack patterns (inheritance was NOT working -- DECORATE classes do not behave like classes with virtual methods, ancestor's state's Goto leads to ancestor' states instead of inherited ones). As a result, ITYTD version became WEAKER and the UV version became STRONGER, and the coop version is INSANE. I have completely reorganized the code gathering every state in a single class, and key parameters are now controlled via arguments you set in the map editor. - map 32: made the boss turn literally red (performs a palette swap) when he goes into the last stand mode, emitting an unholy roar. I was unaware this was even possible until I noticed Mark-sensei's scripts for coloring dresses on mannequins in map 20. - map 32: fixed a tiny problem with the boss retaliating each time he flinches, by clearing attack cooldowns: using a minigun resulted in... him spamming a powerful attack non-stop because he was flinching non-stop. I added a cooldown to that cooldown-clearing retaliation. - map 32: fixed a blunder where you could flinch the boss before he roars, thus preventing both the roar and the health indicator from appearing (minigun again) - map 32: improved bosses' nuke launch sound - map 32: changed map geometry (more open sky, less cave ceiling) and made bosses' seeking thunderbolts die if they touch the edge of said ceiling -- e.g. they can only exist under open sky now - map 32: changed the map geometry again adding a tunnel below the southern part of the arena connecting the "horns" of the icy lake so they stop being deathtraps. Moved some ammo there. Don't get over yourself about having cover: if you hide there, what would happen? You get swarmed, the tunnel is narrow and slippery, the boss switches to spamming thunderbolts nonstop... It's a deathtrap :D - map 32: replaced the bosses' thunder attack animation. Reason: with him enlarged, his flashing upper arms remained above the upper screen edge most of the time, leaving you with no clue to the bosses' actions. New sprites via simple retouching and frankensteining: ICOT frames ABCDEFGHIKLMNOPQRSTUVWXYZ, all front only of course. The animation is still inexpressive crap but it gets the job done. - map 32: tweaked the thunderbolts appearance, mostly their death animation - map 32: fixed the bosses' fire breathing animation (ICOA frames E nnd F): I desaturated the yellow flame, to look like frost breath then added mist-like whitish overlay. - map 32: fixed the bosses' sprite clipping through the arena edges if you looked around while he was still rising. I decreased his initial scale from 10.0 to 8.0, a script enlarges his sprite slowly from 8.0 to 10.0 starting at the moment he sees you, creating also an impression of him coming closer to loom. Requires Zandronum 3.1 to work in multiplayer, see Zandronum 3.0 bug https://zandronum.com/tracker/view.php?id=3847 fixed in 3.1 - map 32: maxability confirmed
  8. MAP09: Machine Gun Etiquette by Steve Duff You know, with a name like this, I expected MAP09 to feature the chaingun and/or chaingunners more prominently. I mean, they are present here, but that's something that can be said about the majority of the maps so far. M.G.E. adopts a similiar gameplay style to the rest of Realm of Chaos so far - a linear set of corridors that sends mobs of basic monsters. There are attempts to change this, like the large outdoor area around the slime pit, but I think the best fights are at the end. First one is past the yellow door, where a ton of hitscanners appear in front of you, while the escape route gets blocked off by mancubi. Then comes the blue key trap, a mess of monster that includes Nazis. A bit surprising to see them used unironically. It's an enjoyable map, though I'm starting to notice a certain consistency with combat design so far.
  9. Hi all! DOOM's anniversary is approaching. I propose to organize a small flash mob activity. The purpose of the event is to slightly attract the attention of the fan community to the game. On December 10, in the evening, all players will launch the Steam version of the game at home to break the game’s online record, which is quite small (only 309 people). I think we can get a lot more people together without any problems. Even if there aren't too many of us, we can still set a small official record on the game's birthday. Previously, similar flash mobs dedicated to Half-Life were able to break online game records and even attract media attention. I think we can do it too. Start timing: (you can finish at any time, just don’t turn off the game on Steam) Los Angeles (PDT) - 10 AM New York (EDT) - 1 PM Sao Paolo (BRT) - 2 AM London (BST) - 6 PM Paris/Moscow (CEST) - 7 PM Istanbul (TRT) - 8 PM Tokyo (JST) - 2 PM Sydney (AEST) - 3 AM Auckland (NZST) - 5 AM We can do this! If you dont have steam version you may grab it here: https://store.steampowered.com/app/2280/DOOM_1993/
  10. Brick | 1 wad | 12 maps Adventure | 8 wads | 47 maps Lifetime | 240 wads | 1004 maps Bella (2003) by Paul Corfiatis. 12 SP maps for Doom II in ZDoom. I'm not sure about my calculations, because I know ICID and I have a different number for my total wads played with ER/IWA, but if I have it right then this wad pushed me over another milestone. It came on the heels of @pcorf releasing 2002ADO, which I really like alongside a lot his releases both new and old. It does feel a bit weird, Pcorf loves mapping for vanilla and sometimes for Boom, but this is one of his rare wads that requires ZDoom for more than just MAPINFO. It doesn't go all out mind you; no scripting, no overuse of slopes. Unfortunately Pcorf did find the stealth monster flag, and uses it for just about everything, including (especially) archviles. I admit it was the most irritating feature; getting constantly mobbed by stealth chaingunners is not what'll get me sold on the flag's existence being a good idea. The maps also like to spam cyberdemons (and I was playing on HNTR...), some are more like puzzles and require figuring out how to get past them, but others are just an exercise in BFG spam and dodging. The maps are short, with several interesting combat setpieces here and there to make them more interesting even if I don't think they're all set up very well. There's a lot of Dehacked to make variants of several enemies, including cacos that move faster and have more health, another bizarre caco variant that can land and shapeshift into a chaingunner and that explodes into lost souls like the PE. There are other oddities too, like one of the secret maps taking you back to the same map you reach it from, with everything reset since this is not a hub. All this combined with the ZDoom specials gives the wad a strange feel, it just does not play like a typical Pcorf. It does, however, absolutely look the part, lighting is beautiful, and there are some very nice looking rooms, all of it with nothing but stock graphics. It's not my favourite of Paul's wads but some of the maps are fun to play and I think it's worth a look for some of the interesting ideas.
  11. _goofyguy

    The DWmegawad Club plays: I C H I N I C H I

    MAP17 - Map UAC I really like the layout of this map. Something about the confusing paths and ability to clear out enemies you can't even access, and strafejumping to get to the blue keycard only to be jumped by an archvile at the end makes me really enjoy this map. One of my new favourites. MAP18 - Creep Forget what I said, THIS is one of my new favourites. This map goes for a very spooky dark atmosphere. It's hard to see anything, though i saw the messages written in blood very clearly. I'll admit it i got a little stuck near the start where you have to shoot the button to progress, it took a little while to find that out. The level is fun as hell. A hidden spider at the end of a long dark tunnel, desperately trying to find shadow pinkies, its all fun and games up to the final battle with a cyberdemon. MAP19 - The Big Sad Not much to say here. Lotsa monsters, some sniper mancubi. Decent, but not one of my favourites. MAP20 - C Plus cyberdemon jumpscare I love this really confusing layout. Half the time I didn't know where I was going at all, but I had a damn fun time. Nice visuals, nice final battle(s), yet another one of my new favourites. MAP21 - Brisk I think we're on a good level streak here, this one is also fantastic. You face waves of mobs by pressing the scary skull walls that reveal themselves to you with each new phase. Uses the soundtrack from the original final level of DOOM too, awesome. MAP22 - Embedded Maybe the title is because there's some infectious stuff embedded into some lab? Either way, there's a media res start thanks to a cacophany of cacodemons flying in to take you down. The rest of the level does seem to focus on teleporter ambushes and monsters invading sections you thought you had previously cleared.
  12. Yumheart

    What are your creative crutches?

    aesthetics: - brown textures & blood: always a treat to look at but I feel like I've done this a thousand times by now so I'm usually trying to shake things up - that thing many ToD maps do where the light level on a staircase goes up and down and up and down... gradient lighting in general, thinking about it. I will usually make different areas in my maps have vastly different light levels even when there's no in-world justification for that kind of contrast, it just looks cool - curves, triangles, pentagons, heptagons... all kinds of underused shapes because I'm just sooo quirky and unorthodox - placing torches or other light sources in every corner that looks slightly bland, which luckily aren't usually that many. I don't like overdetailing everything with tons of linedefs and panels, so these are a great alternative - BORDER TEXTURES I LOVE BORDER TEXTURES gameplay: - chaingunner mobs, I think chaingunners are experiencing a new wave of being overhated - pop-up ambushes: I REALLY love these. They represent precisely the kind of "lol get fucked" meanness that makes Doom for me (besides they're just handy in a pinch, even for slaughtery fights) - relatively small arena with monsters teleporting in from the perimeter: you'd be surprised how many different encounters you can rig with this simple setup just by changing up the supplies you hand out, the arena's shape & the demons (I usually go with a lot of low-tier fodder with a few heavies mixed in - Barons can be nasty in a cramped arena) - "fetch the good gun" another one that's overhated. Placing a precious item in the middle of an otherwise unwelcoming room is literally Good Game Design, folks creative crutches are a good thing, I'd argue that they contribute a large part of what people consider a mapper's style, however it is also good to break up your mapping routine and try to bring in fresh ideas. Personally I only like to map when I have some impulse or idea and only use the crutches as binding material to connect the more unique parts of whatever map I'm making
  13. Rudolph

    What are you currently reading?

    Read most of Kenichi Sonoda's Gunsmith Cats. It was... interesting? Not sure I would recommend it, however. On one hand, it feels like an improvement over something like Tsukasa Hojo's City Hunter - which has a similar premise, i.e. a gun-toting bounty hunter who fights crimes in a modern urban setting - in the sense that the protagonist here is not a "lovable" pervert and her relationship with not just her business partners but other women is a lot healthier and believable. As far as female protagonists go in mangas, they are pretty fun and memorable, and the art manages to make them look cool without sexualizing them. On the other hand, it quickly becomes apparent that the titular Gunsmith Cats are all actual teenagers, which becomes a problem when the mangaka starts drawing them naked or scantily-clad - which just feels utterly unnecessary. I came to expect gratuitous panty shots and the occasional nudity from mangas, but here the author could have easily avoided the creepiness by making his female characters to be fully-grown adults - which would have been perfectly believable, given how common it is for petite women in their 20s and even 30s to come across as much younger than they really are, especially in mangas. Plus, there is the fact that the protagonist runs a successful gun shop and comes across as highly-experienced when it comes to both shooting and driving - which is not what you would expect from someone who is only 19. And then, the mangaka decided to give the protagonist a recurring arch-nemesis in the form of a pedophile lesbian dominatrix mob boss (!) who keeps a harem of mind-controlled scantily-clad underage girls who are explicitly made to be her sex slaves and he really liked to remind the readers about it. Granted, "Riding Bean", the OAV that the manga is a spiritual continuation of, did feature a pedophile lesbian villain as well, but that part was mostly alluded to and it was definitely not depicted in a downright pornographic manner. So... yeah. Not sure I am going to keep reading after that. :S
  14. I can understand that you feel attacked by a mob and want to fight back to defend yourself. This arguing is not the way mate.
  15. jmac

    The DWmegawad Club plays: I C H I N I C H I

    I have some catching up to do. Map 9: Pinnacle Olive This map was a significant jump in difficulty, with some mean chaingunner encounters. For once, the encounters don't lend themselves well to infighting. The map is more difficult if you don't grab the berserk pack near the beginning. Lots of small crushers here, but they only posed a threat when I became impatient. Overall a decent map, but not among my favourites so far. Map 10: Ed The opening fight was pretty intense, and probably my favourite part of the map. If you don't quickly grab the invisibily sphere, you're pretty much screwed. I instinctively avoid that powerup most of the time, and that led to a quick death on my first attempt. After that, things actually become quite a bit easier, especially if you find the secrets. The visuals here felt pretty ominous, and I liked that. Map 11: Team Rocket I haven't played a lot of maps that make you almost exclusively use the rocket launcher, and I wish it was done more often. The high damage output + the high risk factor make it a fun weapon to use, and some encounters can become pretty dangerous when you have no alternatives to use. This map didn't feel as dangerous as it could've been, but I had fun with it nonetheless. Infighting is back in full force, and I got a kick out of watching the mancubus near the beginning get swarmed by an angry mob of imps. Map 12: Eetoem Googling eetoem only brings up this wad, while google insists that I must have meant to type "storm", so IDK what the name is supposed to mean. This is among my favourites so far. Maps that are nonlinear like this one are always the most fun to pick away at and replay. For the most part, it is the most difficult map of the bunch so far, although finding the BFG trivializes all of the later fights. I liked how the starting room managed to feel frantic without actually putting you in much danger, by having monsters in neighbouring rooms alerted as you move around and grab supplies.
  16. Bri0che

    Oficial nickname list for Doom monsters

    I have my own version, when I see them, I generally identify them as : Former humans = Trash mob Former sergeants = "Son of a b***" (don't ask me) Heavy Weapons Dudes = Sniper Demon = Melee Spectre = Melee/ghost Imp = Mage Cyberdemon = Boss Revenant = Skeleton/missile Cacodemon = Fly Pain elemental = "Oh no, I need to focus them" Lost Soul = skull/trash mob (like former humans) Spider master mind = Boss (like cyberdemon) Arachnotron = Spider/brain Archvile = Caster Mancubus = Flamethrower Baron of hell = red baron Hell knight = green baron
  17. LadyMistDragon

    Personal Wad Journal - Odd and Sods

    Map 31: Manufacturing Plant by Masayan Masayan deviates somewhat from his oeuvre so far (or his earlier wad Elegy for that matter) to make this large and open plant map also containing a healthy amount of outdoor rocky landscapes! There are some cool details. For instance, the furnace that hides a Supercharge One bit I really liked was the Revenant manning the console where the blue key is, almost like some kind of office worker or administrator. Things pick up nicely toward the end, and the fight at the normal exit is genuely challenging! The secret exit was quite tricky to find since one of the mechanisms that activates it isn't exactly in our field of vision. The bars also took too long to lower Amusingly enough, the story text here is the only remotely coherent and understandable one in this entire megawad. Of course, you don't know why we're headed there..... Map 32: Blood Fund Game by Toooasty Anyone who played a lot of Payday 2 in the day will recognize this setting and reinforces my suspicion Toooasty harbors a secret love for Western games. Anyways, this bank is lovingly recreated and also packs a stiff challenge, kind of like the average Thomas Moeller map from the 90s but with much less space and with enough Cacodemons that we'll be scrambling for weapons for a while. The largest challenge comes along the time we open the vault and SWAT decides to barge in and ruin our plans once and for all. I probably died a good few times here, but someone knowing when and how the monsters teleport in could get through without dying. After this, enter the vault, grab the gold, and escape through the basement, but not without having to handle an extra dose of cheapness, courtesy of 3 Arachnotrons and an Arch-vile! Probably not best for people who have patience issues. Map 16: Forlorn Defense Line by @tatsurd-cacocaco Here's a map I want to like more - there's some clear Scythe influence in the very deliberate monster placement - but suffers from having so many stand-out maps surrounding it. It's a fairly average techbase - albeit with some more advanced use of architecture than Tatsurd has displayed so far - and usage of red lights and yet one more natural cavern to create an aesthetic more Japanese than probably 31 was, but other than bits of ruthlessness and rocket launcher placement that foreknowledge would probably be preferred for, it's hard to call anything standout in particular. Well, other than spawning two Arch-viles for some ungodly reason, and that ridiculous endfight (basically a Mastermind with no cover along with an Arch-vile and at least Arachnotron. There was barely enough rockets and cells for this situation. That said, it's far from bad. I just might have been a little annoyed at the one revenant mob across from the Arch-vile plasma rifle station.
  18. Night on Doom Mountain (#2) This curved rocky stairstep fight is the hardest in the map by a good margin (assuming you're not dragging in lots of resources from elsewhere, possibly). It's to the point that it feels miscalibrated, because you can beat pretty much every other fight in the map straight-up without anything special but this one has lots of 'FDA bait' (like those perched revenants that are replaced with archviles). The key is preventing that big mob of revenants from charging up the stairs. Taking them out first won't work reliably because the cacodemons will crowd into the stairs. So you want to immediately rush up and take the 'high ground', which keeps the revenants clumped up downstairs, which ends up looking like a cheese due to how irrelevant they are for most of the fight when this is done well, but that's one of the reasons there's often little distinction between 'good strategy' and 'cheese'.
  19. Shakira — Amarillo DJ Kay Slay feat. Wu-Tang Clan, Goodie Mob, RUN DMC, The Legion, M.O.P, We Da Zone, Double X Posse, Artifacts, Outlawz, The Hoodies, Smif-N-Wessun, Onyx, Sporty Thievz, Sheek Louch, Snoop Dogg, Papoose, Bun B, Millyz, Dave East, Jim Jones, AZ, Sha Rock, Ice-T, Freeway, Maino, Nems, Royal Flush, Grandmaster Caz, Cassidy, King Flo, The Original Spindarella, Cory Gunz, KXNG Crooked, Joell Ortiz, Coke La Rock, Sauce Money, RJ Payne, Uncle Murda, Whispers, Keen Streetz, Piff Jones, Nero Ron, Large Professor, OT The Real, Paul Wall, Nino Man, Mic Geronimo, Ransom, Ms Hustle, Melle Mel, Shoota93, Rass Kass, DJ Doo Wop, Haddy Racks, Kid Carpi, Bynoe, Kool Keith, GTB King Card, B-Real, Kick Gunz, Tony Touch, Vado, Grand Puba, Axel Leon, Smooth da Hustler, Trigga tha Gambler, Slim Dyme, Big Daddy Kane, Shyheim, Oun P, Page Kennedy, Prayah, Tony Yayo, Big Noyd, Head I.C.E, E-A-Ski, Sadat X, Brillo, Daddy-O, Chi-Ali, Tragedy, Twista, Hocus 45th, Billboard Baby, China Mac, E Ness, DJ Paul, Jack Frost, Ka Flow, Majesty, Neek the Exotic, P.T Capone, O.C., Termanology, Tony Moxberg, Wais P, Talk It Trigga, ZipwittheDrip, Treach, Rah Digga, Mysonne, Jon Connor, Jae Millz, Rockness, Sky Zoo, Mikey D, Tone Trump, Locksmith, Big T, Saigon, Sha Queen, Peter Gunz, King Bless, Corporal AK, D.V. Alias Khryst, Nutso, Kevie Kev, Torae, Mickey Factz, Young Buck, 88 LO, Smooth B, King Malachi, Master Rob, Vita, Merkules, Nytro, Iron Sheikh, Bishop Lamont, Capitalist, Jade Diamonds, Sparkie D, Paula Perry, Tah Mell, Da Inphamus Amadeuz, Cortez Bodega, Superstar Floss, Innocent?, MC TNT, Tracey Lee, Aobie, Kurtis Blow, Ladi Kutz, MC Globe, Tony Sunshine, Imam Thug, Mistah F.A.B, Layzie Bone, Lazarus, NeekDaSkittz, J.R. Writer, Terror Van Poo, ItsBizkit, Dyce Payso, Klass Murda, Rayvon, Johnny Wa, Chip Fu, Iman Shumpert, J.SOS, Manolo Bandz, Kitty Gata, Trae the Truth, Don Q, T.I., KRS-One, E-40, MC Serch — Rolling 200 deep Collectif Métissé & Sexion d'Assaut & Mutine & Alizée & Amandine Bourgeois & Amaury Vassili & Amel Bent & Anggun & Anthony Kavanagh & Arnaud Ducret & Arthur & Ary Abittan & Baptiste Giabiconi & Brice Conrad & Camille Lou & Christophe Dechavanne & Claudia Tagbo & Corson & Cyril Hanouna & Damien Sargue & David Carreira & Djénéva & Dumè & Élie Semoun & Élisa Tovati & Féfé & Florence Foresti & Florent Mothe & Florent Peyre & Franck Dubosc & Frédéric Lerner & Frédéric Lopez & Gad Elmaleh & Helmut Fritz & Jean-Luc Reichmann & Jeff Panacloc & Joyce Jonathan & Judith & Keen'V & Kenza Farah & Kev Adams & La Fouine & Laurent Ruquier & Leslie & Line Renaud & Louis Delort & Louisy Joseph & Matt Pokora & Matt Houston & Mathieu Madénian & Maude & Merwan Rim & Michaël Gregorio & Michaël Youn & Mickaël Miro & Mikelangelo Loconte & Mimie Mathy & Muriel Robin & Nazim & Nicolas Canteloup & Nikos Aliagas & Nolwenn Leroy & Olympe & Pascal Obispo & Patrick Bosso & Pauline & Roberto Bellarosa & Romain Ughetto & Cauet & Shy'm & Sofia Essaïdi & Sonia Lacen & Stanislas & Stéphane Bern & Tal & Thierry Amiel & Titoff & Tony Saint Laurent & Vincent Niclo & Valentin Marceau & Vitaa & Ycare & Yoann Fréget, ... — Kiss & love
  20. LadyMistDragon

    Endless Random /idgames WAD Adventures #071

    NoMonochrome (cont) Map 03: Are You Poisoned Yet? This set is done playing around! The color theme this time around is green and it's used to show natural landscapes as well, as bright green tech complexes where the most dangerous of experiments take place, emitting an incredibly grim grey fog.. The ammo tighteness of the previous maps continues, at least until we've acquired a couple of keys. It's quite amusing to see the folks around the blue key shoot each other in their fury to get at you. It even makes for the line of hitscanners in the previous station! The focus on incidental combat is fine as comparted to the other two maps because this is a sort of constant action map. Lorenz0's use of Arch-viles must also be praised: it's largely sparing but always at some dread-inducing moments. The best part of the map is, of course, the bullet hell with the Cyberdemon in the center on the rising/falling lifts, Arachnotrons on the walkways, and an Arch-vile and Barons up some stairs where a supercharge is. Unfortunately, our health was quite low after a bit which resulted in our deaths to the secondly-last Arch-vile far too many times. At that point, we just ran past everything else to the exit when they were taken care of, being that this map took longer than we would've liked. It was really cool though! Map 04: Da Ba Dee A map of blue and gray, containing less eye-catching scenery than the last map but undoubtedly with a higher difficulty that isn't obvious right away. At first, it seems like hanging back can neutralize most of the threats but around the point we get to the catwalks with chaingunners on them, that changes and as we move forward toward the Arachnotrons, an Arch-vile emerges from the big room to the right, taxing our already limited resources. The wall Cyberdemon feels a little awkward and purposeless though. The final battle arena which remarkably doesn't raise the monster count above 200 is a tense slaughter fight with in addition to Barons, Pain Elementals, a Cyberdemon in the middle and two Arch-viles that'll probably be neutralized by the mobs before them. The following hallway proves to be very nice and suggestive. Map 05: The Point of No Return Main color scheme seems to be yellow. Doesn't seem like too much at first; just a little leap down some platforms, some incidental engagements until we reach a massive hallway with Arch-viles that exists for no other reason to make us run back and hide behind the room's columns seemingly, then finally, the diamond! That is this huge fight, mostly of Imps but with a fair dosage of Pain Elementals, probably 4 Cyberdemons and easily enough ammo for all of them! There's still some enemies after that but they aren't worth talking about. Map 06: The Life Juice For once, I found both secrets easily here, in the land of orange. Perhaps that's bad, since one of them is quite worthless. Sure, the bit not far from the beginning with the Hell Knight and Revenant mobs isn't too bad but then comes toward the end, some hitscanners enemies, a mass of Imps, an Arch-vile that underscores the map's awkwardness by the way it rushes in from the right, then some Barons and a Cyberdemon at the far end of this room. Believe it or not, the Cyberdemon lost rather handily here.
  21. Done November 07, 2023: - general: This is the Mars Maxima update, Chebskies v 1.07 - general: maxability confirmed for maps 01..06, 49, 07..10. - general: maps polished to perfection: 01..06, 49, 07..10. I am playing each map from start to finish many times and correcting any issues I could notice. Aiming to reach gold status in two or three more updates. - general: removed a deprecated junk script file that got into the PK3 somehow and was causing all sorts of problems with the editor - general: fixed several minor bugs with my maggot-removal fixes that conflicted with the mass-rehauled code after the hellfire update - general: wrote a detailed walkthrough for maps 01..06, 49, 07..10. DO NOT READ. Because spoilers. - map 01: fixed ladder texture sticking too far up in the yard - map 01: general automap prettification - map 02: general automap prettification. Made the inacessible areas not show on automap. - map 02: marked the armor bonus pile as a secret, thus increasing their number from 5 to 6, and blocked the easy access to it from beyond the blue door (marked the small door as requiring "impossible" key). Now you can only access it the hard way. - map 02: upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability. A change in gameplay: those monsters deploy still sleeping because the old hearing tunnel is gone. Also, the pattern of their deployment has changed. - map 02: changed the exit elevator to a realistic elevator with sliding doors that makes a loud ding when it arrives - map 02: changed the terrain outside the hall with exit elevator: instead of a channel with nukage floor this is an outdoors area compatible with the next map - map 03: changed the starting elevator to a realistic elevator with sliding doors, matched its texturing to the previous map. - map 03: replaced the terrain visible outside the entrance hall with a sky portal with a copy of the same terrain from the previous map, with dead imps on balconies and on the ground. Now the map transition feels like you rode that elevator 512 map units down and are now on the lower floor of the same building. - map 03: fixed a horrible sky portal blunder in the outdoors area with bridges and satellite dishes that was causing FPS drop to 14..18 making the area unplayable. When upgrading the portal to linedef-based I forgot to remove the old portal anchor things, which caused who knows how much recursion in the upper layer rendering, probably, a bazillion times over. While fixing that, moved the opposite building from the area's geometry into the top layer, which necessitated some changes to its looks. - map 03: upgraded the monster closet to my advanced design with 100% reliable deployment, for guaranteed maxability. A change in gameplay: those monsters deploy still sleeping. Also, the pattern of their deployment has changed radically. - map 04: guarded one problematic ladder, blocking monsters from touching it: they would get stuck on it as if glued, twitching helplessly. - map 05: cleaned automap from random skybox lines not hidden for some reason - map 05: restored light flickering in one place where Mark forgot to convert it from the old Boom format to the Hexen format in the ancient times (was showing in the editor as unknown sector special 12) - map 05: fixed some walls not showing on the automap - map 05: fixed some air ducts requiring pressing crouch to climb in some places, also fixed texture alignment there - map 05: added "block monsters" to the air ducts openings. I don't know *how* that frakking imp managed to get in there, but hunting the last mob for 100% kills was FUN >:( - map 06: removed the secret flag from inacessible part of the map geometry that represents the next map (forgot to, when split the map into two) - map 06: marked one door requiring blue key with blue side panels (was annoyingly unmarked) - map 06: fixed many monitors in the computer rooms not breaking properly (were emitting glass shards with a sound of breaking glass but the screen texture wasn't changing). This was a primeval EDAY bug. - map 06: updated the post-exit arena decoration to match the changes to the next map - map 49: rehauled the skybox moving most surrounding buildings to a new top layer and adding much detail to it. Much lower now, roofs visible from up on the cargo containers, and better fitting the previous maps in style. - map 07: general automap prettification; automap unification (all bridges are highlighted with "1-sided" for better visibility) - map 07: added a breadcrumb trail of armor bonuses in the only place where railroading wasn't obvious enough - map 07: added a box of shells to the starting area. Reson: map becomes impossible from a fresh start if a grenade launcher spawns instead of rocket launcher because in such case the mancubi require much more rockets to kill resulting in you RUNNING OUT OF AMMO. - map 07: fixed small HOM effect in the exit vent fan and fixed texturing inside the vent - map 07: made the cave a bit darker (was too well lit) - map 08: made the most insanely, frustratingly, unfairly obscure secret of this whole megawad a tad less impossible by making it show as a (very hard to notice) irregularity on automap - map 08: made that one prop elevator (many of us I'm sure spent lots of time trying to figure how to access) blatantly jammed, on fire and full of rubble. Because it is a decoration never intended to be usable. - map 08: improved the infighting scripts to make mosters concentrate on each other more - map 08: fixed HOM effect behind the big fans' blades - map 08: fixed one big fan's shadow being too bright - map 08: replaced one insurmountable waist-high fence with one that could be jumped over - map 08: improved light effects in the smelter hall - map 08: marked one poorly hidden invulnerability sphere as a secret thus increasing their number from 4 to 5 - map 08: replaced the second yellow key card under that crusher with a computer area map: it was meaningles, you cannot avoid the main yellow key area anyway because all return routes from the red key area pass though it. - map 08: replaced the exit door with sliding polyobject doors to match its appearance - map 08: fixed some textures in the elevator shafts - map 09: improved the soulsphere secret trigger for better reliability - map 09: made it so that the free plasma gun (without solving the secret) is only available on the easiest difficulty. - map 09: reworked lighting effect in the double corridor separated by specimen tanks. Now based on 3d floors, the wall above the lit opening is not lit, the ceiling above is dark as well. - map 09: upgraded the monster closets to my advanced design with 100% reliable deployment, for guaranteed maxability. The pattern of their deployment has changed as a result. - map 09: added sparks to the bfg secret's activation - map 09: moved the rocket launcher a little, it was sunk in that flower pot. - map 10: fixed a sub-pixel misalignment of the portal hall on the grid - map 10: upgraded the bosses' monster closet to my advanced design with 100% reliable deployment - map 10: copied the arrival hall from the next map and attached it to the portal as a sky portal. Also created a hellscape that shows in the portal when the bosses are about to appear. Shmuck bait: walk closer to examine. - map 10: reworked the portal texture into a better, flickering portal texture, red and blue colors flashing. Hope no one has epileptic seizure because of it... Just kidding: no such people could play BD anyway. - map 11: changed the portal texture to match - map 11: fixed a minor bug, two consoles had outdoor light color changing applied to them by mistake.
  22. _goofyguy

    The DWmegawad Club plays: I C H I N I C H I

    MAP03 - Foundations Fun map! Wide variety of mobs, very interesting hub design. SSG finally appears in this level, which is great, altough it is in a very out of sight spot which i suspect most people wont find. Aesthetics are reeally nice, like the original doom with a little more emphasis on lighting, which I love. MAP04 - The Archviles Archives Archvile finally appears, as a little mini boss before the final section, though he's on his own. The whole map seems to take place in some sort of mansion with a library, an office with pieces of paper that say 'kinda' on them, and a basement. Fun little level with a little puzzle involving pushing buttons and rushing over to the temporarily opened section.
  23. Geniraul

    What are you listening to?

    C-Mob feat. C. Ray, JL — The hard way
  24. Geniraul

    What are you listening to?

    DJ Kay Slay feat. Wu-Tang Clan, Goodie Mob, RUN DMC, The Legion, M.O.P, We Da Zone, Double X Posse, Artifacts, Outlawz, The Hoodies, Smif-N-Wessun, Onyx, Sporty Thievz, Sheek Louch, Snoop Dogg, Papoose, Bun B, Millyz, Dave East, Jim Jones, AZ, Sha Rock, Ice-T, Freeway, Maino, Nems, Royal Flush, Grandmaster Caz, Cassidy, King Flo, The Original Spindarella, Cory Gunz, KXNG Crooked, Joel Ortiz, Coke La Rock, Sauce Money, RJ Payne, Uncle Murda, Whispers, Keen Streetz, Piff Jones, Nero Ron, Large Professor, OT The Real, Paul Wall, Nino Man, Mic Geronimo, Ransom, Ms Hustle, Melle Mel, Shoota93, Rass Kass, DJ Doo Wop, Haddy Racks, Kid Carpi, Bynoe, Kool Keith, GTB King Card, B-Real, Kick Gunz, Tony Touch, Vado, Grand Puba, Axel Leon, Smooth da Hustler, Trigga tha Gambler, Slim Dyme, Big Daddy Kane, Shyheim, Oun P, Page Kennedy, Prayah, Tony Yayo, Big Noyd, Head I.C.E, E-A-Ski, Sadat X, Brillo, Daddy-O, Chi-Ali, Tragedy, Twista, Hocus 45th, Billboard Baby, China Mac, E Ness, DJ Paul, Jack Frost, Ka Flow, Majesty, Neek the Exotic, P.T Capone, O.C., Termanology, Tony Moxberg, Wais P, Talk It Trigga, ZipwittheDrip, Treach, Rah Digga, Mysonne, Jon Connor, Jae Millz, Rockness, Sky Zoo, Mikey D, Tone Trump, Locksmith, Big T, Saigon, Sha Queen, Peter Gunz, King Bless, Corporal AK, D.V. Alias Khryst, Nutso, Kevie Kev, Torae, Mickey Factz, Young Buck, 88 LO, Smooth B, King Malachi, Master Rob, Vita, Merkules, Nytro, Iron Sheikh, Bishop Lamont, Capitalist, Jade Diamonds, Sparkie D, Paula Perry, Tah Mell, Da Inphamus Amadeuz, Cortez Bodega, Superstar Floss, Innocent?, MC TNT, Tracey Lee, Aobie, Kurtis Blow, Ladi Kutz, MC Globe, Tony Sunshine, Imam Thug, Mistah F.A.B, Layzie Bone, Lazarus, NeekDaSkittz, J.R. Writer, Terror Van Poo, ItsBizkit, Dyce Payso, Klass Murda, Rayvon, Johnny Wa, Chip Fu, Iman Shumpert, J.SOS, Manolo Bandz, Kitty Gata, Trae the Truth, Don Q, T.I., KRS-One, E-40, MC Serch — Rolling 200 deep
  25. Geniraul

    Official Rap/Hip Hop Music Fan Thread

    It finally happened! 200 MCs on the same track! Rest in peace, DJ Kay Slay the Drama King, you will always be remembered 🙏 DJ Kay Slay feat. Wu-Tang Clan, Goodie Mob, RUN DMC, The Legion, M.O.P, We Da Zone, Double X Posse, Artifacts, Outlawz, The Hoodies, Smif-N-Wessun, Onyx, Sporty Thievz, Sheek Louch, Snoop Dogg, Papoose, Bun B, Millyz, Dave East, Jim Jones, AZ, Sha Rock, Ice-T, Freeway, Maino, Nems, Royal Flush, Grandmaster Caz, Cassidy, King Flo, The Original Spindarella, Cory Gunz, KXNG Crooked, Joel Ortiz, Coke La Rock, Sauce Money, RJ Payne, Uncle Murda, Whispers, Keen Streetz, Piff Jones, Nero Ron, Large Professor, OT The Real, Paul Wall, Nino Man, Mic Geronimo, Ransom, Ms Hustle, Melle Mel, Shoota93, Rass Kass, DJ Doo Wop, Haddy Racks, Kid Carpi, Bynoe, Kool Keith, GTB King Card, B-Real, Kick Gunz, Tony Touch, Vado, Grand Puba, Axel Leon, Smooth da Hustler, Trigga tha Gambler, Slim Dyme, Big Daddy Kane, Shyheim, Oun P, Page Kennedy, Prayah, Tony Yayo, Big Noyd, Head I.C.E, E-A-Ski, Sadat X, Brillo, Daddy-O, Chi-Ali, Tragedy, Twista, Hocus 45th, Billboard Baby, China Mac, E Ness, DJ Paul, Jack Frost, Ka Flow, Majesty, Neek the Exotic, P.T Capone, O.C., Termanology, Tony Moxberg, Wais P, Talk It Trigga, ZipwittheDrip, Treach, Rah Digga, Mysonne, Jon Connor, Jae Millz, Rockness, Sky Zoo, Mikey D, Tone Trump, Locksmith, Big T, Saigon, Sha Queen, Peter Gunz, King Bless, Corporal AK, D.V. Alias Khryst, Nutso, Kevie Kev, Torae, Mickey Factz, Young Buck, 88 LO, Smooth B, King Malachi, Master Rob, Vita, Merkules, Nytro, Iron Sheikh, Bishop Lamont, Capitalist, Jade Diamonds, Sparkie D, Paula Perry, Tah Mell, Da Inphamus Amadeuz, Cortez Bodega, Superstar Floss, Innocent?, MC TNT, Tracey Lee, Aobie, Kurtis Blow, Ladi Kutz, MC Globe, Tony Sunshine, Imam Thug, Mistah F.A.B, Layzie Bone, Lazarus, NeekDaSkittz, J.R. Writer, Terror Van Poo, ItsBizkit, Dyce Payso, Klass Murda, Rayvon, Johnny Wa, Chip Fu, Iman Shumpert, J.SOS, Manolo Bandz, Kitty Gata, Trae the Truth, Don Q, T.I., KRS-One, E-40, MC Serch — Rolling 200 deep R.I.P., Tame One of Artifacts 🙏
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