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Pacifist Paradise Secret Santa (ppss.wad) is a 34-map Boom-compatible "Christmas wad" that is decidedly not Christmas themed. The concept was to post preferences for the kinds of maps you like to play, then mappers were assigned to map for one another based on those preferences. Then we did a secret santa "unboxing" where mappers got to see their recipient play their map and also play the map made for them. All maps were made in a two-week timeframe, and map styles range from "Relaxing Exploration" to "Chill slaughter" to "the utterly deranged and/or puzzles that make you utterly deranged". Merry Christmas! The entire mapping and wad creation process was held in the Pacifist Paradise Discord Server, which I have a link to somewhere around here... Recommended port: DSDA-Doom complevel 9 Screenshots: Maplist: Special thanks to: @Kinetic, who came up with the idea @Ravendesk, who managed all things resources @dashiefrickintyan for the custom INTERPIC @Peccatum Mihzamiz for the ENDOOM BOWNLOAT: Pacifist Paradise Secret Santa on idgames39 points
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[RC5] EVITERNITY II - RC5 Released!
Heretic926 and 26 others reacted to Peccatum Mihzamiz for a topic
The only true test of a wad's popularity:27 points -
Share Your Sprites!
Gothic and 22 others reacted to Sonik.o.fan for a topic
23 points -
Recently I participated in the Pacifist Paradise Secret Santa, a community project that involves mappers mapping in someone else's style at random. I was asked to map in the style of Dubium for the project, although he quickly dropped out I had a rather large chunk of map done for him in his style, and since I'd rather not let this map go to waste, I finished it anyway. What resulted from it was a rather frantic map, I think our two styles had rather explosive chemistry as this has the highest monster count out of any map I've made, a firm 700 on the dot, but I think it's pretty fun. Merry Christmas @Dubium, and I hope you enjoy :) Note: This comes with two wads, ppss_unused.wad and ppss_lockon.wad, if you'd like to play this map as a standalone map, please load ppss_unused.wad alone, however, through lock-on technology if you want to play through all of Pacifist Paradise Secret Santa and this map in the middle of it, please load ppss_lockon.wad on top of ppss.wad. You can find it on the episode select menu, or continuously, you'll be warped to MAP35 (Dubious Temple) in between MAP04 and MAP05. Thought I'd just explain that quirk. Either way, enjoy! PACIFIST PARADISE SECRET SANTA RELEASE: IDGAMES LINK: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/ppss_dt IMPORTANT NOTE: I just noticed an oversight with the textures so that ppss_lockon removes all of ppss' textures, please download a new version of the wad, sorry 🙏14 points
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It lives! JAMAL JONES is an action-packin', body-stackin', demon-smackin' pack of three 22-map megawads, developed by a grand roster of Doom-loving contestants in honor of the 20 years we've spent with our resident deathmatch aficionado, blue sky lover, community project factory, and Zappa disciple, @Doomkid! After the contest wrapped up and everyone went home, the megawads spent a long while languishing in a semi-finished state. Some people wondered if Jamal would ever see an updated, closer-to-final release - if he would ever take that crucial next step on the path to the idgames promised land. But that was then. And this is now! With express permission from the 'Kid, I've teamed up with a fellow JJ trilogy alum - the testing powerhouse and mapping up-and-comer @Mark Bloom - to clean these megawads up and get them released for real! After just a couple short and wild months, the first episode of the trilogy is just about complete. Mark and I have gathered up all the bug reports we could find, and we went through the episode three whole times with a fine-toothed comb, catching and curing any snags we found along the way. We would have liked to have the whole trilogy ready to post all at once, but it's Christmas, and you guys deserve a gift for your patience. So for now, enjoy Episode 1: In Judgment of Evil, with a mile-long list of adjustments and fixes that make the wad 100% vanilla compatible or your money back! DOWNLOAD PRE-FINAL RELEASE 1 of EPISODE 1: IN JUDGMENT OF EVIL Featuring the following maps: e1m1 - To The Site - by @Rykz e1m2 - Running Down - by @Vladguy e1m3 - Dark Secrets - by @Earnesttrout e1m4 - Initialisation - by @Astronomical e1m5 - Shopping Spree - by @Majipantsu e1m6 - Pollution Plant - by @Glikkzy e1m7 - Packin' Heat - by @evil_scientist e1m8 - Wheel of Misfortune - by @Origamyde e1m9 - Smells Like Cordite - by @Sneezy McGlassFace e1m10 - Base of Consequences - by @Doomkid e1m11 - The Escapist - by @valkiriforce e1m12 - Toxic Factory - by @big smoke e1m13 - Damned Dam - by @Jacek Nowak (jacnowak) e1m14 - Derelict Row - by @Origamyde e1m15 - Sinister Sludge - by @Weird Sandwich e1m16 - Corporate Secret - by @Sectorslayer e1m17 - Sewage City - by @Blue Phoenix e1m18 - Vile Streets - @Anonymous Space Marine e1m19 - Inner City Evil - @Peccatum Mihzamiz e1m20 - Warhevil - @Michael Jensen e1m31 - Forlorn Fantasy - @Goat-Avenger e1m32 - UAC Muffin Research Kitchen - @Big Ol Billy As for episodes 2 and 3, don't fret - they're well on their way! They have already undergone one thorough pass of testing each, and episode 2 is over 75% of the way through its second pass. When they're done, this thread will be updated with downloads for them! If you encounter any issues while playing this wad, please post about them in the thread so we can get them fixed up. In the meantime, Merry Christmas and happy hunting! "It's about damn time!"13 points
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what are you working on? I wanna see your wads.
Armolitskiy and 12 others reacted to Matt Eldrydge for a topic
Finished up the yellow key area for my map just now. Tried incorporating a bit more Sunder in this one, even if it's (mostly) a platforming section!13 points -
Share Your Sprites!
Martin Howe and 11 others reacted to Lina for a topic
12 points -
what are you working on? I wanna see your wads.
DevilMyEyes and 8 others reacted to Arrowhead for a topic
Frantik DM 3: MAP04: INCINERATION STATION Finally finished that layout w/ the massive 4-floor tower! :)9 points -
PUSS XXXIV: Naughty & Nice (Dev Thread)
Blexor and 8 others reacted to Death Bear for a topic
Here's Public Beta. It appears to work overall as intended. Only have UMAPINFO for DSDA set up (No MAPINFO yet). I have a few small odds and ends to still deal with, but most of the work is done. Thanks for everyone who partied with me these last few days! Here is the maplist: (There are no secret maps and currently no intent to include them.) Also, here's my playthrough of the entire first episode. There's a few misalignments and missing textures, but its mostly good to go, I think. Please watch the video and attend...and as always, if I missed something (update, music, etc.) please lmk. I've currently played through MAP18. MAP08 may or may not be beatable atm. Merry Doommas, everyone! Also, the Pineapple Under the Sea Speedmapping Series is officially on hiatus from upcoming events as we clear our backlog and prepare for our next several events. We're not going anywhere, we've just got a lot of work to do!9 points -
what are you working on? I wanna see your wads.
Not Jabba and 8 others reacted to Chris Hansen for a topic
Trying something a bit more polished and realistic with a stronger narrative approach. Also a strong emphasis on lighting, color combos and plenty of doomcute - not all of it pictured because surprises or something.9 points -
what are you working on? I wanna see your wads.
Armolitskiy and 7 others reacted to Somniac for a topic
Nocturnal missions...8 points -
[insert witty remark here, that is appropriately supportive of others and faux self-depricating enough to get upvotes while being generally uplifting of the project and the other mappers and project leads] Fuck yeah! @Emperor S P O O N's map might be the first map ever gifted to me and I could not have wished for something better! Like many mappers, they took my wishes and spent uncounted hours slaving over the perfect realization. It's a megawad of unexpectedly high quality that by all rights should not be able to exist but does. A testament to good vibes and bonkers mapping skills!8 points
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I would definitely recommend playing some parts of the wad with -complevel 17.7 points
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PUSS XXXII: D-30 (Dev thread) (Event Released)
Steve88 and 6 others reacted to DemoGorgonZola for a topic
Episodes 4-7 finished... Playtesting notes: Playthrough vids:7 points -
thoughts on The Doom Awards™
SirPootis and 6 others reacted to TheMisterCat for a topic
Ah, Kevansevans, you truly bless us with your magnificent display of arrogance and contempt. Your scathing review of the illustrious wad Bepis Bandits has left us in stitches, as we marvel at the sheer audacity of your words. How fortunate we are to witness such a masterclass in criticism, as you dissect the very essence of Bepis Bandits with unparalleled wit and sophistication. Your insights are like a beacon of enlightenment, guiding us through the treacherous landscape of game evaluation. We eagerly await your next masterpiece of critique, for you, dear Kevansevans, are the unsung hero of satirical disapproval. Your discerning eye has brought forth a most intriguing perspective on the masterpiece that is Bepis Bandits. Your assertion of the wad's purported lackluster quality and questionable texture choices is nothing short of a symphony of skepticism. One cannot help but marvel at the avant-garde brilliance of the pixelated tapestry that graces the corridors of Bepis Bandits. Each texture, carefully chosen, seems to sing a silent ballad of creativity, weaving a narrative that transcends the mundane confines of conventional aesthetics. And let us not forget your keen observations on monster placement! Your astute analysis has cast a spotlight on what some may deem chaotic encounters, but we, the enlightened enthusiasts of Bepis Bandits, view as a choreographed ballet of chaos and mayhem. The cacophony of demonic adversaries, strategically positioned to challenge even the most seasoned players, is a testament to the thoughtful and deliberate design choices that elevate this wad to unparalleled heights. In the grand tapestry of gaming criticism, your dissenting voice serves as a delightful counterpoint, a whimsical dance of disagreement that adds flavor to the discourse. We eagerly anticipate your future explorations into the vast realm of interactive entertainment, for your discernment is a beacon that guides us through the labyrinth of subjective taste. Bravo once again, dear Kevansevans, bravo!7 points -
[RC5] EVITERNITY II - RC5 Released!
BedrockCastle and 6 others reacted to ukiro for a topic
Eviternity II is not meant to be run alongside other mods, whereas brutal doom and most weapons mods work with lots of different levels. If you want to add another mod to Eviternity II and it’s not working correctly, bring it up with the author(s) of that other mod. I can’t promise you they will adapt either, but please don’t ask the hand to fit the glove.7 points -
[Release] Broadsword Jim Saves Christmas
Broadsword Jim and 5 others reacted to Jimmy for a topic
Santa Claus is back, and he's even more deranged than ever. Merry Shitmas, ya filthy animals! To commemorate the holiday season, and to celebrate the tireless work of my next-of-kin, here is another new single map for GZDoom, done for @Baratus's birthday using their and Skelegant's custom weapons mod Broadsword Jim, a modifier that puts you in the metallic, armored shoes of Jim, a sword-headed wielder of both medieval and modern weaponry. While vacationing in Hyper-Siberia, he suddenly finds himself on a mission to stop Santa from blowing up the world, and to save Christmas from a very unfestive fate. What's that? You've never played Broadsword Jim before? Go sort that out!!! ----- Download "BroadXmas" (21.4MB): GZDoom 4.11.0+ required. Only tested in this port/build. Dropbox Mirror This map requires Broadsword Jim 3.4 (which is included in the ZIP) to be loaded alongside it. Load order is: gzdoom.exe -file baBroadswordJim_v343.wad BroadXmas.pk3 Software renderer NOT supported - hardware renderer REQUIRED. Dynamic lights encouraged but not required. Please load lights.pk3 as well if you wish to use them. ----- Name: Broadsword Jim Saves Christmas Map Format: UDMF Ports Tested: GZDoom 4.11.0 only. IWAD: doom2.wad Maps: MAP01 Music: See credits Gameplay: Single-play only Difficulty Settings: None Multiplayer Placement: None Build Time: 12 days, give or take Textures: Adventures of Square textures (plus edits) Requirements: Jumping, crouching, freelook Screenshots: ----- FAQs: Q: Why'd you make Santa evil?? A: This map is in a few ways a spiritual successor to the "Merry Shitmas!" map I made for TurboCharged Arcade: The Sequel Episode, in which you also kill Santa because reasons. Some inspiration has also been taken from Winter's Fury, both in terms of the wintery Doom bestiary, and of how I present the story in this map. Q: Why all the pop-up messages and cutscenes? A: As with my previous releases Saint Alfonzo's Darkbase and Gloombase, this map features an objectives system (which is optional to view) and cutscenes (which are skippable). Autosaves are also provided at key junctures. Q: I'm not used to the weapons! A: Not technically a question, but: hit F1 to read the help screens - they tell you how the weapon set works. Remember that each weapon has an altfire, and portable items are provided, too. And in case you run out of ammo, your sword-head is your best friend, and is actually incredibly powerful. There are also some secret weapons to find. Q: Why use Adventures of Square textures, but include stock Doom monsters? A: Because the cartoony textures fit the weaponset's equally cartoony looks well, imo. We're in Jim's world, not necessarily in the Doom universe! Q: Does the above mean we're gonna be seeing Adventures of Square E3 soon??? A: lol no6 points -
Who's your favourite poker player?
Garlichead and 5 others reacted to TheMagicMushroomMan for a topic
Ron Jeremy.6 points -
Getting ahead of any future discourse, I had a chat with Pecca in private and we're on amicable terms, so there's no need to stick up for me. I apologize to the E1 mappers for having put out versions of your levels that you didn't necessarily approve of expressly - the wad hasn't been submitted to idgames, so I feel the need to stress that you are all very much encouraged to request alterations or reversions to anything Mark or I have done with your levels! We'll make it so. With this in mind, I intend to contact the E2 and E3 mappers ahead of those wads' releases, and let them test out their maps first. (The ones who are still active on Doomworld, anyway, which is a lot less of them than you'd think.)6 points
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6 points
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Doom Pictures Thread 2023
Luisinho and 4 others reacted to NeilForshaw for a topic
I've now managed to include the resource pack into my level building timelapse of a level I did for PUSS XXXIII. I'm happy how it turned out :) I'm working on a new much bigger map which will have plenty more saves so I'll be curious to see how that turns out. Map is in this thread here.5 points -
"Sorry, Cammy, I appreciate your work on this project, but some things are just impossible to salvage." - Celestin "Curious map. I had fun playing it." - Azure_Horror "Yeah this gimmick pretty much results in a pretty awful experience and without basically removing the map entirely and starting again, there isn't many ways of salvaging this." - cannonball "What starts off as a super gimmicky, slow map slowly becomes my favorite endeavor from Berkowitz. Why? It had great gameplay." - dobu gabu maru "I'm conflicted between the weird design decisions, the unnecessary red and blue key that just punishes the player if they don't have any form of proper equipment, but I won't tell i didn't kind of enjoyed the map." - Cutman999 "Map26: Aside from the fact that I don't like the map at all, no issues found." - Michael Jensen "This one is ideally matched to my skillset and, on pistol start, delivers tense, exciting gameplay every time. Great ammo/health balance." - Steve Duff "Fuck my uncle, this one was utter shit." - BaronOfStuff "So overall I'd say this is something that's worth replaying, and to me that's what matters in a megawad, replayability. The best map overall would be MAP26, followed by MAP23." - NuMetalManiak "I've got to differ with some of the positive appraisals this one received...I'm afraid I found it to be rather dire. Apart from being extremely dull to look at and explore, gameplay doesn't pan out very well (or very much), either." - Demon of the Well "Well, I actually gave out some half-assed scores this time. So, divvying it up by author: Rob Berkowitz - Best Map: MAP26 Above and Below" - Magnusblitz Above and Below is the most divisive map I've ever seen in Doom and it's not even close. There isn't even an IWAD map that matches it. Sure, I could have reworked it, made it more palatable to the general audience and ditch the current gimmick, but then where would all this great discussion be? More than any other level in the megawad, Above and Below is boldly, defiantly itself. I love it so, so much for that. :D5 points
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I decided to jump on this late. The cacowards as usual cause me to play some Doom, and this seemed like a good wad to play. I won't have a lot of time so I'll be saving, but still trying to go for 100% kills unless it's not possible or worth it. I'll also do an appropriate amount of secret hunting, but I'll probably just look in the editor if I can't find them after a reasonable amount of searching. The idea here is to have fun, not to try to prove anything. I never played the original, except I did play the first level or two at one point to check it out. I probably like old 90s wads more than a lot of people, so let's see how this goes. I'm using DSDA-Doom 0.27.5 cl 2. I'm using pistol starts on UV. I'm also using RC2 of the wad, since I started late. These will be pretty brief, due to lack of time. MAP01 - Oh, new sprites and colors! I don't remember this from the original, but looking in the zip shows a separate wad for them. It's possible I just forgot. (Later: Oh, it seems Cammy drastically increased the number of recolored sprites. I didn't know this until I went reading this thread.) This map started out a bit boring, but after I grabbed the red key things became more fun. I found a secret berserk early on, but I don't know what triggered it exactly. Forming the pentagram at the end was fun. Pretty easy map, as expected. MAP02 - Found the first secret almost immediately, and then promptly died to the hell knight duo. I did a much better job of avoiding them the second time, and was able to kill them leaving the goodies untouched. Had some fun punching some demons, but then started getting stuck on the geometry. Nearly died trying to punch out a hell knight, since I'm no decino. But another berserk pack erased my mistakes. Ended up having to raise bridges at the end just like the last map, but this time we get a simple cross rather than a pentagram. Another easy map for the most part, although that first secret surprised me. MAP03 - The hot start is forgiven due to the early SSG. I had the baron duo half dead before I found the crusher switch just in time to keep me from getting bored. My first encounter with a mancubus started out with him shooting me through a wall. I'll never stop hating that bug. Ran into a few cacodemons and decided to go secret hunting while they meandered over to SSG range. Immediately found the soulsphere in the initial room. I had seen it earlier but didn't bother to look for it. Left the mud pit and my three cacodemons were right there waiting for me to end their suffering. Making my way to the red key room found me triggering a pretty exciting trap with monsters coming in from all over. I had plenty of shells to deal with it. Killing the two hell knights at the end was a bit annoying. I went back to find the last secret. I could tell there was something behind the slimefall since bullets wouldn't show up when shooting it, but it still took me a bit to find the cleverly hidden switch. Still a pretty easy map, but more exciting than the previous two. MAP04 - Well that's a spicy start. I run around letting things begin infighting, and then hit the switch to add to the chaos. It works out, and many of the monsters just kill each other. The arachnotrons in the next room proved too much for my lackadaisical attitude, and so I got to start the map over again. The second time went much as the first, but this time I found the secret with the plasma rifle. I didn't let the spider get me the next time. The level turned into a zombie slaughter with the chaingun for a bit, which was satisfying. The red key trap was easily dispatched. Unfortunately, after clearing the caco-cloud and exploring a bit more, the auto-aim turned out to be my worst enemy as a rocket went into a wall. I didn't bother trying to restart from the beginning this time. Clearing the caco-cloud the second time didn't work out well for me, but I did survive, though barely. Eventually I made my way to lift that dropped me behind some arch-viles. I noped out of there and went to go grab the megasphere I had seen before. Going back, I cleared out the room. It's a good thing I didn't come in the other way... MAP05 - This is a fun, high intensity map with a explosive start. If you manage to survive the initial company of shotgunners, you'll get your health back in the next room. Surviving can be tricky though. The rest of the map is a fun romp, with a fun difficulty level that didn't feel particularly challenging but didn't bore me either. This map makes use of a multi-floor elevator, which in some maps annoys me but was used well here. Somehow I managed to find all of the secrets without having to actually hunt for them. Note: I didn't find the initial fight in this map to be a problem. I just started by getting on the left side of the room near the barrels and using them to blow a hole through the company. Most of them die to just that. You still take some damage, but it really isn't that bad. MAP06 - This is a fun map with a bunch of secrets. Half of the monsters are hidden in an optional secret fight, and I had a blast looking for all of the secrets and then unlocking that fight. The fight itself is a great reward for all of the time it took to find it, although it is pretty easy. This was probably my favorite secret hunt that I've been on in a long while. I didn't die at all, and for the vast majority of the map I didn't even feel threatened, so it was pretty easy. I didn't get bored though. MAP07 - This map goes by pretty quick despite the monster count. It's a bit meaner than the previous levels. I ended up giving up trying to find the secrets, they are very well hidden and I could only find one on my own. One particular door was afflicted by HOM, and in general this level didn't seem as polished as the previous ones. At least it's not yet another dead simple clone. MAP08 - This is a simple tricks and traps homage with some really fun and tricky fights. For some reason the arch-vile really gave me a lot of trouble, while the cyberdemon and mastermind tussle didn't. I ended up finding all of the secrets pretty easily too. Also, what's with a single imp being alerted in another room when you start the map? I noticed it when I started the level to listen to the music at one point. MAP09 - As much as this level has some cool looking rooms, it doesn't really seem to fit together very well. There's definitely no ammo shortage here either... you have so much ammo you can pretty well just use whichever weapon you prefer. With how the map is named I was expecting something more chaingun focused. It has some rocking music though, and a few mean traps. At the end I thought the map design was going to cut me out of exploring for more secrets, but there is a helpful window you can just squeeze through. The arrow in the nukage border pointing at one of the secrets was funny. I can't say I liked the out of service teleporter in the nukage though... MAP10 - This is by far the shortest map so far. The start was pretty intense, and the pinky trap with the berserk was hard. I barely survived the pinkies because I got really unlucky with punch damage, but I made it through thanks to the secret soulsphere. Overall I enjoyed this first ten maps quite a bit, despite some of the 90s jank. The music really elevates this wad, so far I keep going back to listen to some of the tracks while I read this thread!5 points
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5 points
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How to Use XDRE (Video Guide)
Dogmachine and 4 others reacted to RockyGaming4725 for a topic
Welcome! I'm aware of the existing guide well written by @almostmatt1. It deserves to be linked here even if it is a bit older because it does cover some things this guide does not. This guide simply goes over navigation of the main window, and helps you build a demo (Doom II Map 01, no monsters) from scratch using XDRE. While the momentum preservation trick (also known as a door trick) is covered, it's important to note that this guide does not go over: Brute force usage Every keybind/command (such as transposing commands) How to perform/brute force tricks, such as wallruns, wobbles (.000000 tricks), glides, lineskips, etc. Optimization strategies such as smooth turning around corners or approaches to switches/doors In-depth technical explanations of engine gimmicks What this guide does go over: How to navigate XDRE (move forward, move backward, jump backward/forward) How to load demos, iwads, pwads How to edit inputs How to create new/empty tics What every box and number in the main window means How to edit a demo header How to perform a momentum preservation trick How to save a demo Some other little tips and things I highly recommend reading the Doom Movement Bible written by @Linguica for highly in-depth explanations to some of the tricks listed above. It is a bit old now, and many TAS exclusive tricks still remain hidden in the dark when it comes to explanations or even general exposure. Before watching the guide, I recommend reading the section below. It provides some background information on XDRE, TASing, Doom terms, etc. by answering some questions I think might get asked. Feel free to jump around and skip things. Oh, I need to include this here too. CHEATING Using XDRE to create a demo and pass it off as genuine is cheating. Don't do it. That can range from getting an exit switch press just a tad bit earlier to adding a few empty tics on the intermission screen. --> ANY EDITING OF A DEMO USING XDRE MAKES IT INVALID FOR NON-TAS SUBMISSION TO DSDA. <-- Using XDRE to edit a demo instantly makes it a TAS. No matter how small the edit is. Do not use XDRE to cheat. You'll get caught too. Warning: Teenage voice present Watch the guide here - I'm going to leave this post for a bit and might not check it for a while. Typos? Grammar? Pft...5 points -
thoughts on The Doom Awards™
SirPootis and 4 others reacted to kevansevans for a topic
I'm afraid I don't like Bepis Bandits, and I have taken the unfortunate task of tasking ChatGPT of writing a scathing review of this travesty:5 points -
my 300-word reviews (most recent: Way 2 Many Dead Guys by Urthar)
Cacodemon187 and 4 others reacted to baja blast rd. for a topic
Japanese Community Project by various authors 32 limit-removing maps for Doom 2 The character of JPCP is very personality-driven, which has become increasingly common in post-2020 group projects (Solar Struggle, Pina Colada). In 2016 JPCP felt even fresher, infused with a playful energy that is not the comedy of a jokewad, but rather an unfettered conception about what a Doom map can try to be. burabojunior has seven maps, which I hadn't registered until now, because his maps skew briefer -- and the burabojunior of the explosive, hyperkinetic, fodder-stuffed space bases and energy plants is markedly different than the one of the (comparatively) calmer gothic temples and fortresses. The beloved visual artist Nanka Kurashiki has four contributions that each emphasize very different attributes: ambience/storytelling in "Remind"; amusing scripted, on-rails gags in "Nandeyanen"; imposing atmosphere and architecture in "Cakravartin's miscalculation"; puzzles and conceptual gimmickry in the iconic "my fav," a literal fruit salad which spawned "Do You Like Caco?" Toooooasty, who also contributes four maps, is a wizard when it comes to map concept and theme: one level turns the automap into a comic book; one stages a hilarious bank robbery; and his standout "hazmat hazama" tosses tatters of distinct themes into a brain-screwing reality blender. Around those authors, it's like the Community Chest series all in one -- a highlight being Masa's "HeLLport," whose design style, grand scope, and mournful mood would fit right into Alien Vendetta. JPCP's contributors seemed to never think of Doom as an ultraviolent video game (burabojunior's hyperbloody maps are consistently "silly"). Instead they find their calling in worldbuilding, mood, and quirky ideas. JPCP regularly evokes certain classics, so it's less the outsider art of creators who had no roots, and more a montage of familiar styles being piped through a unique, atypical prism. To me it's the best Community Chest-like megawad, with Nova II coming a close second.5 points -
Bryce Wallpapers
Sneezy McGlassFace and 4 others reacted to MannerKing for a topic
Merry Christmas everyone! I got into the Bryce mood again and whipped up some quick renders that I thought looked cool, hope you enjoy! Have a great New Year! ==================== Alien Adventure ==================== ==================== Pillar Stairs ==================== ==================== Ring Stack ====================5 points -
5 points
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thoughts on The Doom Awards™
PasokonDeacon and 4 others reacted to Doomkid for a topic
Erm, his name is Mt. Paint 27, thank you very much.5 points -
4 points
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Unpopular Doom Opinions
Boss and 3 others reacted to Li'l devil for a topic
I don't like Doom Eternal or Doom 2016. Haven't played either though.4 points -
Category: 1 Dead on: MAP06 Kills: 64/86 Total time: 33:14 Well, perhaps is the luckiest run I have ever had. Both for finding secrets and for remaining health in many encounters, I even almost died on map 1 haha. In my death I think I got too confident and my Ironman nemesis (revenant) owned me again. I hate REVENANT MAN. Happy Holidays to all and see you next year. dwironman_rwdyrudy_bertt91.zip4 points
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How do you like your Doom
Treehouseminis and 3 others reacted to OceanMadman for a topic
Give me all those vanilla looks, except for limited frames and low resolutions, and I'll be happy :)).4 points -
Winter/Xmas Demos Month II
Man Q. Bus and 3 others reacted to Teedre for a topic
h2h-xmas Map 26 UV-Max 1:35 xm26m135.zip Feels like my tradition to play h2h every December4 points -
Alright, closing thoughts time! The most important thing to keep in mind while playing this wad is that it's not meant to be a cohesive campaign, but rather a collection of maps from various authors representing the RDC. (Apparently this kind of thing is called a cheese plate, whereas the term I've been using, "sample plate", is more about blood samples, which I guess is very weirdly appropriate?) The maps are very diverse, so the continuous playthrough can be pretty uneven, but I'm honestly glad that this exists, because it's pretty memorable and the impressions will stay with me for a long time, unlike from many of the more polished wads that I remember playing, but dont remember any details from. So in terms of entertainment this is up there for me with some of my favorite Doom wads ever, despite the fact that hardly anything here perfectly fits my preferences - especially in the visual style department, lol. So if you're looking for something interesting, I recommend it, but if you're looking for a very even experience that doesn't do anything you'd disagree with, well, there are other wads for that. Personally, this has once again reignited my love for the game, which I've honestly been neglecting for a long time, so now I want to go and play many other wads, as well as replay many maps from this wad.4 points
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This newest DM map is very large. I'll post screenshots when I finish texturing. :)
whatup876 and 3 others reacted to Arrowhead for a status update
This newest DM map is very large. I'll post screenshots when I finish texturing. :)4 points -
Embryo: where each map is smaller than the last
Makedounia and 3 others reacted to Moustachio for a topic
I’m sure the holidays have just made everyone busy, but yes this is still going. Friendly reminder that we’ve set the deadline to Feb. 14, 2024, so mappers will have plenty of time to finish up their submissions. I’ll ping everyone in the thread this weekend once the holidays start winding down. Happy Holidays to those who celebrate and those who worship.4 points -
thoughts on The Doom Awards™
PasokonDeacon and 3 others reacted to Ludi for a topic
Then why did you make a several paragraph post doing just that? :p4 points -
4 points
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❄️ Merry Christmas to everyone from The SLOTTER Team! ❄️ 200 Line Christmas: Snowy Slaughter is a community project targeting MBF21 (complevel 21). The project is inspired by Arsinikk and NinjaDelphox's Line Massacre Series and is the sequel to 100 Line Christmas. It uses the new Doom Christmas Enhanced resource pack with some new additions specific to the project. As the 200 in the title suggests, each map was limited to 200 lines at most. Each mapper was asked to add some kind of friction in their maps (Either slippery ice or heavy snow). In addition, each map has a hidden runaway gnome for you to grab (replacing the item count)! The megawad comes with 22 maps (19 normal + 3 secret) from Doomworld Community! All maps were designed with pistol start in mind, though continuous play is perfectly fine. Each map should take around 5-10 minutes to finish. RC1.1 Download (GDrive) This megawad will only work on MBF21-compatible ports (-complevel 21): Compatible Ports: DSDA Doom / PrBoom Plus (UMAPINFO) Woof-based ports GZDoom (Mostly Supported) Eternity Engine Dev Build (Untested) Doom Retro (Untested) GZDoom may not emulate all MBF21 features correctly MAP14 has a HOM in DSDA Doom's OpenGL Renderer. MAP22 (NAUGHTY) will stutter heavily in GZDoom. It's just how it is. Let us know if you come across any bugs in any of the maps. The Slotter Team is made of enthusiastic DOOM mappers all led by yours truly (Arsinikk). Come join our Discord Server for new community projects, keep tabs on the team's projects, or just be part of our open community! :)  Currently released Slotter Team Projects: 200 Line Christmas: Snowy Slaughter (this project) Hell Revealations SLO††ER II (HRs Demo) 100 Line Christmas3 points
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Doomium demos [-complevel 9]
Billa and 2 others reacted to kvothesixstring for a topic
Map 12 UV Pacifist in 2.86 dmium12p286.zip sorry raven, your run is much cooler3 points