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Maribo

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About Maribo

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  1. This pinned thread in the subforum has 10 years worth of posts regarding WADs that people can no longer find, and some incredible detectives (and data hoarders/archivists) who sometimes dig up what was lost. You might also have an interest in this thread, which is a list of actual known-to-exist-but-dubiously-or-never-actually-released material.
  2. Maribo

    Miscellaneous demos (part 5)

    Altitude Adjustment UV-Max in 8:49 - altam849.zip Hairesis UV-Max in 7:40 - hairesism740.zip
  3. Maribo

    Some good snowy or christmassy doom levels?

    Continuing from last year, 4shockblast compiled a big list of Christmas/Winter/snow-themed maps for an end-year demo month, it's not an exhaustive list but there's a pretty extensive collection of single maps and full WADs in the spreadsheet, complete with direct links to DSDA and idgames. Out of the stuff present in this list, a handful of the ones I remember playing and enjoying were Cold Front, Snowfury, the winter-y Fruit Salad maps, and the two snowy maps in Fallen Leaves.
  4. I was waiting for the other two maps to play the full thing, but I decided to play through what's already here since it's been quite a while. I think the best way to describe this WAD is that its answer to the question of "Where are we going?" is "Wherever the hell I want". The maps I enjoyed more on average were the ones that delve into a bunch of slaughter setups (Grotto of the Circlestrafers, Islands of Inferno), but it will take you just about everywhere else as well, from partial-Tyson combat puzzles to frantic run-around exploration (Urban Chaos is a really cool city map). I think The Hell Express is the best map here, though, and it pulls its gimmick off so well... Warping a "moving" train with hell's influence splattered all over it is so charming. I do have one major bone to pick with Gothic Funk, which comes down to Doom's funky collision with sprites. The way that the player collides with sprites makes it pretty excruciating to try and navigate through the tree maze portion, it's really easy to accidentally hang/wobble on one and just Die Instantly because of all of the projectiles that are inevitably flying around. I'm not quite sure how I'd fix it either, the room's design might not be conducive to something like sector trees, but maybe dehacking the physical size of the tree sprites to be smaller would make them less awful to traverse. It's a bit of a sour note in an otherwise cool map and WAD. I hope you haven't abandoned this, it's still something I'm eagerly anticipating completion (and I'm sure many others are too!) :) tfc-maribo.zip - casual UV playthroughs for every map (played on demo v4), -dsdademo format and play back on v0.27.5
  5. Maribo

    [Release] Outpost 13

    ^ Seeing this thread immediately reminded me of making this post, ha. I love this map, it is a true love letter to The Thing and it shows everywhere with all of the references and literal spaces that existed in the film itself. That tunnel fog at the very end is a cool effect. The doomcute toilet paper rolls were noticed and appreciated. op13-maribo.zip - a casual UV -dsdademo playthrough, plays back on v0.27.5 of DSDA-Doom.
  6. Took quite a while, but this evening I finally completed the WAD with the exception of Map36 (which, from the short 5 minute peek I took at it, seems so massive and intimidating in scale that it will require its own dedicated session). Many disjointed thoughts: One of the best things I've ever played. Thanks a ton to everyone involved for putting together such a carefully crafted work. evit2-maribo.zip - Here's full casual UV playthroughs (-dsdademo, v0.27.5) for every map except 36, sorted by RC version.
  7. Here's another one just for you, since I remembered that it exists last night. Speed Weed by Alper002, RiviTheWarlock, KeaganDunn, Kevansevans, and Jimmy Doom 2, Boom-compatible, 10 maps Hey smokers, today we're I'm a staunch defender of both bite-sized Doom and silly speedmaps, so it's quite predictable that when the two intersect, it's something I bump forward in my mental "I want to play this at some point" list. Speed Weed is a collection of Plutonia-themed piss-takes that makes the wise choice of limiting each individual level's runtime to five minutes at most -- enough to get a chuckle or a funny grin of understanding without overstaying and beating the joke to death. It asks novel questions such as: Who lives in the smoker cabin? Why has Alfonzo forsaken us? What if stairs in Doom were even worse than normal? Does Cyberdemon rocket taste good? You can answers to all of these questions and more, for the low cost of a half hour or so, dart chuffing optional (but encouraged by the owner of the Chunted Cabin).
  8. Maribo

    Miscellaneous demos (part 5)

    Speed Weed UV-Max table fills: Map01 in 1:37 - spdwd01m137.zip Map02 in 1:33 - spdwd02m133.zip Map03 in 2:02 - spdwd03m202.zip Map04 in 3:37 - spdwd04m337.zip Map05 in 3:28 - spdwd05m328.zip Map06 in 1:35 - spdwd06m135.zip Map10 in 0:58 - spdwd10m058.zip Some of these maps hit the blunt too hard for my sober butt.
  9. Maribo

    Knaht [cl21]

    Void rock and brick structures adorned with fall colors, stuffed with Thanksgiving food while moderately starving you of munitions. Reminiscent of some of Ribbiks' stuff from the last few years, namely thinking of the two main maps in Magnolia and maybe some of the looser offerings in 20X7, but warmer. Surprisingly appetizing and inviting after the hostile opening, though maybe some of that feeling is me getting used to your design at this point. Lot of enclosed slaughter set ups and a pesky centerpiece cyberdemon. I like it. A couple of small things: noticed a slime trail here, and this switch that starts the fight in that room is obnoxiously difficult to trigger, likely because of the close proximity of the linedefs in front of it. Casual playthrough, -dsdademo on v0.27.5, maybe 30 minutes-ish long. Kind of scatterbrained and distracted play from a day's fatigue, hopefully it's not too unwatchable though. - knaht-maribo.zip
  10. Neat map, on UV/Intended difficulty it's like a little collection of fight ideas spiced up with different arena themes. I like the underground crusher fight and really enjoyed the finale, it's a classic slaughter gibfest with some lightly drawn out clean-up. My only nitpick is these little corner medikits in the finale are kind of rough to get to, the floor height difference + their close proximity to the step-up means that you have to slow down quite a bit to step down and actually grab them. Not sure if it's intentional but if it is then feel free to ignore. Playthrough on UV/Intended, -dsdademo, v0.27.5 - rnmnasion.zip
  11. Ha, the composition of the map + the sky and choice of Wood5 made me open this thread with the intention of jokingly asking if this map was a cheeky preview for a Slith sequel. Cool to know that it's in the works. Very pleasing to the eye. I like the BFG trap quite a bit, it's a pretty mean pincer. Casual playthrough of v3, -dsdademo and plays back on v0.27.5 - w54l-maribo.zip
  12. Neat map with lots of gizmos and technology stuff to look at (I happened to notice that the big fans outdoors also "rotate" when viewed on the automap, which is fun). Wonderful use of silent teleporters to spoof a multi-storied building and a very tooth-y (:P) finale. A casual UV playthrough in -dsdademo format, v0.27.5 for playback - altadj-maribo.zip
  13. Maribo

    2023 Cacowards

    Time constraints and scope of the write-ups + the Doot Eternals would have made 7 more HMs a pretty rough ask, especially with how jam packed the special features were with minor mentions. You can find some "B-Sides" / Personal Picks write-ups over here though, and it would be cool to see more people put some writing up for things they liked. :)
  14. Beautiful brutalist dreamscape, software shading does this wonders in both the dark introduction and in the mall. I agree with pretty much everything plums said regarding the quirky issues with the megastructure beneath the mall (falling anywhere = softlock, cacos can just get sent off into the ether), and color palette generation. This is a very nice palette, somewhat reminiscent of Arcadia Demade's palette in that it melts off-whites, greys, and blues together and gives the mall this super fitting hazy/fog feeling. Would look even better with the rest of them properly generated + the colormap. UV playthrough, -dsdademo, plays back in v0.27.5 - veranda-maribo.zip
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