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lutumlautus Avatar
lutumlautus

****
9 hours ago
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joe-ilya Avatar
joe-ilya

**
19 hours ago
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That looks nicer, I guess my way works when editing already posted posts.
stodgyayatollah Avatar
stodgyayatollah
rotartsinimda
19 hours ago
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You don't need to manually put in all the divs. The spoiler tag itself is treated as such so this would do the same thing just by using separate lines in the BBCode box. 


Line before spoiler[spoiler]Line in a spoiler
Line in a spoiler
Line in a spoiler[/spoiler]Line after spoiler


Line before spoiler
Line in a spoiler
Line in a spoiler
Line in a spoiler
Line after spoiler


And if you do this:

Line before spoiler[spoiler]
Line in a spoiler
Line in a spoiler
Line in a spoiler[/spoiler]
Line after spoiler


You get this:

Line before spoiler

Line in a spoiler
Line in a spoiler
Line in a spoiler

Line after spoiler


EDIT: One protip if working on a post with a lot of spoilers is to send it to yourself as a dm. Since it uses all the same formatting you can test it then just copy paste when it's good. 
joe-ilya Avatar
joe-ilya

**
20 hours ago
Quote
Now I actually figured out how to use a spoiler on multiple lines.

As deleted said, it needs to be applied through the BBCode tab instead of the preview tab. As it does not have the ability to write properly, in between the line breaks.
The line breaks are defined in BBCode as:

[div] [/div]The opener is applied before the line, and the closer is applied after.

The spoiler must be on a separate line, otherwise it will only hide one line, instead of multiple.
So OP is only correct when spoilering one line, because when spoilering multiple lines, you will need do this in the BBCode tab :

[div]Line before spoiler[/div][spoiler][div][/div][div]Line in a spoiler[/div][div]Line in a spoiler[/div][div]Line in a spoiler[/div][div][/div][/spoiler][div][/div][div]Line after spoiler[/div]
What a fucking mess, well here's how it looks when posted :

Line before spoiler
Line in a spoiler
Line in a spoiler
Line in a spoiler
Line after spoiler

beamydonut Avatar
beamydonut

*****
23 hours ago
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Have always loved the Industrial look and the textures set that is METAL, the machines screeching in pain, the rotten steel, the blowing gas, exposed fuses. Might make something with this one. Love the sewage as well, always had a soft spot for sewers. People can't be arsed to explore them is the problem :(
beamydonut Avatar
beamydonut

*****
23 hours ago
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Thread Bump!!!

Was getting slowly into Doom mapping and was searching around forums to be sharing my stuff with, I believe around the time when I started my American Way wad I've cancelled since, I'm thinking March/May 2025. Fell for the beginners trap of Doomworld being the central community hub and didn't notice all the drama besides me being directly confronted with it where I even got an invite to here (aka lefty ManOfDoom). After hearing ToD's truthnuke I head to take up arms but was still pussified until now where my "filter" has completely rotted away. You learn the best things in life the hard way and I thank the niggers here on this forum for that.
beamydonut Avatar
beamydonut

*****
23 hours ago
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I'll restart my playthrough of Laz' Rheingold Part 2 since UV is too ballbusting to push through on a first run. I had enough of this play ethic and will go back to the olden days of me HMPing everything and maybe doing a second playthrough on UV. Rheingold has been my favorite of the WolfenDoom series besides Arctic Wolf, sad it never got completed after the second Episode. Worth picking up to finish instead of all the troony slaughtermap shit.

My Wolf3D ventures have been quite boring in terms of communtiy works since the very first two projects I've worked on have been completely abandoned by their authors and had to be picked up by fellow moderator gerolf, a well-known trope at this point. At least the author of the first one returned (MrWolfGuyForever) on his "Spear: AMPED!" project and has been re-active since. And yes I don't give a shit talking about Wolf3D on a Doom forum, it's all id and Wolf3D pathed the way directly for Doom, even down to graphics and cameos.
SilverMiner Avatar
SilverMiner

*
yesterday at 12:28am
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joe-ilya Avatar
joe-ilya

**
yesterday at 12:19am
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joe-ilya Avatar
joe-ilya

**
yesterday at 12:06am
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[img src=

What a shitty theme, it's just a sewer with gross bodily fluids splashed all over the walls. What a load.

Resource pack + 1 map + demonstration map of the skull key replacements : files.catbox.moe/sxkpvo.zip

  1. Deadline for submissions is August 20th. Deadline for bug fixing is September 4th, after that it's done for good. You only have 1 month (and 4 days) this time, as this theme is very simple and easy to map for.
  2. Maps are to be Boom in Doom 2 format.
  3. Post your maps in this thread, or in the #submissions channel in the Discord server : discord.gg/udYMXWB6MS
  4. Music can be in any format, as long as it is below 1MB in size.
  5. TEXTURE1 has many blacked out textures for thematic consistency. TEXTURE1 contains textures from Doom 2, Plutonia, has custom skies, and all the animated textures. TEXTURE2 is the main meat of the resource pack.

There are 2 new enemies, and 2 new weapons :
The nazis are replaced with chaingunner arachnotrons. They now drop a few bullets on death this time.
The spider mastermind is replaced by a quick spider that can instantly travel on walls. It only has a melee attack. It dies in three SSG blasts. It has no collision, so you can walk through it.

The plasma gun is replaced by a flatulence rifle, it has a faster fire rate, but the projectiles deal slightly less damage. Making it specialize at stunlocking.
The BFG is replaced by a Butt Fart Gun, it uses 50 cells per shot.
Cell ammo capacity has been increased. Small cells give 25 shots, big cells give 125 cells.

Music credits:
Title - "Great Mighty Poo Part 4" from Conker's Bad Fur Day
Intermission - "Double Penis Surgery" from Mock 2

1 - "Tubular Trash Zone" from Pizza Tower (claimed by me)
2 - "The Healer Stalks" - Bobby Prince (claimed by me)
3 - "Stinkfist" - TOOL
4 - "Whitewater" - Kyuss
5 - "DOOM" - Bobby Prince
6 - "Tubelectric" from Jazz Jackrabbit
7 - "Good Eatin'" from Pizza Tower
8 - "Dungeon Freakshow" from Pizza Tower
9 - "Jazzy 2" - Fookertoon
10 - "Chain Blues" - Fookertoon
11 - "Breeze" - Korp
12 - "Everything Counts" - Depeche Mode
13 - "Chris5" - Chris Wilkins
14 - "Sneakling" - Neil Cicierega
15 - MAP02 theme from School Doom 2
16 - "Storage" - Andrew Benon
17 - "Laboratory" - Andrew Benon
18 - "Arboretum" - Andrew Benon
19 - "Caverns" - Andrew Benon
20 - "CQ Final" - Sabrina Diduro
21 - "Countdown to Death" - Bobby Prince
22 - "Territorial Pissings" - Nirvana
23 - "Big Balls" - ACDC
24 - "In The Dark" - Bobby Prince
25 - "Hot Rats" - Frank Zappa
26 - "Message for the Archvile" - Bobby Prince
27 - "Drowning Witch" - Frank Zappa
28 - Robot Garbage Freighter theme from Space Quest III
29 - "Down" - Blink-182

31 - "Who Knows" - Fleshbrain
32 - "Drain You" - Nirvana
api Avatar
api

*****
Jul 16, 2026 at 6:37am
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I do like these kind of compact ramified maps where, to quote (approximatively) , "you need to come back, again and again in every corner of the map" to activate things. It sure ain't the first time he is doing it and one can easily consider that on the "disorienting" dimension of the maps, Tourniquet went further with bigger ambition on his vanilla wad, lonesome road. Though, I enjoy travelling on these twisted Riemann surfaces. Plus, I like the nocturnal atmosphere and the weird and whimsical midis. Map 03 and 04 are more ambitious but I'm not sure you'll like them if you didn't for the first two ones.
stodgyayatollah Avatar
stodgyayatollah
rotartsinimda
Jul 16, 2026 at 2:42am
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Played map01 and a bit of map02 of Persian and so far I can say this is probably the most neutral I've felt about any of Ribbiks' maps that I've played. I did like the raising/lowering effect on the slime but outside that I really don't have much to say. May play the rest out of curiosity but I'm probably just as likely to forget the set even exists.

Will probably give Utakata a look.
gije Avatar
gije

****
Jul 15, 2026 at 10:54am
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MAP03 demo
files.catbox.moe/z1khbf.7z

MAP04 + MAP05 demos
files.catbox.moe/uficun.7z

MAP04:
Missed the RL and had to skip half the monsters the first time around, so went back and did it with the RL. Can't say I'm crazy about the hitscan arachnotrons.

MAP05:
Fun ambushes in this one. I like the wandering chaingunner in that one double hallway setup. Took me 3~4 tries. This map felt like the realization of the full potential of the cloud mid-tex ornamentation. It's used to great effect out in the surrounding area.

Overall:
I liked the afrits and ghosts the most, as far as the new monsters went. Hitscan arachnotron I'd consider the most questionable addition. Texturing and architecture was a good time. Good little wad. Oh yeah, I appreciated the slanted ceiling in the one room of MAP03.
gije Avatar
gije

****
Jul 14, 2026 at 11:28pm
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Waiting on catbox to be able to upload MAP03 demo, so might be a bit unless I throw it on mediafire later but here are some remarks:

The third map feels like it mmight become a pain to navigate, but never actually does. Good routing and restriction of space. That one chaingunner room and the first "vile" were a little pissy, but after a few failed attempts I found a soulsphere and took to readying the RL where necessary. This map is reminiscent of both DBPs 11 and 75, which I appreciate. Think I missed one whole building, but getting back to it from the exit looked dicey and the demo had already gone on a good while, so I left without probing further. I'll get in there one of these days.
getphobo Avatar
getphobo

**
Jul 12, 2026 at 7:40pm
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gije Avatar
gije

****
Jul 11, 2026 at 3:19pm
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api Avatar
api

*****
Jul 11, 2026 at 2:32pm
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Well, what I had in mind was caves and something a bit more général like some kind of exteriors related to caves. I had in mind Sojourner épisode 1, some maps from différent 'secret santa' or stuff like that wads, some you mentionned, the cartographer which is in dev also and, as original specimen, the first map by eater9. Of course there was cave maps before that but since then I kinda see on a regular basis maps with 'that' kind of looks. Some are good, to be fair.



I also liked the fact that contemporary caves community project is even more exactly CCCP.
polytope Avatar
polytope

****
Jul 11, 2026 at 11:45am
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Utakata is def worth a look, with a lot of technically interesting and imaginative things done for limit-removing format (at least, I think it's supposed to be cl2), and a real sense of perfectionism in terms of detailing. I'm not sure if it was a good idea for the first map to be a troll map full of squads of revenants that you're intended to run away from (100% kills still possible, since they're all crushed when you cross a line after a teleporter).

Forbidden Compass is generally well designed, but the new weapons feel overpowered relative to the enhanced enemies (the hell nobles particularly still seem a bit useless) and was less challenging on UV than I'd usually like, since the gameplay mod baked into the mapset (minicharge) was a previous separate release, make of that what you will.

Have not got far into Persian.wad (the new Ribbiks mapset) but I'll say these don't look or feel like any Ribbiks' maps I've played before, and I generally liked his milder maps (Crumpets, early Sunlust, some of the maps - non finale maps - in the Orange/Wormwood series). If I didn't know, the only clue I'd have that these maps were made by Ribbiks, was that he was not using DOORTRAK on doors, which I usually don't either (never liked that texture).
polytope Avatar
polytope

****
Jul 11, 2026 at 11:19am
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api Avatar
By the way, the new trend is caves, they all do caves, if we don't have a better idea for next year....
I was surprised, but it appears you're right, caves are the rave:




Not sure how I feel about my own cave maps now, guess it can be hard not to subconsciously imitate what you've seen before...

Even so, the thing I dislike about most of the cave maps I've seen is the excessive use of liquid; as floor flats and water/slime/lava/blood fall textures, often the entire floor is liquid, and as a result, often also very flat (it wouldn't have to be, rather than a "terraced" waterfall, but mappers do tend to make liquid floors flat). The other issue is overuse of SP_ROCK1 and variants thereof, which tends to look bad in large quantities, many of the caves are also strangely bright despite no obvious light sources and/or lack the variation in light levels which you'd expect cave maps to be about.
gije Avatar
gije

****
Jul 10, 2026 at 2:50pm
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files.catbox.moe/w1lpa7.7z

MAP02, this time recorded with final wad. This will be a little tedious to watch. It was blind, since what had been MAP02 from the resource pack was relocated.

Great concept, geometry, and texturing, but I'm not a big fan of how getting the green armor + SSG and returning worked out. I think the placement of the scimitar mid-map was a bit awkward as well, but maybe I wasn't flowing with map intent. Still, pretty fitting feel-wise with what MAP01 established. Might have been neat to have used the circular skyway as a path to one more small area before flow guides you to the exit. Good music.
gije Avatar
gije

****
Jul 10, 2026 at 9:00am
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stodgyayatollah Avatar
stodgyayatollah
rotartsinimda
Jul 10, 2026 at 8:33am
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SilverMiner Avatar
SilverMiner

*
Jul 10, 2026 at 6:51am
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getphobo Avatar
getphobo

**
Jul 10, 2026 at 6:43am
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gije Avatar
gije

****
Jul 9, 2026 at 2:28pm
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Will be doing these a map at a time, for convenience's sake. Looks like a good thing, too, since I _recorded this with RC2_:
files.catbox.moe/47knhc.7z (MAP01)

I had previously played MAP01 and maybe half of MAP02 via the resource pack/preview, so those won't be blind.

MAP01 is nice. It's sedate, but has enough going on with low armor and enemy clusters that it's not a plain sleepwalk. Nice vistas and bits of contrast here and there. I like the formula, personally. The sword is pretty fun. Using it for the rev's coup-de-grace was very satisfying at the end.

Leaving unexpected post-resource pack additions unmentioned for laughs.
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