novaseer
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novaseer.bsky.social
novaseer
@novaseer.bsky.social
i like doom (and other games)
don't expect posts with any frequency i just made this account to stick it to twitter
ripbozo
November 29, 2025 at 3:30 PM
another day, another attempted Hakros scam lmaooooo
November 29, 2025 at 3:30 PM
after 5000 years i'm working on something i can actually post on here
October 5, 2025 at 9:53 PM
inspired by a photo i saw on reddit a while back
October 1, 2025 at 2:41 PM
yes we are >:)
July 19, 2025 at 10:33 PM
just noticed the shieldsaw blades on Doom TDA's box art aren't spaced evenly and now I can't unsee it
July 16, 2025 at 12:33 PM
editor and automap views:
June 15, 2025 at 10:30 PM
it's been a hot minute since I've posted WIPs so here's some shots from "Petrichor", my contribution to the In Bloom community project
June 15, 2025 at 10:22 PM
June 2, 2025 at 11:27 AM
shoutout to the 0.2% of viewers with Hindi subtitles on for MIDI music that has absolutely no spoken words
April 10, 2025 at 7:21 PM
you're not alone
March 30, 2025 at 3:02 PM
doing some playtesting for Nova IV and I gotta say it's pretty funny how the longest uv-max in the set has the shortest uv-speed time
March 20, 2025 at 11:00 AM
March 17, 2025 at 12:14 PM
I have to echo Chair's sentiment - being the guy handing out the slots aside, working on Megiddo IV is an unbelievable honour, and I hope my share of the map lives up to the series' storied history.

Here's a few screenshots from the hub - I've already shared some of it before but w/e:
March 11, 2025 at 10:30 PM
big hell structures my beloved
March 5, 2025 at 7:45 PM
No doubt it's a hard genre to get into as a player, as scant few encounters in the IWADs give the player the tests slaughter expects them to have aced - but once it clicks for you, it's some of the most rewarding gameplay you'll ever encounter in any FPS.
March 3, 2025 at 9:52 PM
And whilst this has also become more common in regular mapping as of late, slaughter also frequently uses its monster hordes more to awe the player than to kill them. Whether as a deep breath before the plunge or as an eye of the storm, these encounters do wonders for slaughter's mood and pacing.
March 3, 2025 at 9:52 PM
And usually, your weapons aren't even the star of the show - more a mobility tool than a means to kill. Setpieces so grand and oppressive that your only offensive option is to turn the demons on each other, with your weapons only carving a path through them, are a cornerstone of slaughter mapping.
March 3, 2025 at 9:52 PM
But if the mapper hands you a BFG, it's likely that you're about to waltz into a fight so hectic that the weapon's potency is the only thing staving off certain, probably instant death.
March 3, 2025 at 9:52 PM
This paradigm is also reflected in what weapons the mapper gives you - your primary weapon being the rocket launcher amplifies the danger of dense, claustrophobic combat encounters, and makes otherwise unassuming enemies like Imps, Pinkies and Lost Souls into threats not to be taken lightly.
March 3, 2025 at 9:52 PM
Yet you can also render slaughter with surprisingly few monsters. Combat Shock 2 MAP02's final fight has three demons, but their placement and selection makes it as constricting and punishing as any thousand-revenant deluge.
March 3, 2025 at 9:52 PM
Maps with thousands of monsters can be just regular, non-slaughter maps. Eviternity II MAP32 clocks in at over two thousand demons, but (maybe unless you're on the Evi2-exclusive Annihilate Me! difficulty) you're always given the freedom to move and fight on your own terms.
March 3, 2025 at 9:52 PM
So you know how four megawads dropped yesterday? I may or may not have contributed maps to two of them...
March 1, 2025 at 5:04 PM
February 27, 2025 at 2:58 PM
February 19, 2025 at 9:23 PM