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#mixedbag
thehuntingcompany · 1 year
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Got love woodies in the woods! #woodduckhunting #duckhunting #waterfowlhunting #bamaducks #bamahunting #gsp #gspoftheday #germanshorthairedpointer #mixedbag (at South Coast Safaris -Hunting) https://www.instagram.com/p/CmR0IUuJdLa/?igshid=NGJjMDIxMWI=
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If you or someone you know loves short fiction, check out my latest book that contains a nice variety. #crossgenre #mixedbag #manycharacters #plotsgalore #amzondeals #plsreview #sundaypromo https://www.instagram.com/p/CncOtq7OnhU/?igshid=NGJjMDIxMWI=
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jonorbattleship · 2 years
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Always tweaking something before the next show… this time it’s a #mixedbag of @mooeraudio standard #buttontoppers and #shrooms to arrive at what I’m looking at as #perfection with this #rig. Wouldn’t you agree @neuraldsp @pedaltrain @jimdunlopusa @cioks @matrixamplification ? #guitargeek #guitarnerd #modelingrig #setup #bearorbattleship #prog #netal #rock #shred #guitarist https://www.instagram.com/p/CkWuFwoPD5t/?igshid=NGJjMDIxMWI=
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dangtattoos · 2 years
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Another good 'ol #mixedbag of a week at the shop. #varietyisthespiceoflife ✨ . . . #tattoolife #tattoo #watercolor #luckytroll #lettering #oldenglishtattoo #fullcustom #mntattooartist #stpaultattooshop (at RCKT Tattoo Arts) https://www.instagram.com/p/CkGbpYJAQKn/?igshid=NGJjMDIxMWI=
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madschnell626 · 2 years
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#music #jazz #blues #mixedbag #fantastic #relaxing #beer @einstok (at Hollywood Bowl) https://www.instagram.com/p/CfQRxrNOhcs/?igshid=NGJjMDIxMWI=
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kisses-from-crows · 8 months
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it’s come to my attention i can’t follow, like, or reply to anyone with this account cuz it’s my second blog. if you see a blog called mixedbag-o-beans with a harley quinn pfp it me motherfuckers lmfao
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classically-tragic · 6 months
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cred @mixedbag-o-beans <3
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veggiehotdog1 · 1 year
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Credit to @mixedbag-o-beans
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norcal44 · 1 year
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Mixedbag...
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princeanddaniella · 1 month
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Welcome to the Wedding Ceremony of Prince & Daniella
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Wedding Wave by Mixedbag Digital
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gmlocg · 11 months
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2,541.) Atomine
Release: March 4th, 2017 | GGF: Dungeon Crawler, Twin Stick Shooter, Top-Down Shooter, Roguelike, Survival, Hacking, Action-Adventure | Developer(s): Broken Arms Games Pty Ltd | Publisher(s): Broken Arms Games Pty Ltd, MixedBag Srl | Platform(s): iPad (2017), iPhone (2017), Windows (2017), Nintendo Switch (2018), PlayStation 4 (2018), Xbox One (2018)
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thehuntingcompany · 1 year
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Me and Drake starting the morning with a woody! #woodduckhunting #duckhunting #waterfowlhunting #bamaducks #bamahunting #gsp #gspoftheday #germanshorthairedpointer #mixedbag (at South Coast Safaris -Hunting) https://www.instagram.com/p/CmRzsL_uQp6/?igshid=NGJjMDIxMWI=
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ishouldbuyasword · 1 year
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Grabbag? After Duke Nukem Forever it should be called Mixedbag am I right gamers? Thank you that was my duke nukem joke
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add1991photos · 1 year
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#Edited #Dingle #lightingconditions #weather #mixedbag
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m39 · 1 year
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Doom WADs’ Roulette (2004): Hellcore
Mordeth Award is the award given to the WAD that had a very long development cycle. It was named after the WAD titled Mordeth, which became infamous for its second episode being in Development Hell to this day.
Today we will be taking a look at one of the WADs that might as well be one of the most severe cases of Development Hell of its time.
Br1: Hellcore
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Main author(s): Various (most of the maps were created by Robert Babor (Fusion) and Devon West (Darkfyre))
Release date: September 27th, 2004 (database upload)
Version played: ??? (WAD file references itself as hc092604)
Required port compatibility: ZDoom (especially for MAP29 and MAP32)
Levels: 32 (30 main ones, secret one, and the bonus map)
Hellcore, to put it lightly, is a mess. Not only in terms of the state it was released but also due to how many problems it gave its authors when it was created.
How did it all happen? Well, it all started in 1995, when Robert Babor made his first-ever Doom map (Sheer Chaos). After that, he made another one (UAC Compound) and connected these two maps together with the former’s exit fluently leading to the latter. And then he thought: Why not make WAD as long as Doom II that acts like this? So he e-mailed Devon West (who was also just starting with modding) with the proposition of making the MegaWAD, and the latter agreed. And thus, the concept of Hellcore was born.
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So what happened? Well, a couple of reasons why this MegaWAD was in the oven for so long. Its developers losing and gaining back motivation to work on it, being busy with other stuff/real life, and Robert’s and Devon’s perfectionism are some of the biggest reasons why Hellcore was being im-making for such a long time. By 2004, the development team couldn’t stand this WAD anymore, especially Robert. And so it was released in a rather premature state.
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What has been released for the Doom Community is something that feels like a collection of maps that developers had no more time and strength to revamp all of them to the current (by 2004) standards.
If you want to know more about Hellcore, check out the text file that was in the ZIP file along with the WAD file itself. It has commentary on maps and when they were created (and revamped if that happened) among other informations about this WAD.
Now buckle up, cowboys! We are going for a ride to the core of Hell itself!
...
I’m sorry for this dad joke.
Now reviewing the visuals of WADs isn’t really that hard, but in this case, I might have a problem doing it. Now look, if someone would say that Hellcore is very much of a case of a mixedbag in terms of its visuals, it would be nothing more but a fact. Alongside levels that look amazing and are complex, there are ones that are clearly the case of the 1994-Level Syndrome: blocky, simplistic, and not really having much of a sense.
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But the problem with Hellcore’s visuals comes with the fact that many of these levels were created in the 1990s’ without getting a proper revamping. So looking at all of these maps by 2004 standards feels straight-up unfair in my belief.
But let me tell you something. Even some of the oldest maps in this WAD tend to have some moments that might be an eye candy for you. Not gonna lie. For me, the highlights were On Hell's Horizon, Tryx 'n Traps, and especially Nightmare's Requiem.
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The music tracks were rather good to listen to. Almost all of them were either from the Doom Classic games or any other games. Most of these were good (especially stuff from Blood) although there were a few moments where it didn’t fit. Secure Place from the original Resident Evil 2 is the biggest case, mostly because it is so freaking short.
The original tracks were also good in my opinion. My favorite one was Grand Design from Too Quiet. All three new tracks were created by Simon Judd (sirjuddington).
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I don’t really think Hellcore is complicated. The most complicated map was Toxic Waste Treatment Centre, with trying to guess which building must be visited next to do dumb switch hunting. But even then, it was a far cry from some of the biggest moon logic bulls I have played in the past (Eternal Doom and Herian 2 for instance).
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Unfortunately, Hellcore tends to mostly have at least one bad map design per level. Running from one end of a map to another after flipping a switch, some of the switches being placed higher than they should’ve been, areas that are completely pitch-black asides from short flashes (2-3 levels have this moment), normal textures being used as switches that are obligatory to beat the level, and my arch-nemesis – the chest-lift floor (or at least the corridor type) among the ones that I can think off.
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Oh yeah, there is also the fact that many of these levels have square-shaped hub areas that have at least two key doors. Now usually I don’t mind these hub areas, but good lord, having at least one of these in a few levels in a row is ridiculous and unimaginative.
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Not to mention how most of the levels (usually the ones made by Robert Babor) aren’t even finished. You will encounter invisible walls where the railings should’ve been, some of the locations have nothing or are blocked, and there is even one moment in the first map where the secret on the ship has nothing in it; it’s just an empty square.
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If you play this WAD normally, you will play only 31 maps. MAP32 cannot be played normally unless you warp there. I didn’t check it out at this moment, because asides from what I’ve just mentioned, it doesn’t even have an exit. Maybe I’ll check it for the bonus round when I’ll play it for the first time if it will be worth it. But not today.
I guess this WAD is somewhere in the middle when it comes to difficulty. Most of the time it was rather easy, but there were moments when it got hot. I think it was mostly fair too, although there were a few moments here and there that smelled of bullshit. Then again, the amount of enemies tends to go from mostly under 100 up to 645 in Sect of Power, so be advised when you feel like the progress becomes sluggish.
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At least the last map (having the same name as the WAD) isn’t yet another shitty Icon of Sin debauchery of a map. It’s still rather nonsensically hard I’ll say. There are a few cows blocking your way to Romero’s Head. And these are blocked by around 40 other cows among other demons. I managed to beat this map on my second playthrough without cheating, by provoking the demons to fight, and after the numbers of their carcasses have stopped going up, I grabbed the Invun and rammed the cows protecting Romero with BFG. Somehow, it worked.
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Hellcore has bugs, there is no doubt. It’s not really as buggy as I thought at first now that I think about it, but it still has a bunch of these.
I’ve already mentioned the invisible walls where the railings were supposed to be but there was also a moment in Circle of Trinity where the bars that will lower when you get close to them will not do it if you just immediately walk around them. The funniest part is that the bars are only here for decoration. It’s actually another invisible wall blocking your path.
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I remember one funny moment during my first playthrough, where in Packaging/Shipping I was fighting a few Hell Knights, and one of those goatmen just noclipped through the floor, ending up stuck there. Making me unavailable to kill him.
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The most severe bug that I’ve encountered when playing Hellcore was in Massacre, where I was supposed to take the teleporter back to the first area after grabbing the yellow key. But alas, the teleporter was broken since it wasn’t programmed where to land, making Massacre impossible to finish unless you noclip through the map back to the beginning of it.
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Like I said at the beginning of the review, Hellcore is one big mess of a WAD. A warning to people who think about making 32 maps-long MegaWAD despite having next to no experience in Doom map making. With around 9 years long development, unfinished maps, burnout of the main mappers, a mixedbag of maps created from 1995 to 2004 slapped together with a dollar store glue, and glitches here and there, I’m still kind of surprised that it was released in a rather good state. Because, hey! It’s not really that awful, I’ve played WADs that gave me much less fun than Hellcore, and this WAD is actually playable (until MAP28).
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Would I recommend this WAD, though? Honestly, I don’t really think so. The quality difference between many maps may be too much for you. There is, however, Hellcore 2.0, a 12-maps-long WAD that has revamped maps from the original MegaWAD with three new maps added to the roster. It even won a Cacoward from the 2006 edition. You should try that one. And I’ll review that WAD when its time will come.
Now let me tell you something before I’ll end this post. I want to give the Mordeth Award WADs a chance to win more. So the winners of this award will be marked as nominees (for the lack of better words) for the future Revenant Awards ceremonies (if they aren’t in the top ten already). I’ll probably do the same thing with other WADs that weren’t the Golden Ten. I don’t know if I’ll do the same thing with Mockaward winners at this point. I’ll have to think about it in the future.
But that’s all for today, folks. Next time we will be taking a look at the finale of the Doomworld Forums trilogy.
I’ll see you all then.
Happy 29 years of Doom!
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joyfuldeepend · 4 years
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2 Years In....
Today marks 2 years in my position and what a  year it has been (I’m sure most of us can related to that). Probably the best and most difficult part of this pandemic has been figuring out how to lead people through it. I didn’t find books on “Leadership in Pandemic times” or “10 ways to engage and connect with your employees when talk of death is all around” or “How to talk an employee through a panic attack during a pandemic.” or etc.” 
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This pic is one of the last days I went into the office 8 months ago. I told people I could do 3 weeks max....well clearly I have more sustaining power than I thought. Actually I was putting in applications, looking for another job and considering moving out of state the month before the shut down. The pandemic definitely changed that trajectory. Sometimes I get mad about it...most days though I’m very grateful for the opportunities and financial stability this job has afforded me. 
During this past year, having to stay upright and moving forward for those I lead, forced me to keep going on days when I just wanted to be rocking in a corner and waiting for this to pass. There have been dark and frustrating days. LOTS OF PJs DAYS! Days with WINS, breakthroughs and new ideas. There have been multiple new offices and many more in process. This year I’ve tangibly seen and learned that people need a listening ear, empathy, clear direction, communication, defined success, opportunities to grow, encouragement/affirmation/praise and accountability.... Which looks a lot like.....leadership....Kind of like normal 😊
Despite being in the midst of a global pandemic most of my 2nd  year, has been one of the most fruitful and solidifying. While I don’t know what the future holds, these are some of the things I’m grateful to have experienced this past year:
Seeing New York & ATL before the shut down
Tons of developmental conversations 
Lots of opportunities to think outside the box 
All the video calls (ways to see people when you can’t be with them)
New territory 
The honor of walking with people through difficult times 
Honesty 
Empathetic conversations
Accountability 
Coaching and more coaching
Slowing down
ALL the TEARS
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For today...another day of meetings, connection and leadership....this is what year 2 looks like!
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