DOOM Universe logo
    • Register
    • Login
    • Search
    • Recent
    • Popular
    • Users
    • Groups
    1. Home
    2. Cuppykeks
    • Profile
    • Following 0
    • Followers 7
    • Topics 31
    • Posts 248
    • Best 154
    • Controversial 0
    • Groups 0

    Cuppykeks

    @Cuppykeks

    263
    Reputation
    103
    Profile views
    248
    Posts
    7
    Followers
    0
    Following
    Joined Last Online

    Cuppykeks Unfollow Follow

    Best posts made by Cuppykeks

    • [Release] Amorphous Euphoria

      Amorphous Euphoria is a brand new limitless 9 map episode of imaginative and groovy maps by ambitious pioneers for Doom Universe's first original community project!

      ___________DOWNLOAD DOWN HERE ⬇
      DOWNLOAD THIS WAY ➡ AMOREUPHO.zip ⬅ DOWNLOAD NEAR
      __________DOWNLOAD UP THERE ⬆

      Important play information that you can also find in the 'README' provided in the download:

      • Doom 2 on complevel 2 (Limit-Removing)
      • Play with either Crispy Doom, Woof, Doom Retro, or dsda-Doom in software mode for the intended experience.

      Screenshots? You get ONE! (pretend this picture is spoiler'd)
      dllhost_2022-08-12_23-48-36.png
      What are you still doing here? PLAY IT!

      Maps by @Walter-c @kvsari @NoisyVelvet @joe-ilya
      @MattFright @R3D_Belmont456 @ChrisJEPlace and myself!

      You are all wonderful; have a beautiful day!

      posted in WAD Releases
      Cuppykeks
      Cuppykeks
    • The Heretic Project (Quest Name Pending)

      HERETIC
      Thus begins the official blessing to the most heretical of activities: Crafting an awesome adventure for Heretic in order to trap players in the deepest darkest fantasies ye can imagine.
      TITLEPIC by Tainted SlavCREDIT by Tainted Slav Art by @Tainted-Slav!

      alt text <-- OP map picture


      Parthoris questing etiquette & guidelines:

      1. Please post your contributions here, in the thread.
      2. Get your maps in sooner than later because I can't wait to see what you all come up with! Lengthy magnum opus maps only welcome if you know what you're doing!
      3. Limit-Removing format. Specifically of the Heretic type!
        Heretic:Heretic (Doom format)
      4. Any submitted maps are subject to be modified by me for error corrections or quality control purposes.
      5. You do not have to use a MIDI included in the resource pack. You may use one of your own MIDIs however I will change it if it hurts the (thematic) consistency too much/hurts my ears. If you don't know what music to use I can choose for you from all I have.
      6. Do your best and weave some good heretical adventuring!

      This project will now release March 23rd. This is final and won't change. Please submit your maps before March 20th.


      If you would like to learn more about what makes this game and mapping for it unique then please read Heretic 101
      This project utilizes scrolling linedef animations: To use them please copy and paste them from E1M2.
      Target testing port is Crispy Heretic.


      >>>oldest<<<
      >>>older <<<
      >>>old<<<
      >>>middle aged<<<
      >>>RESOURCES FIFTH EDITION <<<
      >>The Trello Scroll<<
      Quieter Dragon Claw sound add-on

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Post screenshots of the projects you're working on!!

      another one:
      alt text

      posted in Doom General
      Cuppykeks
      Cuppykeks
    • [I WISH] Co-operative online map making

      It would be fun to work on collab maps in real time together. Having another person involved would speed things up just by having a blend of competitive creative multitasking constantly switching from making a plain room to putting it off to the side to detail another part and your mapping partner might take that plain section and figure out what to do with it until it all comes together.

      posted in Mapping and Modding
      Cuppykeks
      Cuppykeks
    • Flash Damage

      Howdy! This is a WAD that changes the pain states of each monster to a bright pink, as well as a dehacked patch inside to make them all fullbright/Always Lit as well. Some of the pain frames could use some polish or a re-do but I'll leave it as is for now. Enjoy! Special thanks to @MattFright for the idea.

      Download:
      SCT_FlashDamage.wad

      GIF of it in action:
      2022-03-05_19-52-43.gif

      posted in WAD Releases
      Cuppykeks
      Cuppykeks
    • Amorphous Euphoria - Development Finished

      TITLEPICt2n.png

      Howdy pioneers! Amorphous Euphoria is Doom Universe's first original community project and made for limit-removing ports. The "theme" of this project is free-form artistic expression! Anything goes!

      Textures are mostly stock with Doom 1 textures inside of Doom 2, with water/lavafall textures, Doom Universe logo textures, and alphabet strings to write custom messages with. If you want a whole new look then it's up to you on how to weave that together with what's provided 🙂

      Rules:

      1. Limit Removing format. This means regular Doom in Doom 2 format. Complevel 2 and I'll be testing in Crispy Doom.
      2. Implement difficulty settings for very difficult maps (or otherwise at your discretion). If people have trouble beating it then give some extra power-ups and such on lower difficulties.

      Please take a listen to the MIDIs included in the WAD as they deserve to be heard and I hope you find something you like! You can use any MIDI you like that isn't included in the resources as long as it doesn't hurt consistency/hurts my ears. If the MIDI you want doesn't come with the SKY you want then feel free to fix it over to the slot you need.

      If you have a custom website or any place you host your personal content you want to share then we can make a custom texture for your map to implement it in. Example:
      2022-01-02_07-12-30.png

      6/1/2022 - Release date is August 10th.

      Trello Board: https://trello.com/b/1Ntm1H0z/amorphous-euphoria

      >>>DOWNLOAD THE RESOURCES HERE<<< Includes a map I made in the MAP15 slot.

      Show me how you groove!

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • Phased Community Project?

      I was thinking about what if you lead a community project but kept only select resources within a MegaWAD's first theme/episode open, and then when enough maps of that theme are made you release resources for the second episode's theme/episode and so on. Resources being more focused and separation of a MegaWAD's themes easier to acclimate to as the project progresses. This would also let mappers "get it out of their system" so they aren't compelled to fit every different theme into their maps and only call back to them with a little splash here and there.

      Thoughts? Just experimental methods of running projects.

      posted in Mapping and Modding
      Cuppykeks
      Cuppykeks
    • RE: [Release] Amorphous Euphoria

      Thank you all again for your awesome maps! Share this project with all your loved ones! There can still be updates/bug fixes BTW it'll be a while before I get around to making this archive-compatible. It's release day and time to go back to chillin' out at the Doomyard.

      posted in WAD Releases
      Cuppykeks
      Cuppykeks
    • RE: The Heretic Project (Quest Name Pending)

      SOON! Sorry about the slow start and hope no one has lost faith but it's the new year now yay! Hopefully can get a whole bunch of maps in this month in a big burst of fantastic heretical activity.

      How're things coming along with everyone else?
      alt text

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Limit-Removing Heretic Project

      more stuff
      preview

      anyone have suggestions on prefabs or anything in general? I'm just about done with the base resources then afterwards I'll try to see how well HeHacked holds...

      posted in Mapping and Modding
      Cuppykeks
      Cuppykeks

    Latest posts made by Cuppykeks

    • RE: [HERETIC] ... Of Myth Relinquished (7 map DEMO episode)

      @Fiendish Thank you I fixed and uploaded the V3 for that

      posted in WAD Releases
      Cuppykeks
      Cuppykeks
    • RE: [HERETIC] ... Of Myth Relinquished (7 map DEMO episode)

      @joe-ilya Sorry my bad! Fixed and uploaded a quick v2 + softer dragon claw sound addon

      posted in WAD Releases
      Cuppykeks
      Cuppykeks
    • [HERETIC] ... Of Myth Relinquished (7 map DEMO episode)

      WOW

      HEAR YE HEAR YE HEAR YE!

      From the echoes of a Parthoris whose time is warped is a 7 dungeon sampling of myth relinquished. This quest began from nothing, and now beholds the fate of the entire realm. Maps by @joe-ilya, @RancidSam, @Fiendish, and me! Additional splash artwork by @Tainted-Slav !


      Play Information:

      • Heretic Episode 1
      • CL-2 (Limit-Removing)
      • BORN TO BE EXPERIENCED USING CRISPY-HERETIC: http://latest.chocolate-doom.org
      • Bind your fly and look up/down keys! Mouselook is okay too.

      Screenshots:
      alt text

      Download:
      HereticLRP_OMRv3.wad

      ADD-ON:
      Quieter Dragon Claw sound add-on

      Please provide feedback and enjoy 🙂

      posted in WAD Releases
      Cuppykeks
      Cuppykeks
    • RE: The Heretic Project (Quest Name Pending)

      HereticLRP_RSW6.zip

      ^ here's my compile before I release later.

      New map in the E1M5 slot by @RancidSam

      update your crispy source port for hehacked strings

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: The Heretic Project (Quest Name Pending)

      @Fiendish About the optional area in your map, if the geometry allows if you can make it loop back onto the main path that would be nice. It's always better than having to backtrack directly to where you came from.


      A public release is supposed to be out in the next few days.. oh dear 😵 😅

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: The Heretic Project (Quest Name Pending)

      @Egregor About the visual language I am indeed referring to the switches and such. The NPCs in the project are used in a way that you can't see behind them, and are interacted with to reveal text. These issues can be addressed but even still I don't think this map belongs in this project. It works fine on its own. I'm sorry.

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: The Heretic Project (Quest Name Pending)

      @Egregor Thank you for the map! I'm sorry but this isn't cutting it for me. The map isn't bad, it's slow to start but once the combat gets going it's fun and engaging however I really felt an ammo and health drought past the starting area. Maybe I'm missing something though but I think you have the balance down really tight where there's not much to spare, and the placement of some supplies is a bit inconvenient. But regardless the visuals for the most part are on a lower standard from the rest of the maps submitted, the visual language is entirely different, and the NPCs being nothing but cardboard cutouts was a letdown. No demo as I was saving and loading my game repeatedly. My time upon completion was almost 30 minutes. As for the design of the layout itself, the symmetry is a let down as once you see one half of the map you already know what the other half looks like. I know the map isn't entirely symmetrical but it's more than enough to dull the excitement of exploration upon this realization. The combat was kind of a grind, but I made it better for myself by rushing ahead a bit and with the power of savescumming and blasting away the heavy opposition, even utilizing some infighting. I got a little lost at the start of the map, so I think some signposting in the visual language would help make navigation easier. There was also a distinct lack of ambient sounds. The gameplay is definitely more on the side of being more Doom than Heretic. Lacking in inventory usage, ghost enemies, and generally running around firing away with whatever can be found. About the visual language, for instance you use door textures for lifts, and the switches aren't consistent in the least. It would have been much safer to stick to the conventions of Heretic. I also found the progression from yellow key front gate to the door to the farm barn to be convoluted. I do like the barn though it's pretty cute.

      This map for the most part plays okay, but I'm sorry I just don't think it's a good fit for this project.

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: The Heretic Project (Quest Name Pending)

      I don't notice the phoenix rod or shield outside until most of the monsters are dead or I do naturally run out there. It's not very known in the midst of combat and it isn't much brighter outdoors than it is indoors. You could make it much darker indoors, but with a torch outdoors (torch pickups are always bright) to lead outdoors. Instead of monsters teleporting when you enter the room, you could have them teleport gradually within that darkness but you have no idea where they are (kind of like the final encounter) and the only bright area is the way outdoors. Actually you don't even need the torch, but it's an option for sure!

      • I would like the shadowsphere to stay, but elsewhere in a harder to find secret if you can find a spot (nice to have the option). It could be replaced with the backpack perhaps.

      • Random backpack tip: Without the backpack you can't carry as much ammo. Sure, that's obvious but that limited ammo capacity allows you to carry over a lot of extra ammo over from each encounter. Without the backpack the player can't hoard as much and will run out of ammo quicker to force weapon usage variety more often. They'll have to backtrack for anything they missed later. So keep in mind how this can affect gameplay balance and possibly give extra gameplay due to the exploration factor it can lead into.

      • The optional room doesn't even have to have a fight. It could just be the tome of power with or without the disciples of d'sparil.

      • The torch being pushed around I think is just proximity based. Maybe something to do with the map nodes/blockmap or however. If a sector moves in the same vague "chunk" of the map the Thing will adjust to the height of the floor that will accommodate its mass/hitbox. Like when placing items on stairs if the item box overlaps with the next higher stair it will hang in mid-air to that floor height. You can solve this through distancing the sectors that change height, or by making the hole in the ground the same mass of the Thing so it only has that floor to move on.

      • Having to get creative a bit instead of holding fire with egg usage. As for the ghost monsters the claw weapon hits them all, but only the crossbow's largest bolt can hit them. If there weren't so many crossbow bolts then the player wouldn't feel they can waste them all shooting ghost monsters in the least efficient way (which is what I did since I never ran out). Having to make sure phoenix rod shots count is good too.

      My current map has been long delayed since the plans have changed a lot, heh. It was going to be a lot more straight forward but then I thought about focusing on what gaspod and teleporter gimmicks I could do so I've been sitting on that for a while seeing how to blend in all the ideas I've had and hoping it can work out. If not then I'll just go back to the super simple plan I had starting out. Need to experiment faster. That means failing faster which means getting to the successful path sooner. Truly wonderful advice :S

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: The Heretic Project (Quest Name Pending)

      @kvsari Demos:
      kvsari_furnace-00001.lmp <- IDK if this desyncs but this is my first playthrough I had to cut short.
      kvsari_furnace2.lmp <- my latest one. I didn't finish the map.

      Since you've withdrawn your map IDK how interested you are in the feedback but I'll say some anyway. I don't think there's too much health but there are a lot of ethereal arrows once the map opens up the first time. The map was confusing to navigate particularly in the first furnace area where I think the 3 switch sequence was too much. The progression was a bit confusing and the yellow door doesn't seem to open from the other side. I got around the softlock by running into the lava and hitting a teleport pad (which are missing the indicating sparkles) to take to the other side, which makes me question if I could sequence break the map by just doing a lava run. Not that I'd mind that as long the map's design takes that into account. The real void area with the black sky was pretty cool.


      I'm thinking of calling this project

      ...Of Myths Relinquished
      The Ultimate Heresy of Myths Relinquished

      Yay? Nay? Cool or lame? I assembled it just earlier today and so far have had 1 positive and 1 neutral reaction.

      So the demo album release thread would look like
      [HERETIC] Of Myth Relinquished DEMO EPISODE

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: The Heretic Project (Quest Name Pending)

      @Fiendish Demos:
      fd_resurrectionv2_1.lmp <- I just rush here
      fd_resurrectionv2_2.lmp <- I take it more seriously and beat the map.

      SOME REAL CRITIQUE TIME:

      I decided to play this map full force and the extra abundance of ammo made it pretty easy to do so. I think I played it pretty efficiently but by the end I had plenty of ammo and just held left-click as I blasted through for the most part. I miss the eggs, and they actually would have come in handy to prevent deaths in the first demo (for crowd control). I actually forgot I had the phoenix rod for the most part after acquiring it as there wasn't much reason to return to using it afterwards. I do feel like there's too much ammo now on that note since I didn't ever use the phoenix rod to deal wider damage to save ammo on the ol' reliable crossbow and dragon claw.

      The sigil lighting the floor makes sense knowing what's ahead, but I wonder if players will stay confused by it. Maybe you can glow a sector from away as well to hint a secret area (with an egg if anything)? To give it purpose in the moment, but easily recalled when they re-appear.

      I find the area in and around where the gaspods are in particular to be a bit stale as it's just clearing the area of the usual enemies until the path to progression is found. Some spice and variety could do well, maybe an iron lich when you turn the corner before pressing the switch to access the yellow key? I feel that area is lacking in interest. For instance there's not much reason to enter the outdoors outside of picking up an item seen there. Instead of the few monsters on the emptier end of the area there could be a small place to explore there, like a separate crypt or storeroom. Would be a good place to stock some supplies.

      The entire secret combat scenario was a bit odd, but it did allow me to restore health through the gauntlets and tome of power. I wondered if it was part of the progression until I remembered you saying you implemented an optional area.

      If the map is easy to blast through and there's not that much to explore then without that resource management the map becomes a bit stale and makes it too obvious how a sizable portion of the map is just rooms to battle through with no real stakes. If it wasn't greatly detailed then the areas that don't have anything too interesting about them would be quite bland and reveal themselves to be lacking in the level design department. It'd be nice if the Hellstaff got more use too.

      This map feels like it could easily be translated into a Doom map rather than remaining a uniquely Heretic map.


      In the optional area I noticed this torch higher than the rest.
      alt text

      posted in Community Projects
      Cuppykeks
      Cuppykeks