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    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
    • RE: The Heretic Project (Quest Name Pending)

      YAY IT'S HERE. Also includes these two things that you guys can copy and paste as well. The houses are exactly as they appear, and the floating structure is the local command center of D'Sparil's forces (based off of Naxxramas from WoW). I will also include these in the test map come a future resource pack update.
      alt text

      DOWNLOAD: SCT_BanquetofFlames.wad

      New version: SCT_BanquetofFlamesV2.wad

      plays on e4m1. Have fun and thoughts given appreciated 😄
      Hope it gives y'all lots of inspiration!

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • Heretic Notes Compilation

      Notes about Heretic and how Heretic things work!
      This probably isn't everyone but I'll give credit to Not Jabba, Gez, and ETTiNGRiNDER for their posts on Heretic threads. Thank you to all the Heretic gamers whose notes I've copied down to help put this together! Ahem..

      1. Heretic The Way Raven Did

      • All levels follow the yellow-green-blue key order. Sequentially it is always yellow, then yellow to green, then yellow to green to blue.
      • All locked doors are flanked with orb statues
      • All wooden panel doors are free to open. All steel panel doors are locked in some way.
      • Switches are always recessed the same way (unless you must use a linedef's lower edge, but do it rarely)
      • Only use one kind of switch for miscellaneous activations, and the other kind of switch only for exits.
      • Exit doors also have their own specific design and are mandatory.
      • All teleporters have red glitters on top of a specially textured pad.
      • All walk-over exits have blue glitters (on top of a specially textured pad) and tend to appear in episodes 2 and up.

      2. Heretic Gameplay

      • Heretic is more exploration minded akin to Doom 1 and it wants you to manage your inventory and make extensive use of it, which is Heretic's unique mechanic. Every item has its place and something that makes it useful.
      • You can still make tight and action-packed encounters in Heretic. Embrace what you are working with but take care to not be monotonous. In tandem with the inventory items you can create multitudes of strategies in how to tackle various encounters and establish set pieces.

      3. Heretic Artifacts (inventory items)

      • Heretic's unique inventory can complicate mapping as certain items can break a map with the non-linearity they allow.

      -Morph Ovum: Good for crowd control when overwhelmed. Does not work against Iron Liches, Maulotaurs, D'Sparil, and his Chaos Serpent. The health of a chicken always becomes the same so it's better used on uninjured enemies lest you waste damage. An early weapon of the game.

      -Shadowsphere: Cannot be hit by undead warrior axes, iron lich tornados cannot target you and iron lich ice balls (before it splinters) cannot hit you.

      -Mystic Urn & Quartz Flask: reinforces reliance on inventory management to survive! If you want to tank a lot of damage then you'll have to stock up on these.

      -Time Bomb of The Ancients: you can make a bomb wherever you are! Defend chokepoints or simply plant an explosive amidst a crowd and watch the show. An early weapon of the game.

      -Tome of Power: If you've played Heretic you already know how much it rules! For 40 seconds all of your attacks are much more devastating.

      -Ring of Invulnerability: Very strong and the power to be lazy whenever you want. Glorified radiation suit? For 30 seconds you are invulnerable to all damage. Feel free to drop all the bombs and get in all the monster faces as you please.

      -Torch: Brightens the map, but flickers! Use before entering a foreboding darkness.

      -Chaos Device: Lets you teleport back to the start of the map whenever you wish. You can escape inescapable death pits, and have shortcut back to the start. Don't let your maps be broken by it!

      -Wings of Wrath: Grants you the ability to fly! Reach the next highest floor from down below and the next lowest ceiling from up above. Reach secret areas that would be unaccessible otherwise, scale tall towers, or simply have an alternative way of reaching areas!

      4. Heretic Ghosts

      • Utilize ghost features, including physical vs magical dmg types. Heretic has a rare advantage to Doom in creating projectile-Hells through the use of undead warriors in the back, firing their axes through ghosted nitrogolems/undead warriors.
      • Packs of ghost warriors are efficient turrets -- since their projectiles go through their fellow ghosts, they will not block the attacks of the ghost warriors behind them. Likewise, a pack of ghost warriors can efficiently be shielded by ghost golems or ghost nitrogolems.

      5. More Uniquely Heretic

      • Heretic does not have infinite height. There is over/under in the game.
      • You can physical push the gas pods by moving into them.
      • Gas pods can be carried by moving sector types, telefrag by exploding on top of something, and can be stacked one on top of another. Knowing this you can create some clever puzzles and fiendish traps.. maybe even some kind of scripts?

      Other notes:

      • Certain projectiles move along the sector's WIND current.
      • You cannot leech health from the gas pods (Gauntlets powered up mode)
      • Phoenix Rod's powered up flamethrower consumes only the 1 ammo upon firing.
      • Dragon Claw's powered up mode can hit enemies you don't see around corners.
      • Firemace projectile speed is based on your own. The powered up mode's projectiles can consistently bounce in the same pattern.
      • The Wand's powered up mode is very good at stunning enemies in close quarters, firing 7 individual shots at once.
      • Have fun gibbing packs of gargoyles with the Phoenix Rod!
      posted in Mapping and Modding
      Cuppykeks
      Cuppykeks
    • RE: The Heretic Project (Quest Name Pending)

      RESOURCES FIFTH EDITION
      HereticLRP_RSW5.wad
      A few new textures, and some music too.


      I will no longer be accepting requests unless they are uniquely personalized (not from a texture pack) to fulfill your map's vision (pitch the idea to me too). Contact me with what you want and if settled I will give you a texture name for you to hold within your own map and resources. I am doing this so I can spend less time on project management and more time on mapping. And I have to make a lot of maps 😲

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

      Alright then, now where were we...

      alt text

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • Making Puzzles in (Vanilla) Doom

      A good puzzle is one where the difficulty is just right from which the player will derive satisfaction from clearing it, feeling smart from having them use their brain even just a little. Show the goal/cheese/carrot on the stick and have them figure out how to get there. It's a lot like designing secrets, but with special attention and care.

      Your adversary is the map, more so than the monsters in it.

      Several common puzzle types in Doom:
      Pattern puzzles:

      • Finding discrepancies in patterns, memorizing them, or discovering them all on your own towards the path of success. Examples would be finding which of several torches is a different color from the rest, memorizing a sequence of teleporters, or hearing a lift activate when moving over a line.

      Combat puzzles:

      • How monsters will interact with the level geometry and actors themselves. Examples would be provoking infighting, calculating what monsters to alert in sequence, or just plain ol' slaughter but I wouldn't know anything about that because I don't play slaughter.

      Navigational puzzles:

      • Reaching your destination solely though the map geometry from leading a mouse to cheese, timed lifts or crusher passing, to platforming. Examples would be parkour secrets where riding along a ledge awards curiosity, finding which crates you have to climb up to reach your destination, or jumping down from on high to land somewhere you couldn't cross directly.

      Play with sector height, brightness levels, thing placement, or even chains of linedef triggers. Anything you can think of to provide a sense of satisfactory noggin' joggin' depth in the map design of your level; and it's not like the bar of what's called a puzzle in Doom is all that high either!

      Theoretically ambitious puzzles:
      More ambitious puzzles are the kind that are deliberately vague and may require multiple attempts to reach a definite solution. These are harder to design with their deliberate cryptic nature but if done well are sure to be appreciated. Providing not just a goal, but a sudden obstacle will turn on a player's critical thinking switch. When requiring a set of actions to get from point A to point B, there should also be things that reverse those actions, which will require the player to think critically. For example, a switch could open a door into a new area, but if the player crosses a bridge, it shuts the door. Now the player has to think of a way to get through the door without using the bridge.

      A different kind of puzzle I'd like to see done are narrative puzzles (that I would like to ask of people to make some of in the future) where the hints are derived from environmental storytelling or through information dumps of text the likes you would see in Doom 3's info terminals and PDA e-mails. Anyone should be able to figure these out with some sleuthing. Execution will be challenging but I think I'll be satisfied with just the joy of the craft itself.

      It is even possible to utilize powerups such as the Light Amplification Goggles and Invulnerability sphere to play with how they change the lighting in a level. In fact the Radiation Suit can be used to read hidden messages written on the walls and whatnot. You can do this with palette/colormap changes.

      Be a kind dungeon master:
      It's okay to have obscure puzzles, the kind that people grill Eternal Doom for but I'm confident that such ambitions can be better designed through proper subtle hints towards the correct line of thinking in the map design itself or otherwise.

      • If your puzzle is somewhat esoteric then make sure you lock the player inside of the puzzle room until they solve it. It'll be bad for everyone if the player wanders outside of the area not knowing what to do thinking the solution is elsewhere. Make sure there's a logic to it throughout because madman adventure game logic is hardly ever satisfying. I learned this lesson after making my DBP11: Lilywhite Lilith map. No one likes being lost or watching others be lost. It gets old and quickly!

      • Make sure the player has an idea of what a switch did, that the player isn't allowed to wander wayward in search of a solution that doesn't exist, and there the player isn't overwhelmed by an abundance of teleporters and switches to confuse oneself with. If I see 20 switches and 8 teleporters all at once I'll just panic!

      • Provide the player with a sense of progress. If the player does something that's related to reaching the goal, you can provide some health bonuses, but its better to unleash some monsters to kill to prevent the player from dying of boredom!

      Thank you for reading:
      Most of what I've written are my own words but it's still a mess of pilfered content. Additional credits go to @JadingTsunami for bringing the Radiation Suit trick to my attention and @40oz for some of his do's and don'ts I've also used as a checklist as seen in this thread.

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

      Okay its been a while and nothing has exploded so here's that RC2 before an archival upload (RIP WAD-Archive).
      AMOREUPHO_RC2.zip

      updates include:

      • updated @NoisyVelvet map with more death exits
      • updated intro and outro map fixing a few visual hiccups
      • updated MAP09 with a slight visual fix
      • updated MAP05 with a slightly re-positioned Lost Soul
      • added a proper text file (hope I didn't forget anything)
      • added a cooking recipe to the text crawls in case your only available cookbook is a Doom WAD (does not include caco butter and coarse imp salt)
      posted in WAD Releases
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria - Development Finished

      I've decided this project will release August 10th. Plenty enough time for everyone who has a map in progress to finish and it's the most time I'm willing to leave the project open.

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • Handy-Dandy Doom Dev Web Tools

      c.eev.ee/doom-text-generator/
      ^your essential doom text tool

      https://www.gamers.org/cgi/IdgamesUpload.html
      ^ idgames uploader

      app.monopro.org/pixel/
      ^ this pixelates images

      auri.ga/5000generator/
      ^(really big) pachinko font?

      codepo8.github.io/logo-o-matic/#goto-vic2nfggames.com/games/fontmaker/
      ^(large) Commodore fonts

      https://nfggames.com/games/fontmaker/
      ^ (small) arcade fonts

      https://int10h.org/oldschool-pc-fonts/fontlist/font?eaglespcga_alt3
      ^ more computer fonts

      posted in Mapping and Modding
      Cuppykeks
      Cuppykeks
    • RE: MIDI Transcribers?

      Here it is: DESIRE - Reflector.mid

      Ripped from the Windows 95 port, courtesy of Dragon UnPACKer, and special thanks to @segfault for enlightening me about Dragon UnPACKer!

      YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY!! 😄

      posted in Doom Music
      Cuppykeks
      Cuppykeks
    • RE: Where In The Hell Is Doomguy?

      This one's another personal favorite and inspiration of mine:

      alt text

      posted in Doom General
      Cuppykeks
      Cuppykeks
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