Bait pinky demon bites by running up to them and buy yourself time to shoot and back away while they play out their (melee) attack animation. This can apply well to revenants too.
Best posts made by Cuppykeks
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RE: Share a protip
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RE: Iv'e been sitting on releasing this map for 4 months.
@benchy Wasn't able to finish (playing without saves anyway) but I've recorded a demo for you of my keyboard turning gameplay here : rockbunker1.lmp Demo recorded in DSDA-Doom
I completely missed the rocket launcher the first time and then even the second time until I went back to the room to see it was in the middle (guess the sector it's on needs to be really bright?). I'm not sure if it was always there or if I just simply kept missing it. Lack of cover with the chaingunners on the second starting encounter was kind of tough but I'll just assume that's intended. Cool map! I don't play slaughter (and also prefer an easier time) so the increasingly sinister and tight encounters got a bit too much for me where I died last.
If you're dissatisfied with the linearity of your map then consider avoiding symmetrical item placement, as once you know what's on one side of the map then you know what's on the other end too. Not saying to avoid it all the time but that's something to think about as it can make a map predictable. Another thing to note is that in the first area where you're fighting pinkies with mancubi on the sides the shell ammo pickups can be pretty hard to see. I think after the first teleporter there was a backpack behind the player as well that I don't think I picked up my first time playing. Just letting you know that some of the ammo can be missed if you intend for it all to be collected while maintaining a carefully curated ammo balance.
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RE: Amorphous Euphoria - Development Finished
@segfault Sure you can write something something. My only preference is that it's interesting! Also do note that this is the background music!
@NoisyVelvet It's okay! The only problem is that apparently there's a limit to how many likes I can give your posts in a day!
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RE: What are your Doom themed new years resolutions for 2023?
I'd like to complete at least 3 community projects, maybe even finally release an old solo project too.
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RE: Flash Damage
@matador I've been thinking of using it a project of mine yeah. I thought I was going to label it as an add-on but I'll force it in to start with. More satisfying feedback in general is the idea, coming from old arcade games and several modern indie titles.
@NoisyVelvet I understand, but don't know how I can help remedy it! Glad you had fun and I concur that it makes blasting imps away more fun!
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RE: What makes you want to download a wad?
I usually download a WAD if it shows promise of an interesting layout or means of progression. If they have puzzle elements and/or that they're really dang good maps (of the more oldschool dungeon/level design variety). If they have a neat trick or gimmick. If they have a chaotic/amateur-ish aspect to them that shows what the mapper believes is the most fun or cool to them personally and wants to share with the world (I also enjoy random 90s maps as well as works by newer mappers, not that they're necessarily comparable). If the maps are colorful and/or have a striking visual style. I also like things to mess around and laugh with like Fartyguns. Oh and if the WAD's name is GREZZODUE 2.
Honestly I usually just download things to learn from and be inspired by I don't actually play that much Doom I confess but it's nice to get that from a WAD as well as enjoy playing it when I do.
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Risk Blazer
This speedy map is now on idgames!
Risk Blazer is a map originally made for DBP06: Vicarious Reality but wasn't finished in time for the project so it ended up as a super secret map in DBP09: Legends of the Hidden Tech. I have since reverted the map back to the original Vicarious Reality theme it was made for and making it a standalone release so that more players may experience it. This is one of those maps where you have to RUN! The ultimate challenge would be completing it as fast as possible while also 100%'ing everything.
https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/riskblazer
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RE: Amorphous Euphoria - Development Finished
@joe-ilya I don't know how to fix that I assume it's just a port specific problem. Found this thread though on using dsda-doom which mentions fixing midi playback.
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You ever see anyone play Doom in public?
I remember being at the airport seeing someone play through E1M3 with the Realguns Hardcore mod. This was like a decade ago btw :y
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RE: HardBoiled - Spetsnaz
Very nice! First mapset I thought to use this with is Bloody steel. The pistol and the UKM-2000's reload animations feel kind of static compared to everything else. I do like the chainsaw graphics and animation, but maybe the hand could use similar subpixel animation like the chainsaw does during use.
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RE: Amorphous Euphoria - Development Finished
@kvsari Looks good! Used the bridge over and under and it remained intact.
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RE: [Release] Amorphous Euphoria
This is on idgames now but I'm going to upload the zip here:
AMOREUPHO.zipNext time I think a lemonade recipe will be good. Feel free to share your best lemonade formulas, alchemists of Doom Universe.
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RE: The Heretic Project (Quest Name Pending)
@kvsari The fire animation graphic is only 63 wide so there are 63 frames. It goes from ZA_000 (being the first) to ZA_062 (being the 63rd). The amount of frames is how horizontally large the graphic is.
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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
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RE: The Heretic Project (Quest Name Pending)
Lookin' slick guys thanks. I think I'll be able to submit my map tomorrow.
I also figured out a lore structure for the WAD. As in the level after the first is the credits map, but all the mapper's houses are locked until the end for a revisit (it's a village that can be expanded upon during development).If you want an NPC sprite to represent yourself in your house you're welcome to provide the graphic you want e.g. Strife Guy or Chex Guy.Entering the village the first time you have a list of various named Disciples of D'Sparil and you cross out their names one by one.
Having the final monster of your map being the disciple, like how there's always one monster in the exit room. You can use all the disciples you want, but if you want that extra touch then kicking the ass of the final disciple monster would work.Thoughts on this are very welcome of course! You are also welcome to name your map's authoritative discipleEDIT: Crossed stuff out as I don't think I'll be going in that exact direction. There will still be disciple storytelling and your credits map personal touch though.
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RE: Spawn Cell
Besides health/armor bonuses you can use lighting to help highlight areas to help with navigation. Maybe even decorative objects. I noticed you using warning stripes as an indicator for lifts or lifts that would open later, so you could reinforce that consistency.
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RE: The Heretic Project (Quest Name Pending)
@kvsari sure there can be a well, maybe even two! I look forward to seeing what you've got cooking!
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RE: Spawn Cell
I played MAP3!
I didn't record a demo this time. I made my way through the map and methodically cleared out the opening area. I particularly enjoyed it when I finally got surrounded enough to rely on some infighting. I progressed in a way I think wasn't intended by going around the flesh pillar barriers (the one near the platforms raising up and down) but it didn't seem to matter since I couldn't go anywhere until I had accomplished everything beforehand anyway. I wish there was a way to get up from the platform where all the hitscanners were: I hopped down to collect ammo but I couldn't go up from where I just was, it was in a 'U' shape. The icon of sin ending was cool, though that was when I rushed to the end since I died the first time meandering too long. I liked how the map got more convenient to more around in while also unlocking new areas. Congrats on your first WAD and uploading it to idgames! I saw you update this before so I'm sorry I didn't play it until now.