DOOM Universe logo
    • Recent
    • Popular
    • Users
    • Groups
    • Register
    • Login
    1. Home
    2. Cuppykeks
    3. Posts
    Offline
    • Profile
    • Following 0
    • Followers 7
    • Topics 33
    • Posts 265
    • Groups 0

    Posts

    Recent Best Controversial
    • RE: Methods to create resource WADs

      I just put everything in SLADE. If I need to mess with DeHacked myself I use WhackEd4, otherwise I'll just take it from another WAD dissecting/isolating it (which also helped me learn how it works).

      I tend to exclude graphics such as skies and anything with the same name as a vanilla asset from the PP/FF_START/END markers since they don't need to be added to 'TEXTURE1.' You will likely have to manually edit the dimensions of something like 'DBRAIN' to match whatever you replace that with in the 'TEXTURE1' lump though, since the vanilla asset is so small for what you might be having animate in its stead. BTW when you do put textures in SLADE you only have to use 'add to TEXTUREx.' I try to organize textures by naming them with prefixes to help sort through the type of texture it is and make it easier to find things.

      The first thing I put in a resource WAD is the MIDI music!

      posted in Mapping and Modding
      CuppykeksC
      Cuppykeks
    • RE: [BOOM] I'VE GOT MY MTV [FIRST WAD BY ASYNC UNICORN]

      Nice lil' arena map. I couldn't find the exit after I killed the cyberdemons though, IDK if I was missing a switch to open those doors or if I need to update my Doom Retro port. I missed out on a weapon or two until the final fight (I was running around trying to provoke infighting for the first two phases) since I didn't figure out what those switches on the sides did until then. Maybe the FLAT on those could be a brighter color like blue to help it stand out amongst the darkness and monsters roaming about. GG.

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

      Mhm! All very nice and I've accounted for your ideas in the latest iteration of "how a more complete project might look," I'm especially interested in the gaspod combat puzzle 👀

      I've messed with some textures and concepts in these pictures, though the top one has a few textures that aren't in my latest build:
      alt text
      alt text

      But yeah I'm bumping this to let it out that I'm rearing to get everything going again, despite the hiatuses. I don't know if there will be any other mappers, so I might have a lot more work cut out for me :S

      posted in Community Projects
      CuppykeksC
      Cuppykeks
    • RE: Amorphous Euphoria Vol. 2 - Preparatory Potluck

      Hmm the image? Not exactly, but "ORACLE666 is about drifting into the liminal space between real and surreal, floating through ethereal pastel clouds, and dreaming future memories" sounds nice though. Maybe something made with Bryce 3D: https://www.youtube.com/watch?v=EGIwcPA1_34 It won't run on my computer though so idk when or if I'll ever get to playing with it.

      posted in Mapping and Modding
      CuppykeksC
      Cuppykeks
    • RE: Amorphous Euphoria Vol. 2 - Preparatory Potluck

      Saw this skybox texture looking through Heretic 2 resources. It's a bit too small but it looks okay.
      Might need something like a solar system and a space ship for the titlepic
      test.png

      I bring no news other than this is still in my thoughts

      posted in Mapping and Modding
      CuppykeksC
      Cuppykeks
    • RE: 30-25-10-5 Mapping Contest [Deadline 1st May 2024]

      Cool! Let's frickin' goooooooooooooooooo

      posted in Community Projects
      CuppykeksC
      Cuppykeks
    • 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.

      posted in WAD Releases
      CuppykeksC
      Cuppykeks
    • HAPPY BIRTHDAY DOOM - 30 YEARS

      Doom is truly.. eternal

      10 years ago we had this:
      https://www.youtube.com/watch?v=YUU7_BthBWM

      but now we have this(haven't seen yet):
      https://www.youtube.com/watch?v=QvAkaJsvAXs

      posted in Doom General
      CuppykeksC
      Cuppykeks
    • RE: Spawn Cell

      Howdy again.

      kvsarispawncell2.lmp I recorded a new demo in DSDA where I finished both MAP1 and MAP2. I gave up shortly into MAP3 though. I skipped killing some monsters as soon as I realized the exit was open.

      Some notes:
      The arachnotron in MAP1 where the blue skull key was got caught between the lift and the platform so it was rendered immobile when I tried getting up. Putting some monster block lines to stop it from reaching the lift may work since nothing else moves between that area. The imps in the broken down city sewer area felt a little redundant and a waste of my ammunition but thankfully I replenished just enough soon after.

      I like the positioning of the revenants in MAP2 where it was tricky to get up close to blast them in the face with the SSG due to the geometry in the early sections. The height of their cover helped too. Also the dual mancubus encounter where you get the rocket launcher could have had their Ambush/Deaf flag turned off since I was able to just take them down one at a time neutering the threat.

      I like the archvile resurrecting the monsters and teleporting into the hallway if it still lives at the end. Though I was able to exit the elevator early through the archvile zapping me out of it.

      After that I entered the main area, and there were a lot of monsters so I tried running ahead to get some infighting going on as it felt similar to the previous map but it didn't work due to the tight winding flesh geometry and new monsters kept popping up with new turns. So I deduced that I was meant to grind it out and I just didn't want to do that, especially since I kinda did that already in the previous map. [spoiler] yes I'm aware that it sounds like I dislike the core gameplay of Doom sometimes :S [/spoiler] I take note of a pattern of tight corridors leading to claustrophobic encounters in the first 2 maps.

      posted in WAD Releases
      CuppykeksC
      Cuppykeks
    • 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

      posted in Doom General
      CuppykeksC
      Cuppykeks
    • RE: Scythe X Episode 3?

      Darker ZIMMER forest with lakes of nukage and caves of ZIMMER and moss to go spelunking in. Very likely to have a few slaughter fights!

      posted in Doom General
      CuppykeksC
      Cuppykeks
    • RE: Novel in Doom format

      WADs that had a map where the exit was near-identical to the start of the next one always stood out to me. One instance was in STRAIN, and I can't remember if Eternal Doom III had any like that but I liked the idea of the map that had a portal where you travel through time. The sense of adventure in longer mapsets is one I highly value. Super Sonic Doom made a big impression on me with the variety of different environments and how you traveled through each zone of the journey.

      Older WADs definitely had more story to them, and those by Team TNT had a fair share of backstory to go with them: https://web.archive.org/web/20160314072923/http://teamtnt.com/icstory.htm

      posted in Doom General
      CuppykeksC
      Cuppykeks
    • RE: Post screenshots of the projects you're working on!!

      alt text

      first use of donut linedef action in (almost) 30 years

      posted in Doom General
      CuppykeksC
      Cuppykeks
    • 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.

      posted in WAD Releases
      CuppykeksC
      Cuppykeks
    • RE: Spawn Cell

      Played MAP01 and most of MAP02. I like how you use spectre demons but got lost a lot in the second map where I only chipped away at progression after killing 4 masterminds :S

      here's my dsda cl2 FDA:
      kvsarispawncell.lmp

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

      Nice, could you tell me what the setting is? I'll go ahead and update the trello. It's complicated to get the lineup right within episodic constraints.

      I'm thinking I'll just start a new thread then and request that people need to sign up and lock down a map slot, changing how the project is run and experiment. Before any new mappers try to participate they'll have to play a few maps so they know the standards, as I made the mistake of not being adamant about such involvement. I've messed with how a more complete project might look with concepts as well as the already completed maps:

      E1

      1. banquet of flames
      2. the library theater
      3. ??? the war machine/foundry (scrolling floor crushers factory)
      4. cinderblood
      5. corona raid
      6. the druids' citadel
      7. incision of the voice
      8. ??? the foretold doom
      9. ??? something with more floor scrolling and maybe ice, funky castle mansion

      E2

      1. stagnant neverland
      2. the resurrection
      3. ??? city of the damned
      4. ??? world's end apocrypha
      5. ??? middle eastern port city map with boats, cannons, roof hopping
      6. ??? water mosaics + underworld pyramids
      7. ??? pre-d'sparil
      8. ??? the ultimate defiance (d'sparil in the big necropolis)
      9. ??? Shadow Runner (secret level)

      E3 (loose form atm, sector effect levels there incase they're neglected throughout, but still only possible if I can get the real final boss thing working)

      1. ??? Silvershire
      2. ???
      3. ??? The Tower Level (tower map, vertical progression horizontal hazards map) lava on bottom, ice on top
      4. ??? The Wicked Root (tree house level, perhaps elvish?)
      5. ??? The Wind level
      6. ??? The Ice Level
      7. ???
      8. ??? The Real Final Boss
      9. ???

      E4: ??? Dedicated credits map

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

      Just some thoughts/notes for the future: Things are on hold and the project's closed in the front for now (if someone's already doing something let me know), but I want to look into getting resources for animated windy grass, tortured souls, and using the new ANIMATED lump to add swirly effects for FLATs like a black river styx-like liquid. I'm interested in assets for ghostly blue pyramids inspired some by King Quest VI's underworld/land of the dead, and maybe having rugs and other things to help emulate a middle eastern like setting. Requests open. For now I've got to finish up some maps and make resources.

      posted in Community Projects
      CuppykeksC
      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
      CuppykeksC
      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
      CuppykeksC
      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 enjoy and any feedback would be greatly appreciated 🙂

      posted in WAD Releases
      CuppykeksC
      Cuppykeks
    • 1
    • 2
    • 3
    • 4
    • 5
    • 13
    • 14
    • 1 / 14