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    Posts made by Cuppykeks

    • RE: Amorphous Euphoria

      And it's done! Plays on MAP27 for the music. Please let me know what you think!

      SCT_PickledSundayV1.wad

      note to self for next version:
      fix texture alignment, make exit door unable to be opened by monsters, better inner lift textures.

      Also I made a Trello Board for this project to help keep track of things

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      Alright then let's get to it. Sorry about my absence. This map will take some brainpower (to map anyway).

      alt text

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      @chrisjeplace Oooh very creative I loved all the little details you've made. Very promising, keep it up and thanks for sharing! It's all good!

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      @Walter-c Would you be okay with me merging different version of your map together? Basically to get a better balance of the map between what it was at the start and what it is now.

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      @kvsari Nice! Thank you for the update. I died at the end due to rocketing myself when the archvile teleported away but that's alright. Good map! I struggle to even have anything to nitpick about, though that may just be due to the fatigue of playing the map I commented on above. Here's my demo and sorry about the little pause near the end: kvsariv2.lmp

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      @r3d_belmont456 @R3D_Belmont456

      OK I played it and I even beat it this time with the help of savescumming for half an hour. The hitscanner snipers in the red room alcoves outside of it are health leeches shooting at you from afar in darkness. When you enter the spidermastermind room to get cover you're assaulted by hitscanners from both sides and it'd e nice if that wasn't the case, in that it would probably work better with projectile monsters like imps that throw fireballs you can dodge instead of having to just tank more damage because the cover only accounts against the spidermastermind and not all the other hitscanners. I still question how much ammo there is since I'm sure I had to find secrets to get the ammo I needed. I didn't even think I pressed the switches in the rooms since they look they've already been pressed since I'm used to them not being lit up at first. Was a pain to get through but I managed.

      The commander keen in the barrel revenant room I only noticed due to infinite height blocking my pathing over the secret door.

      I reached the final room and it's a clusterfuck. Encounter design is messy and isn't presented well.

      For that I recommend you keep the archviles away from the towers perhaps with a barrier of monster blocking lines. Remove the lost soul/pain elementals there entirely as they do nothing but throw bodies to block and trap you. Minor but effective monster nerfs. When you're the map creator you know where everything is and balance around the way you play your own map. As you get better at playing your own map you make it harder and harder to compensate.

      EDIT: removed my really long rant. Final version is okay.

      Here's my demo it's probably an hour long: belmontv3.lmp

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Inspiration

      Good music to daydream to.

      posted in Off-topic
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      @walter-c Thanks for the update. It flowed better, though the amount of cell ammo is excessive now and the opposition is too little now. Not much reason to enter the "weak" room. Thanks for the re-do on that final area too. I don't really have anything else to say so you can just watch the demo:
      waltc333.lmp

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      @walter-c I'm unable to download your map. Mediafire keeps making me wait and it never starts downloading anything so I'd like to ask you to upload it elsewhere. You can upload and attach files to your posts if that will work well for you.

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      @r3d_belmont456 Thank you for the map! Mt. Erebus is neat indeed. I didn't finish it. I wanted to but the barrel revenant tunnels started pissing me off. So starting with that the real issues I have are the revenants that come in from across a line of barrels with the chance to blow them up before they come around to me. The other issue is that the teleporter going into and out of that barrel challenge room is in the same direction of the teleporter so the monsters left alive in the main area of the map gather in the same corner so even if I do pass it I just get trapped by them when leaving. This is of course because I want to do that room first thing because it's the most difficult part of the map, hesitating to call it challenging due to the prevalence of RNG and dying to it at any point later on in the map feels like an instant death trap. It's not the most polished thing but I do like it since it is at least original and earnest effort went into it. Instead of another green armor a blue armor would be appreciated instead for a reward and wouldn't be so samey. Since the room is mostly just barrels it could easily do with some more detail, perhaps a in-door pyramid on the ceiling and such. Most of the map is pretty bare-bones looking, lacking lighting variation and (decoration) detail so it feels pretty vanilla too when even a few simple but effective touches would do nicely to spice it up and not feel so boxy. Remember that it's your map and that bringing things to the point where you're comfortable and satisfied with it matters most.

      The map is kind of buggy and glitchy in that my weapons and collision hit invisible walls in the middle of the map in random areas. Things probably got screwy in development so my duct-tape answer to fix that is to open a new map and copy and paste what you've already made into it to start over in that sense. I could write more but it's just issue with the basic visuals and lack of polish. More preferential desires would be wanting a plasma rifle to stun-lock the spider mastermind so I don't have to wait for the crusher to kill it and risk dying trying to help as I did.

      Here's an FDA (first demo attempt): belmont1.lmp

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • 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!

      posted in WAD Releases
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      @walter-c
      Much better! I liked the "secret" weapons room, as the notion of it made me smile plus it saved me time finishing the map after dying a few times.

      The green slime pit as a lift should also find a way to lift back down from the bottom, either using it or another walk-over line. I still don't know the purpose of the radiation suits, as they're practically useless for a secret. The door after that has missing textures on the ledge it's on. Since I've actually finished the map this time I can comment on what lies beyond.

      The bridge that raises should have a wider space opposite of the cacodemon alcove to have room to traverse around them due to the infinite height making it very unpleasant to travel across. Please put an extra small plasma cell, perhaps in one of those alcoves to give the player the extra BFG shot as after collecting the BFG and large cell you're still left with 20 cells, and raising that up to 40 for an extra final shot would be very nice. After entering the room the archvile was in, having that floor rug also lower the walls that the teleporter is in would be nice too, as that progression can get lost in the combat.

      Past the red key door is where the map overstays its welcome for me. It would be better if it just focused on an arena where you punch an archvile instead of the crate maze. The invisibility spheres I also have no idea what purpose they serve as they're presented with purpose but are ultimately redundant. "Filler" is what I see this part as. I had trouble exiting the map because of the imps blocking the way and there should at least be some footing the grab onto with some monster blocking lines (you can't even punch the imps like it currently is) as well as it just being awkward to make the jump since there's no comfortable path for it at all.

      Oh and the map could probably do with a cacodemon or two less because sticking to the tyson route can get exhausting and the identity of the map is muddled because I can't tell if you really want me to punch everything to death or intend for me to give up run away from the cacos (thinking about the raised bridge again). Falling off the bridge is probably even better than trying to cross it normally since you can just cut to the archvile and just have an easier time. Part of my complains about the grind of the map is that I figure you'd have to test it for the whole thing to be punchable, and then with just punching and the BFG for those that don't care to do that, striking a balance in design that works for both routes. A re-do of the final room focusing on the tyson aspect with an itch to use the BFG would be welcome instead of the "filler," again such as focusing on the archvile obstacle.

      Here's my demo playthrough: waltcv2.lmp

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      @kvsari Great! Had a relaxing and fun time with this map. Interesting to navigate and in overall design. The tight fight on top of the yellow key star room was pretty tight and I hope my survival was not just due to the plasma rifle I got (pleasantly surprised it was a secret and not a softlock), and the wait for the first lift seems to be a waste of time though being slow with nothing to do for a little while. The final fight put me on edge as well, again with some doubt brought by having the plasma rifle to make it easier.

      There's a missing texture on the lift to the exit chair. There are also a few misaligned textures around but that's alright, though I want to point out that the switch in the tower that allows the choice for which key to grab first might need a lower & upper unpegged to make the textures on the top and bottom of the indent less janky looking. A more tangible issue I've found has to do with the key doors leading to the red and white striped room, as the linedefs to opening the first door are blocked by an action line very close to it so I had to really hug the door to open it. Otherwise I wasn't sure if I was able to open it at all. Personally I think the opening to the invisible bridge could be a little wider so it's less awkward to jump down to, hitting invisible lines on the way down and judging where to land.

      I think the lack of mouselook put me at a disadvantage in progression being that it took me a while to realize I had to jump down to the teleporter to access the yellow key room. Maybe a mirror of it could be on the sky but I got it eventually. Most of the feedback you need I believe can be gleamed just from watching my demo playthrough: kvsari1.lmp ended with 100% everything and thank you for the map 🙂

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      @walter-c I've shown it off in about 3 discord servers. I'll have another go at it when I make another map but yeah I'm lacking on that front so I've relied on other people to help share it too.

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      @kvsari

      No window texture sorry. But if there's a way I can help give you an alternative or workaround without new textures I can do that.

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      I should be more clear that I'm not looking for quick speedmaps but want maps that have a quality to them and that despite what the map entails, it's polished and done to the best of the mapper's ability.

      Absolute freedom can be a paralyzing idea, so instead think that if you've ever had an idea for a map but lack a reason to make it or a theme it would be appropriate for then this is the WAD to put that idea forward to.

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • 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.

      posted in WAD Releases
      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
    • RE: Amorphous Euphoria

      Instead of wrapping it up in April I'm thinking of keeping this open until it's a full 32 map megaWAD. Going for the big compilation sounds much more fitting. When this thread gets busy I'll start making an organized list of mappers/maps if warranted.

      posted in Community Projects
      Cuppykeks
      Cuppykeks
    • RE: Amorphous Euphoria

      @walter-c

      I have two more suggestions:

      1. Regarding a slaughter+tyson map I think it would be interesting to have a BFG9000 available to use as another option with a minimal amount of shots. Placing this on one of the ledges you have to travel across to hit the shootable switch so you're not tricked into using it right away and have to deliberately make the choice to take it out for the big crowd(s) of your choosing.

      2. Regarding the infinite height awkwardness there should be stairs or a lift when going down those initial pits so you can drop down without worrying about being blocked by the alerted monsters. Say a flight of stairs for the first one where you have a bunch of pinkies, then a surprise big lift going down where all those zombiemen were.

      I also noticed in the poison pit I got stuck in (that I had a rad suit in but apparently it's not poison) you had the floor raising but also cacodemons pouring out that block the path you're raising but I don't have anything to say about that right now I just wanted to point that out.

      posted in Community Projects
      Cuppykeks
      Cuppykeks
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