That's still pretty cool though!
Posts made by Cuppykeks
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RE: Treasure Hunts
@dasho At first I thought you meant hunting for geodes, like those rocky eggs people crack open. Then I looked up the price of a Garmin and thought "wow that's expensive I should just buy a metal detector then," even though that has nothing to do with GPS but then I actually looked up what geocaching is and that sounds cool! Thank you for the recommendation
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RE: Where In The Hell Is Doomguy?
This one's another personal favorite and inspiration of mine:
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RE: Where In The Hell Is Doomguy?
@Dusk-Iv That's STRAIN! MAP09 it is. At first I thought it was Dystopia 3 but I didn't see this in there though there was a similar room.
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Treasure Hunts
You guys find any treasure? I've always wanted a super power I call "Treasure Vision" because it's like having X-Ray Vision except for treasure and not for peeping.
For me I found 5 bucks in a pair of pants at Goodwill today and no I didn't buy the pants but it was a cool experience. Gosh I want to find more treasure so bad.
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RE: Phased Community Project?
@Walter-c Just updating the resource pack with more stuff is all! Or they could be multiple resource WADs since they don't all have to be together.
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RE: What Doom texture would you use as wallpaper at home?
BROVINE for the bedroom
SKULWAL3 for the bathing room
TANROCK4 for the living room
STONE2 for the kitchen
ZZWOLF5 for anything else and if it doesn't work then more BROVINE is always good. -
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.
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Sky Transfer Tutorial
Near the end of Amorphous Euphoria development I learned that sky transfers indeed have nothing to do with any kind of MAPINFO but instead are implemented in the map itself. I learned that this works in pretty much every port (excluding vanilla/chocolate ofc) and that includes Crispy Doom so I went to town with it!
As shown in a dummy sector: Apply "Linedef Action #271" to a linedef and apply the texture you want the Sky to be as the UPPER Texture (in the picture seen as 'SKY3'). Notice that the Tag is also '0', this means that the Sky will be changed to your desired Sky Texture in all sectors that are also Tag '0' so if you have sector with a Sky ceiling using a different Tag then you will need to create an additional "Linedef Action #271" with the same Tag as the corrosponding sector to keep the skies the same.
If you want to perform Sky Transfers using different Tags on different sectors next to each other then remember to change the brightness level on the different sectors so they will render as desired as seen in Amorphous Euphoria maps 1, 9, and 11. Note that this particular visual only works in Crispy Doom, Woof, Doom Retro, and dsda-Doom in software mode.
Now you know how to do sky transfers and always guarantee that your map will have the sky you want it to have!
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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.zipupdates 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)
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RE: Where In The Hell Is Doomguy?
@D1m3 Bingo! You got it right it's Super Sonic Doom! MAP13, "The Zero Club" pictured and yes it does have that part banning lamers for a show.
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RE: Where In The Hell Is Doomguy?
@Walter-c @KUBA18i
Nope! It is an early ZDoom wad from before 2005 though! The area you see isn't a secret. -
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.
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[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 THEREImportant 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)
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!
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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: Amorphous Euphoria - Development Finished
@Walter-c Only the final map passed iirc due to having no real sky usage.
@NoisyVelvet Glad to hear you had a good time (and thanks for the playtest!)
@MattFright How do I do an OPTIONS lump? Is that part of a UMAPINFO? Forcing ghost monsters and for the sky transfers to render properly is a must if possible! And for this effect to remain intact assuming it's not dependent on software vs gl rendering.
@kvsari I tried but I couldn't get it right. Sorry could you please make the fix yourself? The self-referencing sector keeps separating itself when placed back in.
New version: AmoreEuph_v0.wad
intro/outro map finished where I may have gone a bit too far in some places and in others not enough. Fixed MAP08's sky transfer. Other than fixing @kvsari 's map and adding info lumps it should be ready for a proper release if there are no other questionable inquiries. -
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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RE: Amorphous Euphoria - Development Finished
I need to sleep but before I do here's what I have so far:
AmorpheuV0.wad. If anyone has any problems with the map lineup let me know. MAP01 is what I was messing with for a bit too long (that and just messing with sky transfers) IDK if I'll keep it going so some feedback on that would be nice.<!> ATTENTION <!> I had to edit people's maps to do sky transfers since I discovered that's how they really work for Crispy Doom and not in MAPINFO which Crispy does not support. So if I screwed something up to change the sky in your map I apologize for any inconvenience my ignorance has caused.
@Walter-c I ended up leaving your map alone and if your unfinished 2nd map doesn't find a home then maybe it can be finished for a sequel!