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    KUBA18i

    @KUBA18i

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    Age 25
    Website jakub-majewski.com/
    Location Sosnowiec, Silesia, Poland

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    Best posts made by KUBA18i

    • How would you imagine a psychopath playing Doom?

      This thread is not intended to shame anyone for their gaming habits or decisions. This is all just for fun!

      You've likely heard people say things like "oh, this guy pours milk first, then puts in the cereal second, he must be a psycho!". or "holy crap, he's using light theme just like me, what a sick creep!". Now, imagine behaviour like this, but applied to a Doom player.

      My ideas would be something like this:

      • They use really niche ports like Doom Legacy or Carlos Doom for whatever reason.

      • They use bizarre or unconventional control schemes, and they do not have a good nor a practical reason behind it.

      • They regularly use complevels besides 2, 3, 4, 9, 11 and 21, not by accident.

      • They play in a 320x200 resolution because muh purism.

      • I'm sorry for this they love playing with OPL music and PC Speaker SFX

      • They use PauseBreak instead of ESC, I do it sometimes because it stops the audio and lets me refocus

      Any other suggestions?

      posted in Doom General
      KUBA18iK
      KUBA18i
    • RE: [Release] Amorphous Euphoria

      Just finished playing the WAD. I was playing RC1 without knowing there's an update, coincidentally enough. My review of the maps goes as follows:

      1. A distinctive setpiece to set in the mood. Unfortunely, despite me using PrBoom+ UM with 32 or 8 bit colour mode(softwaree, basically), I saw quite a few HOMs, and it doesn't look like the pic in the OP. But alright, the colourful colour changing thing still looks cool.

      2. Lots of doomcute and references to some sci fi show I have never heard of. Other than that the map plays alright is well detailed.

      3. I thougt of it as a cool tyson map, until I tried restarting the level and going into the second teleporter...

      It's still fun so yeah

      1. By using parkour, I managed to get ahead in the map, which is a cool thing to do, so I appreciate the author gave me the option to do it. Otherwise, the map is solid.

      2. A solid map utilising the aesthetic from the first level. No complaints here.

      3. I quite enjoyed this one, it utilises slaughter without feeling too repetitive, at least for me. I appreciate giving the big guns early on. Complaints, maybe the repetitive texture useage, but that's a nitpick.

      4. Another solid map, not much to say here. The tent and the bridge are the highlight for sure.

      5. I love the Super Mario Bros castles here, and the fact the gameplay revolves around various components, such as platforming, puzzle solving, avoiding, and fighting. I like to think the author placed the Keens because he got inspired by my Mayhem map. The worst part is the one with Hell nobles and the crushers, even the secret key is hidden in a stupid way, that pillar looks so unassuming. Also, the Keen in the barrel area is barely visible, I don't approve.

      6. This map revolves around a gimmick with three elevators, and I think it's brilliant and well executed. No complaints from me.

      7. The cat looks nice. Though the gameplay is lackluster. How was I meant to guess that you beat the map by jumping into the pits?

      8. Same as map one, but with credits. Not much to say here.

      Valedictorian: MAP09

      Salutatorian: MAP08

      Class President: MAP06

      Dunce Cap goes to: MAP10

      Good job. Looking forward to seeing more DU projects.

      BTW, there's an error in your credits file. The song at the text screens is Sonic Electronic, though it's also part of the same album. I know, because Sonic Robo Blast 1 also uses a midi for it for its first levels.

      posted in WAD Releases
      KUBA18iK
      KUBA18i
    • 30-25-10-5 Mapping Contest [Deadline 1st May 2024]

      Greetings, fellow Doomers, and happy winter festivities!

      This December happens to be a celebrated one, in part due to our favourite FPS reaching three decades of age. For me however, it has one more reason to feel festive...

      Ten years ago, I was an odd teenager with an interest in video games. A quite retro-skewed interest, so to say. About a fortnight after playing Half-Life 1 for the first time(first FPS game I beat, fell in love with it at the time), I noticed a Quakecon Sale announcement on Steam. From that point on, I became fixated on getting my hands on the Id Software shooters. Without saying too much, after several months my patience ran dry, and finally, a few days after Christmas, I traded a few TF2 keys(yeah, those were wild times) for a copy of Doom 3:BFG Edition...

      alt text
      alt text
      ...Next day, after the game finished installing, I got through the first few levels, and I quite quickly became hooked. It was certainly interesting to play a game composed of polygonal environments and sprites, and I kept on going. I remember that the Baron's death animation made an impression on me, and so did the face skin texture. Needless to say, I enjoyed the games very much. Funnily enough, I didn't realise Doom 1 had a run function, so I beat it without it(I think there's a demo category for doing this, IIRC it's called Stroller?). Took me a while to figure out how to progress in Underhalls though, lmao. Some of you might flinch at the fact I was using the Doom BFG edition to play these games, but hey, that's probably a far better method than setting the wrong settings in GZDoom and playing with freelook and jumping, right? XD

      Soon enough, I became exposed to the modding scene. The oldest memories relating to that are me watching a compilation of Brutal Doom player deaths and executions. Around that time, I downloaded a copy of Doomseeker, and tried out some servers. The first one I came stepped into was a Mega Man 8-Bit Deathmatch server with a TF2-esque Versus Saxton Hale gamemode, where the players were fighting a Pissed Off Roll character. At that moment, I felt amazed with what Doom is capable of when it comes to being a modding platform. Truly, the sky was the limit, and anything seemed possible. What I also remember from that era is that people really liked playing Zombie Horde, didn't they? Every match I was part of ended with the marines losing though...

      Naturally, at that time, I tried to create some things of my own. Unfortunately, I was unable to grasp how the editor works, so I didn't get very far...
      alt text
      alt text
      Due to obligations and having a backlog of other games, I didn't get into the modding scene has hard as one'd expect. Thankfully, a few years later, a person in my circles had an interest in playing Zandronum multiplayer, so naturally we played some of that together. A lot of coop sessions throughout some of the strangest wads we could think of, including the legendary Mock 2, but also Mortal Kombat Doom and Sailor Moon Doom(there's like 4 of them). We played with skins on, so at one point, I took some sprites from Ace Attorney and turned them into Zandronum skins. Released at the end of 2017, this would be my first successfully released mod for Doom...

      A few months later, during Spring 2018, after I was done with finals, I decided that I had enough, and wanted to finally make a map of my own. Once again, I had a bit of a rocky start, but I ended up making a map for Heretic just to feel unique. It was kinda quirky, kinda flawed, but I suppose it could have been worse. Sometime around the time, I would play Jack in the Dark, which was an attempt to take a bloody and scary adventure like Alone in the Dark and turn it into something happy and child friendly, so I had an idea to create something like that, but for Doom, likely next Halloween. When October turned around, I didn't have enough time to make anything new, so I decided to take my Heretic map and polish it for a public release, which ended up as Escape from the Catacombs. Due to how the idgames archive works, it showed up a few days after Halloween. I was told that I should wait for a /newest review, which was monthly and still going at the time. November issue came, and I wasn't mentioned. Same with December. And then... nobody ever wrote anything for that every again! Talk about disappointment! Since I didn't make a thread, not a lot of people were aware of that map, from what I assumed. Still, for a first map, I think it was okayish, since at every step of the production I wanted to make sure I was putting out the best I could. Still, the fact that it's advertised as vanilla and to this day only runs on GZDoom is a major faux pas...

      Months pass, decino annouces his Viewer Submission Round 1. Naturally, the thought of my creation being featured on a gaming channel like this was exciting to me, so as soon as I was done with exams for uni, I got to work. At the time, I didn't really understand how complevels work, so I simply checked if the map runs with Chocolate Doom or PrBoom+ to be safe. Done in about 5 days, Toxic Plant was released. A few months later, the video was released as well . I was surprised that the comments were generally postive, despite this being my second published PWAD. Some people pointed out the fact that the PWAD has a story attached. At the time, I had the wrong impression that this sort of thing was customary in PWADs, but that likely came from me remembering how the Master Levels had a fancy story that didn't much the gameplay, like the Cybedermon being turned into Doomguy or whatever.

      October was around the corner, so I got to work on my kid-friendly Doom mod. At the time, my skills in making art and sprites were lacking, so I wanted to find a way to create character sprites, since what I could find at the time from resources was not sufficient for what I needed or wanted. The result: me creating clay models, taking a bunch of photos, and fusing the clay parts together in Photoshop, resulting in PSD files that were over 1GB in size! But hey, I found the process to be rather fun. Unfortunately, I spent too much time on the sprites, so I didn't have time to make the map. Well, the next year was still a possibility...

      ...And fortunately, it was, and I took it and delivered. decino also released a video featuring it, and it seems like the reception was positive. For once, I released something that's unique and characteristic of me. Of course, I've learned a lot since then, and if I were to remake SPIADW today, it would look a lot different. But hey, a stepping stone...

      Since then, I've been releasing PWADs from time to time, though a more important one includes Plunge. It was a college project, where respondents could send their opinions about the game. I'd say it was a success. Certainly, it's great that the professors allowed me to submit something like this!

      And that brings us to today, more or less. 30 years of Doom, 25 years of the Boom source port, 10 years of me being a Doom fan and 5 years of me being a mapper. December is a month of significance for both this franchise, and me. But enough about my personal story, as I'd like to announce something...

      A Mapping Contest!

      Rules:

      • The point of the contest is to submit ONE playable level for any of the Doom engine games. This includes Doom 1 and 2, but also can include Final Doom, Heretic, Hexen, Strife, Doom 64, and even fan-made stuff like Sonic Robo Blast 2, Adventures of Square, MM8BDM and more!
      • You can use any complevel or source port you like, just please make sure it runs on modern systems. GZDoom, Boom, MBF, vanilla etc should be fine, and so should something like Eternity Engine or Sonic Robo Blast 2. Please no Doom Legacy though. Note: if you end up making something that only works on outdated ZDoom versions, please tell me about it.
      • You are not allowed to submit previously published content, only maps made specifically for the contest.
      • You can include graphic replacements, dehacked patches, and gameplay modifications of any kind. Just make sure to also include a playable map to go along with it.
      • I intend to be able to play submissions on YouTube(or even Twitch), so please do not include NSFW content of any kind.

      The deadline is 1st of May, 2024.

      Okay, but what about the judging criteria?

      My favourite PWADs happen to:

      • have an unique approach when it comes to gameplay and level design(Eternal Doom, The Given, Grove)
      • happen to be Total Conversions
      • try to take full advantage of the source port being used(Boomedit, Daedalus)
      • change the characters to something else, such as from other IPs
      • be "soulful"(weird 90s wads)

      So, even if you don't have the ability to create a smashing hit like any of the Cacoward winners, I believe you still have a chance to win me over, especaially if you create something unique and from the heart.

      What about the prizes?
      Well that's probably to be consulted with the winners. Generally, I plan to have multiple slots for winners, but I could end up creating multiple categories if necessary. Due to my limited financial situation, I probably won't be able to giveaway expensive prizes, but I'd love to give away a bag of Polish trinkets or candies to the winner, or just plain cash. However, embargos and postal services being a bitch is a thing that happens, so I might end up just doing 2d/3d art commissions(I'd love to, actually). A 3D printed SPIADW girl could be nice though. Again, will likely decide after the submissions come in.

      In any case, the contest is about celebrating the creativity the Doom fandom is capable of, so even if you don't end up winning, I'd love to see your efforts.

      To submit a WAD, post either below, or send one to my e-mail.

      I'll see you later!

      posted in Community Projects
      KUBA18iK
      KUBA18i
    • RE: Where In The Hell Is Doomguy?

      @Cuppykeks

      I'm guessing it's Action Doom 1.

      posted in Doom General
      KUBA18iK
      KUBA18i
    • Plunge|Standalone GZDoom game and thesis project

      Hello everyone!

      I have been tasked with creating a standalone game on the GZDoom engine, with assets either made by me, or modified from Public Domain resources. The game was distributed to players along with a survey. This was a project for my thesis, and was reviewed favourably by my teachers and seemed to be enjoyed by the respondents.

      The plot: Your mother is deadly ill, so your task is to venture into the caverns to find a rare flower, which is a crucial ingredient for the cure. The caverns hold many dangers, but you are brave enough to face any danger!

      You can grab the game from itchio. The page includes screenshots and other info. Included in the zipfile is a walkthrough and a secrets guide.
      https://jakub-majewski.itch.io/plunge

      To begin playing, extract the zip and click on "Plunge.exe". You can play in either Polish or English and have an option to play with Texture Displacement, which will give more depth to the environments, but can look a little unsettling to a lot of people.

      There is only one difficulty setting, and you need to bind Drop "Weapon/Lamp" to play the game properly(it should be bound to E by default). Make sure to press F1 for further help and instructions.

      The gameplay can be described as a first person adventure, with elements of action and puzzle solving sprinkled throughout. If you know where to go, the game shouldn't take long to beat. As this is the initial release, I may consider updating it in the future, especially if users will report issues.

      posted in WAD Releases
      KUBA18iK
      KUBA18i
    • RE: Limit-Removing Heretic Project

      @Cuppykeks

      .HHE patches will work with DSDA Doom if you rename the extension to .deh .

      posted in Mapping and Modding
      KUBA18iK
      KUBA18i
    • RE: You ever see anyone play Doom in public?

      In 2016, there was a guy on Doomworld who called himself the Doom Missionary, and he played Doom on a public library's computer, trying to encourage the locals to get more interested in Doom. The thread he made was dunked on by the forum dwellers at the time, and then it was shoved into Post Hell. Now, Post Hell is no more, and Internet Archive contains stuff up to 2015, so I cannot find it, sadly.

      posted in Doom General
      KUBA18iK
      KUBA18i
    • [Boom/cl9+] Perquisite Strata X - A demo compatible port of PSX-esxclusive levels!

      Hello everyone, tonight I present you with Perquisite Strata X, or in layman's terms, a Boom compatible conversion of exclusive levels from Doom's PlayStation console port!

      That's right, you can totally boot it up in Prboom+ UM, DSDA Doom and derivatives! Demo compatible! Should work on complevels 9 and up; if you set it to MBF compatible, you can change various physics settings to make it closer to how vanilla should feel.

      Before proceeding however, keep in mind that this port is meant for Boom compatible ports, and will not include fancy gizmos like coloured lightning. If you want that, you should probably check out Doom: The Lost Episode and the Playstation Doom TC. What is included however, are plenty of things to replicate the feel of the original while staying true to the PC version of the game:

      * Levels are directly converted from the contents of the original CD, and are now utilising the textures found in the Doom 2 IWAD. Missing textures were either ported, or recreated using Doom 2 assets.
      * The PSX version handles lightning very differently from the DOS release, and as such sector brigthness varied extremely right after the conversion process. I performed adjustments so that it looks more or less like it did on the console.
      * The music has been extracted from the LCD files on the original CD, and has been converted to Module Tracker songs. Sounds faithful, and saves space! CD Tracks use OGG though.
      * The Hook sprite is included via a DEHACKED patch. The PSX version had different types of spectres, and as such I've included a translucent pinky and the Nightmare Demon from Eviternity to provide replacements.
      * To accommodate coloured lightning, some textures were actually recoloured.
      * Boom action specials are used to recreate scrolling and translucency effects.
      * UMAPINFO and MUSINFO are utilised, and your port is expected to support them.
      * The famous fire sky has been recreated by using a javascript canvas. Since extracting it via browser code resulted in messy results, I used Sharex to capture the screen instead. Results were not optimal, but they are good enough for now.
      * Twilight Descends had some atrocious texturing issues, and I couldn't stand by without fixing them. Sorry, not sorry.
      * I've thrown an ENDOOM graphic for the hell of it. 
      

      List of levels:

      1. Hell Gate
      2. Hell Keep
      3. Twilight Descends
      4. The Marshes (Secret)
      5. Threshold of Pain
      6. The Mansion
      7. Club Doom (Secret)
      8. Redemption Denied
      

      Images: https://imgur.com/a/84OjDCE

      And most importantly of all, the credits:

      * id Software for the original game, Williams Entertainment for the port, American McGee for Hell Gate and Hell Keep, Randy Estrella for the Marshes, Tim Heydelaar for the Mansion, Aubrey Hodges for the music and Danny "Technoman" Lewis for the Club Doom song.
      * [Kaiser](https://www.doomworld.com/forum/topic/38608-the-console-doom-hacking-project-console-specs/) for making the PSXMake tool. [Reposted here](https://www.doomworld.com/applications/core/interface/file/attachment.php?id=226417).
      * [I.C.H.I. Znot and Impboy4](https://www.doomworld.com/forum/topic/103794-ps1-doom-music-converted-to-midi-grab-here/) for providing the music in MIDI format along with the soundfont for it.
      * [Roger Motzkus](http://www.motzkusart.com/product.html) for the cover art. The M_Doom graphic uses the Saturn cover art instead.
      * [Fabien Sanglard](https://fabiensanglard.net/doom_fire_psx/) for providing the code for generating the fire effect.
      * The authors behind the Nightmare Demon sprites and sounds, from Eviternity, by Dragonfly et al.
      * [PsyDoom](https://doomwiki.org/wiki/PsyDoom) for making the game playable on PCs, so it could be used as a reference point.
      

      Programs used:

      * SLADE
      * Ultimate Doom Builder
      * Adobe Photoshop CC
      * Audacity
      * Whacked4
      * OpenMPT
      * PSXMake by Kaiser
      * Playscii
      * For the fire effect, a combo of Notepad++, Chrome, ShareX and VLC
      

      Last, but not least, here's the download link:
      https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/psxconvjm

      Changelog:

      28th May 2023 - Version 0.5:
      Before this version, you were able to collect the megasphere in Club Doom from the wrong side by using the ramming against a wall bug. Since you couldn't do that in the PSX version, I decided to fix it >:-3.
      
      22nd May 2023 - Version 0.4:
      Fixed the Nightmare Spectres dropping an Imp sprite upon death in some ports.
      
      30th April 2023 - Version 0.3:
      The blue key switch in Threshold of Pain is now easier to press, regarding the passing use thru linedefs bugs.
      Fixed some linedefs not being hidden in The Mansion as they should.
      
      30th April 2023 - Version 0.2:
      Fixed the fact that Nightmare Spectres dropped Bullet pickups upon death.
      Fixed a texturing error in the crate room in Twilight Descends(took a little liberty).
       
      24th April 2023 - Version 0.1:
      Initial release.
      

      This is the first public release, so if you find any errors or problems, please make sure to notify me about them.

      Have fun! Hope to see some demos soon enough!

      posted in WAD Releases
      KUBA18iK
      KUBA18i

    Latest posts made by KUBA18i

    • 30-25-10-5 Mapping Contest [Deadline 1st May 2024]

      Greetings, fellow Doomers, and happy winter festivities!

      This December happens to be a celebrated one, in part due to our favourite FPS reaching three decades of age. For me however, it has one more reason to feel festive...

      Ten years ago, I was an odd teenager with an interest in video games. A quite retro-skewed interest, so to say. About a fortnight after playing Half-Life 1 for the first time(first FPS game I beat, fell in love with it at the time), I noticed a Quakecon Sale announcement on Steam. From that point on, I became fixated on getting my hands on the Id Software shooters. Without saying too much, after several months my patience ran dry, and finally, a few days after Christmas, I traded a few TF2 keys(yeah, those were wild times) for a copy of Doom 3:BFG Edition...

      alt text
      alt text
      ...Next day, after the game finished installing, I got through the first few levels, and I quite quickly became hooked. It was certainly interesting to play a game composed of polygonal environments and sprites, and I kept on going. I remember that the Baron's death animation made an impression on me, and so did the face skin texture. Needless to say, I enjoyed the games very much. Funnily enough, I didn't realise Doom 1 had a run function, so I beat it without it(I think there's a demo category for doing this, IIRC it's called Stroller?). Took me a while to figure out how to progress in Underhalls though, lmao. Some of you might flinch at the fact I was using the Doom BFG edition to play these games, but hey, that's probably a far better method than setting the wrong settings in GZDoom and playing with freelook and jumping, right? XD

      Soon enough, I became exposed to the modding scene. The oldest memories relating to that are me watching a compilation of Brutal Doom player deaths and executions. Around that time, I downloaded a copy of Doomseeker, and tried out some servers. The first one I came stepped into was a Mega Man 8-Bit Deathmatch server with a TF2-esque Versus Saxton Hale gamemode, where the players were fighting a Pissed Off Roll character. At that moment, I felt amazed with what Doom is capable of when it comes to being a modding platform. Truly, the sky was the limit, and anything seemed possible. What I also remember from that era is that people really liked playing Zombie Horde, didn't they? Every match I was part of ended with the marines losing though...

      Naturally, at that time, I tried to create some things of my own. Unfortunately, I was unable to grasp how the editor works, so I didn't get very far...
      alt text
      alt text
      Due to obligations and having a backlog of other games, I didn't get into the modding scene has hard as one'd expect. Thankfully, a few years later, a person in my circles had an interest in playing Zandronum multiplayer, so naturally we played some of that together. A lot of coop sessions throughout some of the strangest wads we could think of, including the legendary Mock 2, but also Mortal Kombat Doom and Sailor Moon Doom(there's like 4 of them). We played with skins on, so at one point, I took some sprites from Ace Attorney and turned them into Zandronum skins. Released at the end of 2017, this would be my first successfully released mod for Doom...

      A few months later, during Spring 2018, after I was done with finals, I decided that I had enough, and wanted to finally make a map of my own. Once again, I had a bit of a rocky start, but I ended up making a map for Heretic just to feel unique. It was kinda quirky, kinda flawed, but I suppose it could have been worse. Sometime around the time, I would play Jack in the Dark, which was an attempt to take a bloody and scary adventure like Alone in the Dark and turn it into something happy and child friendly, so I had an idea to create something like that, but for Doom, likely next Halloween. When October turned around, I didn't have enough time to make anything new, so I decided to take my Heretic map and polish it for a public release, which ended up as Escape from the Catacombs. Due to how the idgames archive works, it showed up a few days after Halloween. I was told that I should wait for a /newest review, which was monthly and still going at the time. November issue came, and I wasn't mentioned. Same with December. And then... nobody ever wrote anything for that every again! Talk about disappointment! Since I didn't make a thread, not a lot of people were aware of that map, from what I assumed. Still, for a first map, I think it was okayish, since at every step of the production I wanted to make sure I was putting out the best I could. Still, the fact that it's advertised as vanilla and to this day only runs on GZDoom is a major faux pas...

      Months pass, decino annouces his Viewer Submission Round 1. Naturally, the thought of my creation being featured on a gaming channel like this was exciting to me, so as soon as I was done with exams for uni, I got to work. At the time, I didn't really understand how complevels work, so I simply checked if the map runs with Chocolate Doom or PrBoom+ to be safe. Done in about 5 days, Toxic Plant was released. A few months later, the video was released as well . I was surprised that the comments were generally postive, despite this being my second published PWAD. Some people pointed out the fact that the PWAD has a story attached. At the time, I had the wrong impression that this sort of thing was customary in PWADs, but that likely came from me remembering how the Master Levels had a fancy story that didn't much the gameplay, like the Cybedermon being turned into Doomguy or whatever.

      October was around the corner, so I got to work on my kid-friendly Doom mod. At the time, my skills in making art and sprites were lacking, so I wanted to find a way to create character sprites, since what I could find at the time from resources was not sufficient for what I needed or wanted. The result: me creating clay models, taking a bunch of photos, and fusing the clay parts together in Photoshop, resulting in PSD files that were over 1GB in size! But hey, I found the process to be rather fun. Unfortunately, I spent too much time on the sprites, so I didn't have time to make the map. Well, the next year was still a possibility...

      ...And fortunately, it was, and I took it and delivered. decino also released a video featuring it, and it seems like the reception was positive. For once, I released something that's unique and characteristic of me. Of course, I've learned a lot since then, and if I were to remake SPIADW today, it would look a lot different. But hey, a stepping stone...

      Since then, I've been releasing PWADs from time to time, though a more important one includes Plunge. It was a college project, where respondents could send their opinions about the game. I'd say it was a success. Certainly, it's great that the professors allowed me to submit something like this!

      And that brings us to today, more or less. 30 years of Doom, 25 years of the Boom source port, 10 years of me being a Doom fan and 5 years of me being a mapper. December is a month of significance for both this franchise, and me. But enough about my personal story, as I'd like to announce something...

      A Mapping Contest!

      Rules:

      • The point of the contest is to submit ONE playable level for any of the Doom engine games. This includes Doom 1 and 2, but also can include Final Doom, Heretic, Hexen, Strife, Doom 64, and even fan-made stuff like Sonic Robo Blast 2, Adventures of Square, MM8BDM and more!
      • You can use any complevel or source port you like, just please make sure it runs on modern systems. GZDoom, Boom, MBF, vanilla etc should be fine, and so should something like Eternity Engine or Sonic Robo Blast 2. Please no Doom Legacy though. Note: if you end up making something that only works on outdated ZDoom versions, please tell me about it.
      • You are not allowed to submit previously published content, only maps made specifically for the contest.
      • You can include graphic replacements, dehacked patches, and gameplay modifications of any kind. Just make sure to also include a playable map to go along with it.
      • I intend to be able to play submissions on YouTube(or even Twitch), so please do not include NSFW content of any kind.

      The deadline is 1st of May, 2024.

      Okay, but what about the judging criteria?

      My favourite PWADs happen to:

      • have an unique approach when it comes to gameplay and level design(Eternal Doom, The Given, Grove)
      • happen to be Total Conversions
      • try to take full advantage of the source port being used(Boomedit, Daedalus)
      • change the characters to something else, such as from other IPs
      • be "soulful"(weird 90s wads)

      So, even if you don't have the ability to create a smashing hit like any of the Cacoward winners, I believe you still have a chance to win me over, especaially if you create something unique and from the heart.

      What about the prizes?
      Well that's probably to be consulted with the winners. Generally, I plan to have multiple slots for winners, but I could end up creating multiple categories if necessary. Due to my limited financial situation, I probably won't be able to giveaway expensive prizes, but I'd love to give away a bag of Polish trinkets or candies to the winner, or just plain cash. However, embargos and postal services being a bitch is a thing that happens, so I might end up just doing 2d/3d art commissions(I'd love to, actually). A 3D printed SPIADW girl could be nice though. Again, will likely decide after the submissions come in.

      In any case, the contest is about celebrating the creativity the Doom fandom is capable of, so even if you don't end up winning, I'd love to see your efforts.

      To submit a WAD, post either below, or send one to my e-mail.

      I'll see you later!

      posted in Community Projects
      KUBA18iK
      KUBA18i
    • RE: You ever see anyone play Doom in public?

      In 2016, there was a guy on Doomworld who called himself the Doom Missionary, and he played Doom on a public library's computer, trying to encourage the locals to get more interested in Doom. The thread he made was dunked on by the forum dwellers at the time, and then it was shoved into Post Hell. Now, Post Hell is no more, and Internet Archive contains stuff up to 2015, so I cannot find it, sadly.

      posted in Doom General
      KUBA18iK
      KUBA18i
    • RE: [Boom/cl9+] Perquisite Strata X - A demo compatible port of PSX-esxclusive levels!

      https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/psxconvjm
      Got accepted onto idgames!

      posted in WAD Releases
      KUBA18iK
      KUBA18i
    • RE: [Boom/cl9+] Perquisite Strata X - A demo compatible port of PSX-esxclusive levels!

      Uploaded a new version! Fixed a texturing error in Twilight Descends, and now the Nightmare Spectres no longer drop ammo.

      Now I've also fixed a couple linedefs in other maps.

      posted in WAD Releases
      KUBA18iK
      KUBA18i
    • [Boom/cl9+] Perquisite Strata X - A demo compatible port of PSX-esxclusive levels!

      Hello everyone, tonight I present you with Perquisite Strata X, or in layman's terms, a Boom compatible conversion of exclusive levels from Doom's PlayStation console port!

      That's right, you can totally boot it up in Prboom+ UM, DSDA Doom and derivatives! Demo compatible! Should work on complevels 9 and up; if you set it to MBF compatible, you can change various physics settings to make it closer to how vanilla should feel.

      Before proceeding however, keep in mind that this port is meant for Boom compatible ports, and will not include fancy gizmos like coloured lightning. If you want that, you should probably check out Doom: The Lost Episode and the Playstation Doom TC. What is included however, are plenty of things to replicate the feel of the original while staying true to the PC version of the game:

      * Levels are directly converted from the contents of the original CD, and are now utilising the textures found in the Doom 2 IWAD. Missing textures were either ported, or recreated using Doom 2 assets.
      * The PSX version handles lightning very differently from the DOS release, and as such sector brigthness varied extremely right after the conversion process. I performed adjustments so that it looks more or less like it did on the console.
      * The music has been extracted from the LCD files on the original CD, and has been converted to Module Tracker songs. Sounds faithful, and saves space! CD Tracks use OGG though.
      * The Hook sprite is included via a DEHACKED patch. The PSX version had different types of spectres, and as such I've included a translucent pinky and the Nightmare Demon from Eviternity to provide replacements.
      * To accommodate coloured lightning, some textures were actually recoloured.
      * Boom action specials are used to recreate scrolling and translucency effects.
      * UMAPINFO and MUSINFO are utilised, and your port is expected to support them.
      * The famous fire sky has been recreated by using a javascript canvas. Since extracting it via browser code resulted in messy results, I used Sharex to capture the screen instead. Results were not optimal, but they are good enough for now.
      * Twilight Descends had some atrocious texturing issues, and I couldn't stand by without fixing them. Sorry, not sorry.
      * I've thrown an ENDOOM graphic for the hell of it. 
      

      List of levels:

      1. Hell Gate
      2. Hell Keep
      3. Twilight Descends
      4. The Marshes (Secret)
      5. Threshold of Pain
      6. The Mansion
      7. Club Doom (Secret)
      8. Redemption Denied
      

      Images: https://imgur.com/a/84OjDCE

      And most importantly of all, the credits:

      * id Software for the original game, Williams Entertainment for the port, American McGee for Hell Gate and Hell Keep, Randy Estrella for the Marshes, Tim Heydelaar for the Mansion, Aubrey Hodges for the music and Danny "Technoman" Lewis for the Club Doom song.
      * [Kaiser](https://www.doomworld.com/forum/topic/38608-the-console-doom-hacking-project-console-specs/) for making the PSXMake tool. [Reposted here](https://www.doomworld.com/applications/core/interface/file/attachment.php?id=226417).
      * [I.C.H.I. Znot and Impboy4](https://www.doomworld.com/forum/topic/103794-ps1-doom-music-converted-to-midi-grab-here/) for providing the music in MIDI format along with the soundfont for it.
      * [Roger Motzkus](http://www.motzkusart.com/product.html) for the cover art. The M_Doom graphic uses the Saturn cover art instead.
      * [Fabien Sanglard](https://fabiensanglard.net/doom_fire_psx/) for providing the code for generating the fire effect.
      * The authors behind the Nightmare Demon sprites and sounds, from Eviternity, by Dragonfly et al.
      * [PsyDoom](https://doomwiki.org/wiki/PsyDoom) for making the game playable on PCs, so it could be used as a reference point.
      

      Programs used:

      * SLADE
      * Ultimate Doom Builder
      * Adobe Photoshop CC
      * Audacity
      * Whacked4
      * OpenMPT
      * PSXMake by Kaiser
      * Playscii
      * For the fire effect, a combo of Notepad++, Chrome, ShareX and VLC
      

      Last, but not least, here's the download link:
      https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/psxconvjm

      Changelog:

      28th May 2023 - Version 0.5:
      Before this version, you were able to collect the megasphere in Club Doom from the wrong side by using the ramming against a wall bug. Since you couldn't do that in the PSX version, I decided to fix it >:-3.
      
      22nd May 2023 - Version 0.4:
      Fixed the Nightmare Spectres dropping an Imp sprite upon death in some ports.
      
      30th April 2023 - Version 0.3:
      The blue key switch in Threshold of Pain is now easier to press, regarding the passing use thru linedefs bugs.
      Fixed some linedefs not being hidden in The Mansion as they should.
      
      30th April 2023 - Version 0.2:
      Fixed the fact that Nightmare Spectres dropped Bullet pickups upon death.
      Fixed a texturing error in the crate room in Twilight Descends(took a little liberty).
       
      24th April 2023 - Version 0.1:
      Initial release.
      

      This is the first public release, so if you find any errors or problems, please make sure to notify me about them.

      Have fun! Hope to see some demos soon enough!

      posted in WAD Releases
      KUBA18iK
      KUBA18i
    • RE: Limit-Removing Heretic Project

      @Cuppykeks

      .HHE patches will work with DSDA Doom if you rename the extension to .deh .

      posted in Mapping and Modding
      KUBA18iK
      KUBA18i
    • Which (G)ZDoom version is best for running mods from before ~2010?

      Whereas GZDoom maintains a decent level of backwards compatibility with content made in the past, there are some issues that are bound to happen when running old ZDoom wads on GZDoom of today. The examples I had encountered are listed as follows:

      -Phocas Island 2: at one point in the game, you can descend a staircase which leads to an icy world. However, due to some kind of bug, in modern GZDoom that staircase will teleport you into the deadly void if you attempt to descend it. Another problem is the fact that in the forest level, the beehives are stuck inside the ceiling, which means they are not functioning properly.
      -Happy Time Circus 2: outright crashes in GZDoom, so I had to play it in Zandronum.
      -Daedalus: Alien Defense: for the most part it worked fine, however, there were a few spots where a security camera actor was placed, and more often than not the camera would be stuck in the ground, or the ceiling, or be misaligned in general.
      -Eternal Doom IV: might not be related to ZDoom in and of itself, but whereas most maps have a defined jump allowed or disallowed set up, there is no such thing for crouching. As a result, you can get softlocked if you crouch in the wrong area and enter an inescapable pit. As a matter of fact, the wad was released after crouching was added to ZDoom(circa 2005), though maybe the devs didn't know about that. However, there is an area in The Shrine where you can get teleported to a secret area, and leaving is impossible...unless you crouch. Whether this is a collision problem, related to the source port, or a level design problem, I do knot know!
      -Action Doom: maybe I just had bad luck, or there is a way around this, but I couldn't defeat the first tank in the first level, because the turret head was unhittable, from what I remember.

      I presume other people may have encountered similar problems, not limited to the above. The reason I am inquring into this is because whenever I'm going to play Mass Mouth, Ghoul's Forest or some other old ZDoom mod, it would be pretty bad if I encountered into unintended effects without realising it.

      So, the solution is to probably use an older version of (G)ZDoom. How old, or how new, however, is the actual question. I would like to be able to play in 1440p, after all(Zandronum doesn't seem to have an option for that). If there are some compatibility measures modern GZDoom can use for cases like this, it would be good to know too.

      posted in Doom General
      KUBA18iK
      KUBA18i
    • How would you imagine a psychopath playing Doom?

      This thread is not intended to shame anyone for their gaming habits or decisions. This is all just for fun!

      You've likely heard people say things like "oh, this guy pours milk first, then puts in the cereal second, he must be a psycho!". or "holy crap, he's using light theme just like me, what a sick creep!". Now, imagine behaviour like this, but applied to a Doom player.

      My ideas would be something like this:

      • They use really niche ports like Doom Legacy or Carlos Doom for whatever reason.

      • They use bizarre or unconventional control schemes, and they do not have a good nor a practical reason behind it.

      • They regularly use complevels besides 2, 3, 4, 9, 11 and 21, not by accident.

      • They play in a 320x200 resolution because muh purism.

      • I'm sorry for this they love playing with OPL music and PC Speaker SFX

      • They use PauseBreak instead of ESC, I do it sometimes because it stops the audio and lets me refocus

      Any other suggestions?

      posted in Doom General
      KUBA18iK
      KUBA18i
    • RE: [Release] Amorphous Euphoria

      Just finished playing the WAD. I was playing RC1 without knowing there's an update, coincidentally enough. My review of the maps goes as follows:

      1. A distinctive setpiece to set in the mood. Unfortunely, despite me using PrBoom+ UM with 32 or 8 bit colour mode(softwaree, basically), I saw quite a few HOMs, and it doesn't look like the pic in the OP. But alright, the colourful colour changing thing still looks cool.

      2. Lots of doomcute and references to some sci fi show I have never heard of. Other than that the map plays alright is well detailed.

      3. I thougt of it as a cool tyson map, until I tried restarting the level and going into the second teleporter...

      It's still fun so yeah

      1. By using parkour, I managed to get ahead in the map, which is a cool thing to do, so I appreciate the author gave me the option to do it. Otherwise, the map is solid.

      2. A solid map utilising the aesthetic from the first level. No complaints here.

      3. I quite enjoyed this one, it utilises slaughter without feeling too repetitive, at least for me. I appreciate giving the big guns early on. Complaints, maybe the repetitive texture useage, but that's a nitpick.

      4. Another solid map, not much to say here. The tent and the bridge are the highlight for sure.

      5. I love the Super Mario Bros castles here, and the fact the gameplay revolves around various components, such as platforming, puzzle solving, avoiding, and fighting. I like to think the author placed the Keens because he got inspired by my Mayhem map. The worst part is the one with Hell nobles and the crushers, even the secret key is hidden in a stupid way, that pillar looks so unassuming. Also, the Keen in the barrel area is barely visible, I don't approve.

      6. This map revolves around a gimmick with three elevators, and I think it's brilliant and well executed. No complaints from me.

      7. The cat looks nice. Though the gameplay is lackluster. How was I meant to guess that you beat the map by jumping into the pits?

      8. Same as map one, but with credits. Not much to say here.

      Valedictorian: MAP09

      Salutatorian: MAP08

      Class President: MAP06

      Dunce Cap goes to: MAP10

      Good job. Looking forward to seeing more DU projects.

      BTW, there's an error in your credits file. The song at the text screens is Sonic Electronic, though it's also part of the same album. I know, because Sonic Robo Blast 1 also uses a midi for it for its first levels.

      posted in WAD Releases
      KUBA18iK
      KUBA18i
    • RE: Where In The Hell Is Doomguy?

      @Cuppykeks

      I'm guessing it's Action Doom 1.

      posted in Doom General
      KUBA18iK
      KUBA18i