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    KUBA18i

    @KUBA18i

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    Website jakub-majewski.com/ Location Sosnowiec, Silesia, Poland Age 23

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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
      KUBA18i
      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
      KUBA18i
      KUBA18i
    • RE: Where In The Hell Is Doomguy?

      @Cuppykeks

      I'm guessing it's Action Doom 1.

      posted in Doom General
      KUBA18i
      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
      KUBA18i
      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
      KUBA18i
      KUBA18i

    Latest posts made by 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
      KUBA18i
      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
      KUBA18i
      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
      KUBA18i
      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
      KUBA18i
      KUBA18i
    • RE: Where In The Hell Is Doomguy?

      @Cuppykeks

      I'm guessing it's Action Doom 1.

      posted in Doom General
      KUBA18i
      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
      KUBA18i
      KUBA18i