Argent Agent Posted August 3, 2020 Kuiper is a map pack made for PrBooM+ that will feature 11 (possibly 12) maps. This map pack was made with an emphasis on multiplayer; some maps will play differently in multiplayer, with some areas only accessible in single player or in multiplayer. Some maps will also be non-linear with duplicate keys and duplicate exits that provide the player different options for as to how they should complete the maps, with the addition of alternative paths that the player can progress through. This will be a very difficult map pack and will also feature a DEHACKED patch to buff/modify some of the monsters along with some of the player's weapons and stats, so don't expect this wad to be a cakewalk. Preliminary map list (may be expanded to contain an additional map): MAP01: The Quickening MAP02: Loyalists' Launchpad MAP03: Pluto Settlement MAP04: Colonial Residency MAP05: Unworldly Temple MAP06: Terrorforming MAP07: City on the Edge of Forever MAP08: Chthonian Epoch MAP09: The Galactic Nexus MAP31: Darkseed MAP32: Timescape Preliminary Screenshots: 83 Share this post Link to post
Egg Boy Posted August 3, 2020 Looks incredible, I especially like the second screenshot and the last one. 4 Share this post Link to post
elend Posted August 3, 2020 Heck yeah, sector space ships! Looking nice. 2 Share this post Link to post
Marcaek Posted August 4, 2020 ayy you posted it time to go to kuiper to get more hyper hm haha 2 Share this post Link to post
Dimon12321 Posted August 4, 2020 (edited) Hmm... That's quite interesting! Is the tower a big object or a big decoration (4 walls) with transparent spaces? 1 Share this post Link to post
Walter confetti Posted August 4, 2020 Looks beautiful, reminds me a lot of Ritenour Maps (Phobos, Earth) 3 Share this post Link to post
Argent Agent Posted August 4, 2020 10 hours ago, Dimon12321 said: Hmm... That's quite interesting! Is the tower a big object or a big decoration (4 walls) with transparent spaces? The tower's scaffolding is composed of multiple linedefs so that the size of the tower decreases with height. 1 Share this post Link to post
Doomkid Posted August 5, 2020 Those screenshots are super interesting, definitely not run of the mill stuff! I’ll be really keen to see this up close once there’s a public release. 1 Share this post Link to post
MFG38 Posted September 27, 2020 Screenshots are looking quite sweet! I'll keep an eye peeled. c: 0 Share this post Link to post
Pechudin Posted September 27, 2020 Holy mother of visplane overflow! Those screenshots (especially the first one) look amazing! How much work did all that sector decoration take?? 0 Share this post Link to post
Argent Agent Posted September 28, 2020 On 9/27/2020 at 5:54 AM, Dimon12321 said: How is it going, Agent? Work is a bit slow as of late; University has kept me busy. On 9/27/2020 at 8:39 AM, Pechudin said: Holy mother of visplane overflow! Those screenshots (especially the first one) look amazing! How much work did all that sector decoration take?? It took a while; the ship I just traced over a blueprint for a runabout, though. 1 Share this post Link to post
Argent Agent Posted May 7, 2021 It's been a while since I've given a status update for this wad! A lot of other stuff has been happening in life, from university to side projects. Anyways, here is a small preview of MAP06 just to show that this project is not dead. 11 Share this post Link to post
Dimon12321 Posted December 5, 2022 It's the end of 2022. We want another screenshot xD 4 Share this post Link to post
Argent Agent Posted December 22, 2022 Another year has gone by and I think it is time for a status update on where things stand with this project. Work on my doctorate has kept me pretty busy since I started on it a couple of summers ago, though this upcoming spring might be slightly less busy and I may be able to fit some room in to work on maps for this project. I've also been working on a side project which has eaten up a little bit more of my spare time, but the scale of that project is a bit smaller than this one. Dealing with off-and-on burnout has also been difficult for making progress, though I haven't been feeling as burnt out on making maps lately. Anyways, as for where Kuiper is going, I've decided that given the limitations of DEHACKED for complevel 9 that I will be adapting this project to use the MBF21 standards, specifically for the extended DEHACKED. Monster behavior, weapon properties, and player properties will be modified further and will be elaborated upon once there in a somewhat complete form. A decorate counterpart is in the works for ZDoom-based port compatibility which will be used as a base to generate the extended DEHACKED. Cooperative support is still a must for me, though currently the only port that supports MBF21 with multiplayer is Odamex at the moment and I am hoping that this will change in the future, especially for demo-compatible ports (especially since these maps will play somewhat differently in multiplayer). Work is ongoing in the background at the moment. Work from my secret side project (not so secret if you're in the Mechanix Union Discord) will be used for this project as well. Stay tuned for more!! 4 Share this post Link to post
Andromeda Posted December 22, 2022 44 minutes ago, Argent Agent said: Cooperative support is still a must for me, though currently the only port that supports MBF21 with multiplayer is Odamex at the moment and I am hoping that this will change in the future, especially for demo-compatible ports (especially since these maps will play somewhat differently in multiplayer). Not anymore, Woof (and I assume Nugget Doom) can record MBF21 multiplayer demos now! 3 Share this post Link to post
Alaux Posted December 22, 2022 (edited) 2 hours ago, Andromeda said: Not anymore, Woof (and I assume Nugget Doom) can record MBF21 multiplayer demos now! I'd advise NOT to use Nugget Doom for demos yet. As stated in both its thread and README, it hasn't been put under thorough testing for compatibility yet. It might work just fine, but I personally wouldn't take the risk. Many of its features can't be used in demos and net play anyways. 1 Share this post Link to post
Argent Agent Posted October 9, 2023 Phew, PhD work can be difficult and take a lot of time, but I've been getting back on the ball with getting this wad closer to completion. Here's some of the latest content being worked on. 14 Share this post Link to post
Andromeda Posted October 9, 2023 22 hours ago, Argent Agent said: Phew, PhD work can be difficult and take a lot of time, but I've been getting back on the ball with getting this wad closer to completion. Is your PhD work on Doom mapping by any chance? ;) Looks awesome! 0 Share this post Link to post
MFG38 Posted October 10, 2023 13 hours ago, Andromeda said: Is your PhD work on Doom mapping by any chance? You can do a PhD on Doom mapping?! WHERE?!?! 1 Share this post Link to post
Dimon12321 Posted October 10, 2023 (edited) 3 hours ago, MFG38 said: You can do a PhD on Doom mapping?!WHERE?!?! On doomworld.com, and a cacoward is a red diploma =P 2 Share this post Link to post
Blacklight Posted February 16 How many times I don't look at Screenshots of this future Project, but I increasingly want to play it as soon as possible and express my opinion about it! I hope it will be released in 2024. 2 Share this post Link to post
Argent Agent Posted February 18 On 2/16/2024 at 3:53 PM, Blacklight said: How many times I don't look at Screenshots of this future Project, but I increasingly want to play it as soon as possible and express my opinion about it! I hope it will be released in 2024. Thankfully, my coursework is finished so I am able to dedicate more of my time towards working on maps. I've been working hard on MAP08; there is still plenty to do, but thankfully much of the layout is complete. Here is some of what I have been working on as of late! 11 Share this post Link to post
Decay Posted February 19 Progress on this wad is looking sweet, looking forward to the final product! 3 Share this post Link to post