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Frost-Core

[Doom CP] Episode 1 : Neck Deep In The Gibs [Beta 0.1.1 OUT!]

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Doom CP, huh? That certainly made me raise an eyebrow. I think it would be better to forgo with the shortening and just call it Doom Community Project. I thought it was some tasteless joke wad at first judging from the title.

 

But it may just be a Swedish thing. CP (short for Cerebral Pares) is an old collective term for mental disabilities that sadly became a general derogatory phrase used against any people that weren't quite right.

Edited by CeeJay

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2 minutes ago, CeeJay said:

Doom CP, huh? That certainly made me raise an eyebrow. I think it would be better to forgo with the shortening and just call it Doom Community Project. I thought it was some tasteless joke wad at first judging from the title.

It’s far less tasteless than say, Knee Deep in ZDoom.

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Just now, CeeJay said:

Doom CP, huh? That certainly made me raise an eyebrow. I think it would be better to forgo with the shortening and just call it Doom Community Project. I thought it was some tasteless joke wad at first judging from the title.

 

But it may just be a Swedish thing. CP (short for Cerebral Pares) is an old collective term for mental disabilities.

A CP is a Community Project. heheh

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3 minutes ago, Frost-Core said:

A CP is a Community Project. heheh

Quite.  I mean, we all know here right that a CP is a community project.  Even in English we have Cerebral Palsy..  however because this is a Doom forum, we use our brains and know it’s a Community Project rather than a discussion about diseases.

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Just now, Codename_Delta said:

Here's a barebones demo/beta of my map, obviously run it with your copy of DOOMTM or The Ultimate DOOMTM 

 

I joined this because I won't lie about me preferring Doom 1 over Doom 2 due to Doom 2's lacking gameplay, which kinda became a positive when mods came out for it, and Doom 1's combat is pretty darn solid.

 

Updated

 

 

Well, the teleporter does not work.

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5 hours ago, Frost-Core said:

Taken Slots and Music for Slot 

  Reveal hidden contents

E1M2  : Silent Wolf (Track : ????)

E1M4 : Codename_Delta (Track : Good Luck by @Bloo from The Ultimate MIDI Pack.)

E1M5 : Walter confetti (Track ????)

E1M6  : dotQLL (Track ????)

E1M8 : Gibbon (Track ????)

E1M9 : Frost-Core (Track ????)

 

I think you should also include the names of any maps that have one.

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Just now, Codename_Delta said:

which one?

The one that goes to the pinky and imp room? am i missing something?

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2 minutes ago, Frost-Core said:

hmm, interesting.

It isn't supposed to be like that but hey, it works.

 

I am probably one of the worst speedrunners as well.

 

Check the post I made 20 minutes ago for a speedrun to download and watch in whatever source port.

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I'll call for E1M7. I've got a bare-naked test map with no monsters that could actually work for this kind of CP.

 

I'm going to proceed to continue calling this a CP just for the shits and giggles.

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Just now, KubaloBlackMT said:

I'll call for E1M7. I've got a bare-naked test map with no monsters that could actually work for this kind of CP.

 

I'm going to proceed to continue calling this a CP just for the shits and giggles.

Ok!

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4 hours ago, Frost-Core said:

You can choose whatever theme, however play the map that comes after yours and add a effect, e.g i have a techbase map i have to add at the end a gate, because the next map is a hell map.

Haha SW1STON2 go brrrrr.......

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Just now, DoomTheRobot said:

I'll take E1M1, please.

I think all of them are taken now.

Nope, take E1M1 sir!

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Just started working on my map, so I'd like to say some info first:

Name: Recovery Station
Author: dotQLL
Track: Way To Go by PsychEyeball
Theme: Phobos Techbase
Inspiration: Knee-Deep in the Dead (esp E1M2 and E1M7)

 

 

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2 hours ago, Codename_Delta said:

Here's a better version of my map:

 

Words*

 

Not a bad map, and i see what part of the 90s era you achieved to remake, good!

I get that this map it's in it's early building sections, but i still found quite some bugs like:

  1. The teleport at the start doesn't work for some reason in Eternity 4.0.2
  2. There's a demon and a baron tuck in each other in the second part of the map
  3. The exit door can be opened without taking the red skull
  4. I'd like to see this map been more evolved, at least something with 80/90 monsters? The way it is now feels too short to play.

Also iirc the maps have to be joined each other, right?

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5 minutes ago, Walter confetti said:

 

Not a bad map, and i see what part of the 90s era you achieved to remake, good!

I get that this map it's in it's early building sections, but i still found quite some bugs like:

  1. The teleport at the start doesn't work for some reason in Eternity 4.0.2
  2. There's a demon and a baron tuck in each other in the second part of the map
  3. The exit door can be opened without taking the red skull
  4. I'd like to see this map been more evolved, at least something with 80/90 monsters? The way it is now feels too short to play.

Also iirc the maps have to be joined each other, right?

Yeah, I'll work on the map tomorrow.

 

It's quite late.

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Hey mappers! i wanted to release an early version of E1M9, its name is recomputing and i am releasing it because i think that people are thinking im not working on it :

recomputing 

Version 2 : builded nodes with BSP.W32 and fixed baron (sort of) :

recomputing v2

Edited by Frost-Core

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Just now, Codename_Delta said:

Good action just a couple issues because... well it's unfinished...

 

https://imgur.com/a/PblpF3y

The baron i can not get to be unstuck, because he is in one sector trying to find his way out however there is gaps, and y'know demons are smart and don't fall, about the wall issue i can change the nodebuilder.

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Just now, Frost-Core said:

The baron i can not get to be unstuck, because he is in one sector trying to find his way out however there is gaps, and y'know demons are smart and don't fall, about the wall issue i can change the nodebuilder.

The wall issue is because everything is lowered when you lower the lift.

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