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SuperCupcakeTactics

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  1. PLUTONIA 4 Released! (April Fools Megawad)

    I got a couple of giggles out of this and I like it! Smiles and hehs were had!
  2. Interesting maps/wads made by young people

    Pretty much every thread for a map I made was made when I was less than 18 years old and posted in 2015 (I'm 19 now). I still map but everything I make now I'm just keeping to myself because they're either part of a project of mine or are for someone else's. I really should just make a cool neat single map and post it here again in the post-2015 Doomworld. It's also going to be hard to calculate how long I've worked on a project since whenever because I don't keep track of that but one of them is definitely 5+ years.
  3. Sprite Makers Here?

    I suppose I am. What's up?
  4. Feelings Survey March 31st 2018

    Howdy everyone, are you feeling kind of sad and grumpy today? I am asking because everyone I know including myself feels that way and I've asked around and others do too. Something's going down, man. Thank you for participating!
  5. Have You Ever Lost a Significant Amount of Your Doom Creations?

    I had some fun silly Skulltag maps I made on an old computer (one of which was like my own hangout place where I made a room for myself with a pet archvile in a cage). I tried getting them again from the hard drive using a new computer but it wouldn't work. I guess I need some kind of special device to get the files from it that I just remembered is a thing.
  6. [Announcement] Elementalism - an ambitious new 32-map megawad

    Awesome! Always great to see (G)ZDoom map stuffs. Screenshots are super cool and remind me of PS2 games
  7. [Indie] Selling Games made in the doom engine?

    Well there's the GLOOME and GPL-GZDoom I've heard about. Also yeah a commercial TC kind of deal sounds cool and fun
  8. Civilian sprites

    Ghostbusters Doom 2 had some civilian sprites
  9. How to make levels harder without just adding more/harder enemies?

    Thoughtful monster placement complimenting a good space for that encounter to happen in. A single baron of hell in a tighter room with maybe some acid and a few pinky demons is a tough small example. Another way is maybe the only way to get some more space between you and a baron is a large swath of acid you might want to run across and if you do that there may be some more monsters alerted in the process. 1 or a few arachnotrons on a higher ground can put pressure on the player to keep moving down below. Think about lines of sight, how to best utilize some "key" monsters, and have there be a fair amount of decisions to make which makes it both tough and fun. I guess this is also level design advice lol
  10. How do YOU start a map?

    Interesting visuals to hold attention. A sort of objective like hey I need to get that key, gun, or enter that very important looking door. Also explosive barrel action is always great. If none of those then just making a wacky shape with some good paths will work. Maybe just making the starting square room like the old iwad maps will get you going when thinking about what to come after that opening door.
  11. Behemoth

    Great map!
  12. Nice title :P

  13. Looking for Partner

    I'd say just do what you want to do and whatever in your first map while you learn the editor. Then do more cool stuff/whatever "feels right" after getting some of that experience. Also maybe we could collaborate on a little map idk. Have some cool gameplay ideas and try rolling with that! Think about how your map would play and have a cool MIDI tune to go with it for your grand map play.
  14. Airplane and spaceship maps?

    https://www.doomworld.com/idgames/levels/doom2/m-o/missions
  15. Post Your Doom Picture (Part 2)

    Noooo the flowers are great!
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