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Chookum

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Everything posted by Chookum

  1. Here's some suggestions, though I'll separate it by type of difficulty: PLATFORMING/GIMMICKS: Frog and Toad, by Ribbiks, Toilet of the Gods, by Benjogami FIGHTING/SLAUGHTER: Death in Excess, by NoReason or Italo Doom, by Ribbiks HOPELESSNESS/SCALE: Abandon, by Benjogami et al., Sunder, by Insane Gazebo BPRD VARIETY HOUR: The Nuts! Trilogy, The Mucus Flow and Grove, by BPRD THE WRONG KIND OF DIFFICULT: Hell Revealed 2, by Jonas Feregen et al., Mock 2: The Speed of Stupid, by a whole bunch of silly people Bonus: I HAVE TO PLAY HOW MANY MAPS?: Any of the RAMPs, organised by DavidN
  2. Who ordered the 5-4: Hotpot with additional spices? Watch out, as grabbing skulls adds more ingredients to the bowl! In addition: Fix to MAP13 to ensure all enemies teleport into final sequence. Fix to MAP33 to properly time to events after getting the red and blue skull key switches. Some additional ammo added to MAP32 and the Blue Key room given much more bite. Other additional little fixes to other maps too... Invulnerability on old-school ports (DSDA, Woof) now Magenta/Gold. New Script for ZDoom Ports: All Kills/Secrets Announcements. New Option under Mod Options to disable Announcer Tallying all kills/secrets. MAPINFO/UMAPINFO added with new intermission music for episode finishes and finale. Full versions of MAPINFO/UMAPINFO added. Project's close enough to completion. MAPINFO Game namespace fixes to fix title on ZDoom ports. Announcer on/off code updated to be more robust. "Bubblegum" text colour added to approximate AAliens gold-magenta colour gradient. MAP29, 5-5: Bisch-Bosch is the next on the list. MAP30 is about halfway done already. I will try to release both together.
  3. Mandrill's Ass Project and Mock 2. I can't get enough of tongue in cheek wads.
  4. I have a three-fer: DSDA Doom for Classic Doom and Map Testing GZDoom for Casual Play and Modded Doom Zandronum for Multiplayer Simple as!
  5. If I've killed all the monsters on a map and can't find all the secrets, I may pull a cheeky IDDDT to track them down. It's a bad habit.
  6. Chookum

    Fried egg on ice cream.

    Eugh! No! Why would you...! Do not! Do not the egg!
  7. Chookum

    what are you working on? I wanna see your wads.

    MAP28: 5-4: Hotpot for Headless Chicken Also decided to make a minor adjustment to the colourmap to be released with the map. Can you spot it?
  8. Here's one of potentially two maps from the Chicken Coop, and first to be served is Power Bomber. A quick, slaughtery level in a power plant I whipped up in a couple of days. Screenshots below:
  9. I'm down to clown once more, but I've got a couple of other maps to work on first. Hype!
  10. There is a secret exit in MAP32, but you can IDCLEV your way there too. In addition I have been making smaller changes and uploads to fix bugs and try to tune small things. In particular I'm looking for a good set of sectors/actions to make the skydive of MAP01: 1-1: Touchdown work consistently between GZDoom on Default and DSDA-Doom and similar ports. In GZDoom the player gets yote so hard they can end up mounting a ledge and starting further in and close to the cyan switch - early on in development I put a fence up just to stop this from happening. While I'm here, preview shots of MAP28: 5-4: Hotpot. I wanted to have a go at doing tall natural features that look intimidating from a distance - in Heck. It's extra spicy!
  11. Currently I do data wrangling stuff for a living and while it isn't "production" production, live and people externally needed it yesterday sort of urgent, I am not proud of some of the stuff I've written. At least without the above parameters or urgency, I can iterate on what I've got until it works acceptably for my clients and is documented enough for me to forget about safely in case someone else picks it up and runs with it later on. That said, several years back I had a web development job. My first red flag experience was seeing the most chaotic indentation for a live website's code ever. Things only got worse as I realised the 15+ year old, custom made website content management system that's had three iterations to turn out like Wordpress but soggy and worse, never had a single line of documentation written. Most of the time you just copied code from another website's source to make progress on tasks. Knowledge retention, transfer, and onboarding was awful inside those walls. All the above however is less of a programming error and more of a managing programming error though, and I do not have time to go into the rest of what happened there.
  12. Chookum

    How did your first time feel?

    I was 4 or 5 when Doom 2 was introduced to me by my brother's friends on their computer, playing MAP03 with all of the cheats turned on and the hall of mirrors everywhere. It was quite surreal and unlike anything I'd ever seen. I think they also knew the switch levels cheat too so it was a safari of exploring the game after my brother's friends had presumably played it back to back. And that's when the trouble started. I'm also fairly sure I was shown and played Doom 1 and I remember playing Wolfenstein once or twice around that time period too.
  13. Chookum

    Bad map concepts

    Mock 2: The Speed of Stupid is a good laundry list of "what not to do" and serves as good reference for ZDoom features in a pinch, but MAP39: A Bridge Too Far has legit chops as a precarious single-fight challenge map. I wonder if there's ever been a Boom equivalent to Mock? Was there a Mock 1?
  14. Chookum

    Why do people make Doom maps?

    The first time I saw Doom was a time I probably shouldn't have been - watching someone else play with the cheats turned on as a kid. Since then I've always come back to Doom throughout life. It's a game for when you're not playing anything else, and there's always new maps coming out that twist the gameplay and build on everything the original provided. Eventually I figured two things: "I've played enough vanilla Doom and enough megawads to know what makes a good map, how hard can it be?" If only I knew. "If those cool wad authors can make an engine old enough to vote behave in ways unimagined, what could I get away with once I get the hang of it?" I have some background in wanting to do game dev/design of some sort, but job-wise that didn't quite pan out how I'd liked. I like to keep the skills sharp as a hobby. I decided to try Doom mapping in 2016, but things happened in the background and I dropped the hobby for a long time - my released maps then were quite gawky. I picked it back up at the very tail end of 2020 and begun mapping again in earnest in 2021, older, wiser, and weirder. It was discovering and playing Lost Civilisation and watching everything it made the engine do that pushed me into giving mapping a go. After hurling Doomguy out of a plane for MAP01 for my own project, I realised I could get away with anything. What keeps me hooked on mapping is the process. Sometimes it starts with a sketch on paper or MS Paint, then I block it out in Doombuilder with placeholder textures, then steadily build up, detail, place things, and test test test. I get immense joy from making the engine and old school map formats do things the original was never meant to, especially if it takes a few tries to get it to work. Between working on maps for my own project I also like to do community project mapping as well as a palette cleanser and an opportunity to try something different.
  15. Mandrill Ass Project has three maps that take place inside a computer. Hardware and Software back to back at the beginning, and Enter the Matrix a couple of maps later.
  16. Fresh from the oven, it's MAP23: 4-5: Mars Base. A most techy of bases and the most tech per 64 unit square in Headless Chicken! While Mars has been the ground zero for many a Demon invasion in the past, the UAC just keeps building bases and conducting odd experiments there. This is one such base, well stocked with logistics, offices, landing pads, waste disposal, a science dynamo, and even a little garden in the middle! Shame the demons have yoinked it all for their own nefarious ends. Additionally: DSPISTOL sound reduced by a couple of decibels. Megasphere is now aesthetically pleasing. A couple of small changes to MAP26: 5-2: Unreal Tech to highlight the Blue Skull's location and some small monster placement changes. MAP33 Bug-fixes as found by @Lunar Sovereign addressed: Pain Elementals were not teleporting to where they were meant to be, and Cacodemons were teleporting in well ahead of time. There's only three maps left to create for this chicken flavoured megawad, all of them in the Heck episode: 5-4: Hotpot 5-5: Bisch-Bosch FINAL: Bop on the Nose (1/3 complete) Keep your eyes peeled for the the next release!
  17. Chookum

    Midi first or Map first?

    I can't make full MIDI, but in my process of mapmaking I usually pick the MIDI before I begin laying lines down.
  18. Yes, that's something which occurs on Software mode. It is a glitch, but I like to think of it as a depth indicator for the water levels. Also I fixed a glitch with the ANIMATED. Had some values the wrong way around which prevented opening the wad on PRBoom+/DSDA Doom. Whoops!
  19. Chookum

    DBP54: Steamy Bathhouse

    I quite liked this DBP. A little on the short side but man was it a sweet, steamy romp. The textures and palette changes really pop out, along with the use of text to introduce the Afrit in the first level. The optional encounter on the final level, well, it was a real shellacking until I figured out the pattern to deal with it all.
  20. The sleigh might've came late, but there's always chicken in the leftovers of any good Christmas celebration! For Headless Chicken's Christmas and nearly two years of development time (as of 16/12/20) I have not one, but two maps for Christmas, the Bonus Block of The Funny Maps! MAP31: A-1: Barfly MAP32: A-2: (Kill) The Mall Hang on though, what's this? More? That's right! There's THREE maps for Christmas! It's a Chickenmas miracle! This one's a toughy though! MAP33: A-X: Pleasure Dome The usual download link has been updated, as usual!
  21. Chookum

    what are you working on? I wanna see your wads.

    I'm getting the finishing touches done on MAPS 31, 32, and 33 for Headless Chicken and I wanna give the gift of Chicken for Christmas.
  22. Chookum

    what are you working on? I wanna see your wads.

    I've been working on the three bonus maps for HEADLESS CHICKEN. I am so glad to have MAP33: A-X: Pleasure Dome close to the finish line after being one of the first maps I tried making, started on 17/05/21 according to my notes. I think by the time it's done it'll have 3000+ monsters for you to whip into shape. And for MAP32: A-2: (Kill) The Mall, it's been great to plan and execute a high concept into chop-till-you-drop free-range slaughtermapping. I just finished doing all the buildings around the mall. I've got a lot of custom textures to create for funny. I think there'll be at least 2500 monsters in this map by the time I'm done.
  23. I chipped into a joke mapping project that ended up ballooning into three megawads hinging on forum banter: The Baron Door Tryptich. The premise of the wad's creation is a joke. My own ongoing project started as a bit of a joke too: "what if there were harmless but annoying chickens?". For an example of a good jokewad, I'd cite 50 Shades of Graytall, a joke told through texture constraint. It's memorable not just because of the gimmick, but the maps being quite fun. So yes, I think Jokewads and telling jokes and sight gags via maps are valid approaches, but like all comedy it's gotta stick the delivery.
  24. Chookum

    Favorite DOOM Music Track

    I'll pick two from each of the Dooms I've played. Here goes: Doom 1: Dark Halls and I Sawed The Demons are my favourites. Doom 2: The Healer Stalks is simply groovy. Opening to Hell used to keep me awake at night and scare the tenderloins off me (even if the Icon of Sin was a total pushover). Doom 3: The Title Theme song slaps. Otherwise, this game doesn't have a soundtrack so much as it has atmosphere and stings so its hard to pin down Song 2. To stretch things a bit, the Sonic Clang remixes of the Doom 1 soundtrack for a Doom 1 in Doom 3 mod from ages back fits here. The whole thing - its take on Dark Halls tastefully adds some extra droning to fill out the mood. Doom 2016: Hellwalker and BFG Division - because they have both been mashed up with Death Grips songs and their violence and aggression compliment each other so well.
  25. Chookum

    Using HOMs intentionally

    There are ways to use such an effect tastefully but it is more often than not that a big HOM is the sign of sloppy work or port-related glitchiness. The only tasteful example that springs to mind right now is Altered States in Auger Zenith, where the winding concrete corridor that spells out "HELL IS ONLY A STATE OF MIND" (brought to you by Nexus VR) eventually begins disjointing and coming apart. The HOM windows themselves (which are just blank textures) are very thin, but they are noticeable if you look side to side since the effect isn't as pronounced moving straight ahead.
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