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Everything posted by lupinx-Kassman
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TNT 2: Devilution (Final beta released)
lupinx-Kassman replied to Marcaek's topic in WAD Releases & Development
0oo0 0oo0 -
More Autumn Flock. Meet some new characters
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There's a small minisode from 95' that takes place on an ocean liner. Aptly named Ocean Liner of Doom. It uses all stock resources. Pretty adorable. Brian Hess's works also have some rockin' boats. Here they be: The same boat! You can see it from above the surface and under the surface. From marina.wad. Neat gimmick for the time. Then there's destroyr.wad. Real dark map.
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Rest in Peace MoD. You will be missed. Condolences to his friends and family.
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Would like suggestions of wads with their own custom music plz
lupinx-Kassman replied to AschTheConjurer's topic in WAD Discussion
The CompuServ days had some pretty cool midi musicians. Bob Reganess was a fairly prolific 90s mapper that also made his own blend of bizarre music. Its kinda prog rockish and avante garde. He's also one of my chief inspirations. I even made a map a long while back as a tribute to his style. It uses one of his unused songs from System Vices. I'd recommend checking out System Vices as well as his Aboo series. Bill Ostrander also made his own music for 10levels.wad. They're a bit amateurish but charming. They have an old DOS game sound to them. Map09 has my favorite tune of the set, but by all means sit in map01 for a spell to hear a song that is 50% ringtones. He also made a sorta sequel to 10levels.wad called 24Hours, but that time he elected to make his own sounds and left the music alone. There were also a number of other musicians whose songs appear more sporadically throughout various old maps. People like Scotty Ray Warren, Chris Torgersen, and David W. Keefer. You can conveniently find some of their music in K!llzone by Don Howard. Its too bad. There was probably a lot more from these folks that was lost. But at least some of their stuff survived. Mostly thanks to Grazza. -
There is an easier way, but only if the map is for a port that supports alpha transparency (like gzdoom). In this case you can just use a transparent gradient texture as a midtexture. If the port supports texture transparency it will look like this. However if it does not (which is the case for ports like Boom and Prboom) it will look like this. Boom does have a linedef special for defining translucency on a midtexture. However you would have to use it on an opaque texture, and as far as I can tell it distributes the opacity equally to all pixels. There may have been another way to achieve the desired effect using layers of transparent midtextures in Boom, but it sounded just as maddening as say: baking the gradient into every texture.
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I don't necessarily think you need to ditch the maps unless you're hellbent on the BTSX aesthetic. You could load a different resource pack and do a find/replace all with analogous textures to those currently used. As Reaper suggested OTEX may be a good alternative. If you do decide to go forward with another resource pack then I have a couple suggestions regarding this hall. I'd align the bricks on the texture in front of the red key arch such that the seams meet with the sky. Additionally the alternating textures on the walls behind the torch stands is a bit jarring. That only really works if the textures used blend seamlessly into each other.
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Its my eye :)
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I've made a ton of resources over the years. Enough that I thought I'd put em together for a resource pack. Released version 1.5 of the pack today. It can be found here: https://www.dropbox.com/s/v7tqeyes1m960aw/LKtexV1.6.zip?dl=0 Here's a small sample of stuff that can be found in it:
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Haha well that would fit pretty well, but currently it's mostly soothing tracker music
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More Autumn Flock:
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[FINAL RELEASE] Refracted Reality
lupinx-Kassman replied to killerkouhai's topic in WAD Releases & Development
Awesome! Nice work y'all! -
Beat 1000 Records Month (Feb 7 to Mar 11)
lupinx-Kassman replied to 4shockblast's topic in Speed Demo Submissions
I apologize for the spilt beverages. -
T.V. has completed his long-awaited personal project Harmony. What is it? For those out of the loop: Harmony functions as a standalone game with the Zdoom engine, but can also be viewed as a TC. More information on Harmony can be found here. A download to the game can be found here.
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T.V. has completed his long-awaited personal project Harmony. What is it? For those out of the loop: More information on Harmony can be found here. A download to the game can be found here.
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Post your Doom video! [but don't quote video]
lupinx-Kassman replied to DuckReconMajor's topic in Doom General
Preview of a vanilla map I had been working since the beginning of time (scientists speculate time began in 2017). Its done and coming to a doom near you: -
TNT 2: Devilution (Final beta released)
lupinx-Kassman replied to Marcaek's topic in WAD Releases & Development
Map30 is done. Marcaek suggested I post a screenshot to commemorate. Ok fine: -
More magic schoolbus shenanigans
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The Top 100 Memorable Doom Maps of All Time
lupinx-Kassman replied to Not Jabba's topic in Doom General
Congratulations on this giant undertaking! I'm sure it wasn't easy to make selections among all the amazing content created over the past 25 years. Much less write the columns! It was an enjoyable read: serving as both a trip down memory lane and a beacon to cool levels I still need to check out! Of course, it was a very pleasant surprise to see a few of my maps in the list =) Incidentally I love to overthink things when making maps, so I do have more background lore about Culture Shock. Course' I realize the mystery and creating your own conclusions is part of the fun when it comes to stuff like this, so I've spoilered it for only those that are deathly curious: Also huge thanks to @skillsaw for helping me finish the map. Initially I almost missed the deadline, and its thanks to him that it was wrapped up at all =) There's also a lore + silly detail dump for Interstellar Sickness and Shaman's Device, but you can find that here. And now I'm done blabbing. Thanks once again to everyone involved for this awesome article. It was a pleasure to read! EDIT: I said I was done blabbing, but the unfortunate reality is I never shut up. I made a list of dumb facts for CC4 Map20 and Map21, so I may as well do it for AA Map24 as well: -
It sure is Bill. This minisode is as singleplayer as singleplayer can be, and its for doom2 despite doom1 map names being used. Guessing it was converted at some point and the textfile wasn't updated. Its still accurate about one thing though: it comes with psounds.wad. They're exquisitely obnoxious. Other than that the levels are decent. The layouts for the first three maps almost look like they were drawn without any grid. All of those vertical and horizontal lines were saved for map04, which looks to be completely made of squares and rectangles.
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The last resort [for DooM v. 1.9] The Ultimate Deathmatch Experience
lupinx-Kassman reviewed a file in s-u
A very bizarre episode 2 deathmatch replacement from 94', and a standout for its time. There are a few more copies of this wad on the archive for older versions of doom as well as one for doom2. Honestly the levels don't seem like they'd be too fun to actually deathmatch in, but they're certainly worth a look for the sheer creativity that went into them. Its basically a mini total conversion (..or perhaps partial conversion if anyone remembers that term :P ) based around the concept of a theme park/circus. It even has a nice intermission screen depicting the player's progression through the various locales which is pretty rare to see for some reason. -
Neat 3-map (and one secret level) minisode. The first map is a sorta myhouse.wad but with touches of surreality. It has that teleport that takes you between floors like most house wads, but it takes no further measures to keep the illusion. Both floors of the house have different outside areas that you have to puzzle through. Wasn't as big on the other maps though as they're a bit too.. "stringy" (narrow windy corridors) for my tastes, but they also have nice puzzle elements. The author introduces an amusing "traitor" gameplay mode in the textfile. Seems like there were many gameplay modes back then that relied purely on an honor system to uphold the rules. Hell even Strife's manual had modes like that. The lost soul sounds will absolutely drive you up the wall though. Kill them the second you see them o_o I liked it: gonna have to give it 4 outta 5 snorkels
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Been a while since I posted anything here. People sometimes say I look stoned. Beginning to see why.
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A 14-map episode by Hello Software (two Brazilian dudes). The weapon graphics have all been replaced with their Duke equivalents. Duke Nukem himself has been cloned a bunch of times and brainwashed into acting like a Revenant. The maps are decent by 97' standards. They're a bit blocky for the most part, but spacious and engaging. Lots of sector text and logos throughout. Hearing applause breaks everytime you gib a group of troopers is hilarious. I dunno. I kinda like it.