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lupinx-Kassman

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Everything posted by lupinx-Kassman

  1. lupinx-Kassman

    Share Your Sprites!

    Autumn Flock dude.
  2. lupinx-Kassman

    150 Doomguy Skins (New Download!)

    I sure have been posting sprites a lot lately. Weird. KKSkins has a bunch of skins that are roughly doomguy sized, but it also has a bunch of skins that aren't..so I whipped up a version that cuts out all of the non-human proportioned skins and uploaded here as KKSkinsV17_Lite. First I'm going to faff on about two skins that I made because I spent an embarrassing amount of time on them (IE more than 5 mins): Squiggly guy from Autumn Flock. Note that his sprites are slightly larger in the file, but the SKININFO lump scales them to 80% of their size (which puts him at doomguy's height). "SHAMAN" from Shaman's device. This is an older skin but I still kinda like it for some reason despite its simplicity. Not sure if it'd pass since the cloak makes it a little fatter than the doomguy sprite. Also the original walking animation was just it flickering like a hologram similar to the texture in the map, but since that'd probably be like cheating in MP, I made the skin always solid in the skinpack linked above. Oh and its green so the color can be changed: But the skinpack has a bunch of other ridiculous skins too! They're all sampled from various wads me and the KK crew played through at some point in a survival session. Here are just a few of them: If you happen to like any of them, feel free to pick and choose :P
  3. 90s: That one Head Like a Hole NIN midi 00s: Zdoom maps with that default yellow fonted ACS script that prints text to the screen. 10s: Mods mods mods!
  4. Just a quick (ok long) afterthoughts post. First of all I want to thank @Alfonzo and crew for choosing these couple of maps for September's Ironman. It was a pleasant surprise! Watching the playthroughs was a blast, and it was especially interesting to read/hear everyone's thoughts. I appreciate all of it, both the praise and the critiques! There were several times during the streams that I smiled in anticipation of a challenge the player was about to face. There were also many times I winced at stuff I'd go back and change about the maps, but more on that below. Like Alfonzo I thought the blursphere fight would be the toughest bit of the bunch, but clearly the maps are more difficult than I recalled! Especially map20 =o. The YK Rev ambush and AV biodome fight are particularly nefarious if you don't know what's coming. Probably coulda added more warning or switched that up somehow. I originally planned to do a stream for my run where I'd throw in some silly facts along the way. BUT since I didn't do that, they're listed here instead! -Overthinking things is fun, so of course there is a backstory that extends beyond the details gleaned from the maps. Here it is: -There are two non-secret "secret" medkits in map21. You can find them in these columns if you catwalk along the ledge. I thought they'd be the card up my sleeve that ensured my survival, but turns out there is no cure for my bumbledrome. -As mentioned earlier by @rdwpa, the two maps were initially one. In fact map21 sorta "grew" out of map20 like an amoeba. Here are all of the older versions of the maps. You can sorta track the evolution and the stuff that was cut. -..and a lot of stuff was cut. You can probably find most of it in the older versions of the maps linked above, but just in case here they all are (I think) in one package. -The levels were designed over a four-year span. In this time period I was just beginning to learn Photoshop, so the resources I added are an eclectic mix of MS-Painty looking stuff (like the neon lights, the holograms, and most of the midtextures), and some more hi-res stuff (like the story text screens and the weird hexagonal gizmo midtextures in the crusher area near the beginning of map21). -Speaking of neon lights, that stuff was originally made for an attempt at creating a platformer game with the doom engine called Cyndrome. -The SHAMAN hologram has full rotations. Was going for a SNES supervillain look. May not be obvious, but the pixels at the top right of the cloak are the CCHEST logo. The remaining rotations were never included in cc4, but they at least live in the KKSkins skin pack. -The KS_* textures used in the maps consist of three kinds: those that are lifted directly from another source (like Dark Forces or HR Giger), those that are based on outside resources but that I modified for the map in some way (like the dark forces textures with flashing lights built into them), and those that I created from scratch (like the neon lights and most of the midtextures). All the textures I either created or modified in some way can be found in LKTex. In regards to sourcing the modified textures, you can find a meticulous list of what comes from where in CREDITS.txt there. For the other textures that came directly from other sources you can see cchest4.txt for credits (these are not included in LKTex since I did not touch them in any way). -The chibi-doomguy secret hologram in map21 also has full rotations that can be found in the KKSkins skin pack. This was a megaman soccer reference made because *shrug*. Its sorta the follow up to the megaman secret in map20. There are zombieman and shotgunner versions as well. -Both maps contain deathmatch arenas included for the 0% chance someone plays this megawad in DM. Both arenas are based on past 32in24 entries. The deathmatch arena in map20 is a retextured version of my "Late Outpost" map from 32in24-5. The arena in map21 is a nearly verbatim copy (aside from bugfixes) of "Kass Duel Tower" from the 1on1 focused 32in24-3. -Shaman's Device contains a couple of areas that are based on my past maps. The red key gazebo structure in map21 is based on the gazebo from "Emoticon Symphony"; a Bob Reganess inspired map I submitted to tdutrcp. The yellow key arena in 21 is based on "Star Construct"; a map made for rccol01 (a mapset about 1v1'ing cyberdemons). -The symbol used in the hub area leading up to the yellow key here is a reference to this symbol in e3m5 from Doom. Always thought it was an oddball memorable detail from Doom. -There were various music tracks used for the two maps before settling on Jace's rendition of "We're the Robots" from MM9 and MaliceX's rendition of "Against Nirvana" from Steam Heart's [sic]. The very first midi used for map20 was this rendition by Sean Bee of the stage 3 song from Cybernator. It sounded great but felt too short for such a long map. Besides, its tough to beat megaman music when it comes to grandiose finaleish sounding tunes. Map21 went through a few tracks. The first one was this rendition by King Meteor of the first MM3 Wily stage. It sounded awesome when listening to it independently, but for some reason it messed up when playing it in Zdoom at the time. The other songs toyed with were this rendition of "Supporting Me" by Espio Chaos from Sonic Adventure 2, and the song from Steam Heart's [..sic]. The latter of which was the song that was included when map21 was going through its rounds of playtesting. I remember Anima Zero mentioning that he dug the tune in his playtest notes which is why I stuck with it. So in a way if you like the tune you have him to thank =o. -Speaking of Steam Heart's [sic], I later learned its a Japanese shoot-em-up game for the PC-98 with hentai cutscenes. Yep. -Gotta thank the crew of CC4 playtesters (and TheGreenHerring) for pointing out a bunch of bugs and oversights while working on these. I remember Map21 used to have less health. And many places where you could fall and get stuck :P. -What a great time to list my grievances! Much of the crossfire is intentional, but there are a couple of instances that are accidental. The Cyb in map20 being able to snipe you for instance was not intended. By some miracle he never shot me when I was playing the map. The arch-viles being able to toast you before they teleport away in map21 was also an oversight. For some reason they didn't do that when I played the map, but I think that was the result of me mostly playing it in Zdoom. It seems to happen more often in PrBoom. And o'course you shouldn't be able to get lost in space. Sorry NoisyVelvet! -Like any project, there were a ton of (mostly over-ambitious) ideas that went unused. I usually dream big and end up chopping the level down to something more manageable due to deadlines or somesuch. In this case thank goodness, else who knows how long I would have worked on this: Once again thanks to the ironman folks for blazing through (or getting blazed by) this one! I've taken some notes from these sessions to apply to future stuff =). Also I've mentioned it before but I think its worth bringing up again: you're free to use any of the stuff from my levels. Just please give me a shoutout if you reuse something I made or touched in some way (see LKTex). I don't have as much time these days as I used to, but I'm still plucking away at some ambitious projects. The doom community is amazing. Its the reason I've stuck around so long ^^ So uh, I'm done blabbing. Cue end music.
  5. And coming in at the last possible second, here's my cat3 run: https://www.dropbox.com/s/zm238xr1u9owt8l/LK_Shaman.lmp?dl=0 Recorded from a small hotel, so I didn't really have the proper setup to go the full 9 yards and do a stream with commentary and all like originally planned. Shoot! I did survive 3/4ths of the way though. Taking extra cautions to not die in my own halls. Then the cockiness came creeping in and I cornered myself to a gang of imps in Shaman's device. The rogue A.I. wins. Earth is toast. I'll take a looksie at how everyone fared after touching back down in Tejas. Total Kills: 561/621
  6. Did a doubletake when I saw this month's ironman choice =o. I find it pretty flattering haha. Gonna be pouring through these playthroughs! Seems some shenanigans have already ensued. Deepest apologies for this particular shenanigan. I'll make an entry as well at some point. Cat 3 I suppose? Technically I haven't played them in a while, but I did live in these maps for a good amount of hours so I'd consider that a pretty unfair advantage. Going to try and stream it this time too. Course' I'll have to figure out how that all works first.
  7. lupinx-Kassman

    Post Your Doom Picture (Part 2)

    Well, some of them are fever dreams.
  8. lupinx-Kassman

    Post Your Doom Picture (Part 2)

    All pwads are canon sir. Any inconsistencies may be brushed aside with multiple heroes, simulations, time travel shenanigans, dreams, etc ;)
  9. lupinx-Kassman

    Post Your Doom Picture (Part 2)

    TNT's Chief Science Officer spearheaded several of the company's most ambitious projects. Some of which include interstellar travel, the SHAMAN AI, and now the New Technology known as Bio Society. Doomguy doesn't know/care about any of this. He wants the yellow key.
  10. lupinx-Kassman

    REKKR - V1.16

    Cool, somebody found it :). It's a reoccurring secret I've been putting in my maps. You can find a similar one in ancient aliens map24
  11. lupinx-Kassman

    REKKR - V1.16

    Glad you enjoyed Dripstone Wharf! A fix for the softlock has been sent to Revae. Should be coming in the next version I believe. I fixed a few other things in e1m7 as well, including a softlock that can also happen in the same orchard area if you launch yourself off the balcony.
  12. lupinx-Kassman

    REKKR - V1.16

    Sounds like a good compromise to me at least =)
  13. lupinx-Kassman

    REKKR - V1.16

    On that note, I'm totally cool with people using any of the KS_ prefixed resources under the same circumstances as well!
  14. lupinx-Kassman

    REKKR - V1.16

    Congratz on this huge undertaking Revae! I'm proper stoked!
  15. lupinx-Kassman

    Rest in peace, ALMN

    Awful news. He used to come on IRC from time to time, and we even talked on the multiplayer discord channels only a few weeks ago. He was such a fun and friendly guy. Its surreal. Wish I had joined a game with him. RIP
  16. lupinx-Kassman

    Post Your Doom Picture (Part 2)

    Thanks! And ja. Its quite large at this point. Can't wait to wrap it up. Really digging this! It gives me a sorta Jim Flynn-ish vibe =D
  17. lupinx-Kassman

    Post Your Doom Picture (Part 2)

    Why just let fairies roam free when you can use them to power your port town.
  18. lupinx-Kassman

    Post Your Doom Picture (Part 2)

    Here's a big ol' dump of the doomish things I've been plucking away at. A big enough dump that it may even warrant spoilering perhaps maybe. First Rekkr. Initially I was a bit shy to post about it, but the map is quite close to completion so I feel more comfortable showing it off. The premise regards our brave Viking dude arriving in a little raft, going up a mountain, discovering a port-town built halfway into the mountain, and finally emerging to the open-air portion of the town overlooking the ocean, where you aim to steal a longboat and get the hell out of Dodge. Revae of course made the 99% of the resources, but I couldn't help but add a few new fun textures. Namely a telescope, rug, globe, and a waterwheel. Revae made spruced up faux-3Dified versions of the telescope and globe and replaced the rug with a much better looking one. Here's some before/after stuff (also marvel at the old versions of the rooms in the before shots. See if you can find the Startan.) Before: After: Oh and here is the waterwheel. It embarrassingly took me almost the entire day to make it, so of course I want to show it off. Its 24 frames. I'm considering making it smoother, but it was a headache to get to this point as it is. I'm masochistic though, so I probably will. TNT2. I spend most of my life in an office, so I am quite familiar with their innards. There's been some work in the Autumn Flock department too, but not anything quite comfortable enough to share yet, so here is some more of squiggly voodoo guy in the meantime.
  19. lupinx-Kassman

    Jim Flynn

    There's nobody who could blend a sense of realism and surrealism into a map quite like Jim Flynn. His Titan and Oracle works have remained some of my chief inspirations for level design. My condolences to his family. He will be missed.
  20. lupinx-Kassman

    The Puzzler

    The very first puzzle consists of a room with 16 switches scattered about that slowly raise/lower a series of platforms required to make progress. You certainly have to be in a different mindset to appreciate this.
  21. lupinx-Kassman

    Best ending?

    Most of Paul Corfiatis's works (particularly the older ones) have amusing endings. Twilight Zone 2 ends in you confronting Johnny Boy, a cartoon kid that put the multiverse in danger by attaining the Tome of Eternity. 2001: A Doom Odyssey ends with you rescuing doomguy's wife from Tommy the Trooper (a zombieman you kill after having already plowed through several cyberdemons and masterminds). Bella is a about "rescuing" a backpack from a white cyberdemon jelly named Bella (i.e. a white spectre cyberdemon). Bella 2 is about capturing Massmouth and stopping cyborg Romero (both courtesy of, well, Massmouth) from reviving Bella. This is from TOONS FOR DOOM 2. A furry TC that's only positive takeaway are the weapon sprites (which create a crude faux-3rd-person type effect). Everything else on the other hand (absurd sounds, abysmal level design, and err.. questionable themes) will leave mind irreversibly damaged.
  22. lupinx-Kassman

    GRENIAN DOOM

    Old megawad consisting of 15 SP maps and a few DM maps. It contains the author's older releases as well. Odd maps. They're mostly large complex layouts that take a while to punch through, but manage to stay consistently engaging. The looks are simple which makes sense considering the age, but they're clean and have a refreshing sense of abstractness. A few maps have new original music as well, though the music almost sounds like it would fit more in an old RPG towns. Worth checking out.
  23. lupinx-Kassman

    PAGANINI

    Crude boxy layouts that mostly take place on one plane, but with occasional reminders that the game isn't Wolf3D. Each map seems to have a requisite mazey crate room. The combat at least is tough and somewhat engaging, but it doesn't really save the maps. No, the real reason to download this is for map04. A bossfight that has to be seen to be believed.
  24. lupinx-Kassman

    Positive depictions of hell?

    The Good, The Bad, and the Architectural has you and your buddies play as a farmers that own a ranch in hell. Just casually eeking out a living by growing mara plants (the Doom vine texture) and riding into town to perform odd jobs that'll pay the bills. In coop the first map has the player start off having just woken up from bed, while the other players are strewn about the house. Player 2 is just lazing on the couch like a freeloader. Its a delightfully silly episode with good music, and the maps play pretty well too. Also while not exactly the same, the map I've been working on for tnt 2 involves a secret society of human researchers that not only willingly inject themselves into a planet-sized hellgod, but who also live and work inside of it as well. (Also yes that is a tutti frutti in the top right corner of the first shot. Also no I haven't figured out what's causing it.)
  25. lupinx-Kassman

    Airplane and spaceship maps?

    There are a ton of examples, but these are the first that come to mind. Warning though! Aside from the first three entries, most of these are older levels that lie on the err..cute side of the spectrum. Cold as Hell and Action Doom begin with short jaunts on planes. They're the most convincing examples thanks to some zdoom wizardry. Pleiades (the 2000 version) is an episode where you visit various locales using the eponymous starship as a sort of hub (including the above mentioned Mir). One of my all-time favorites. Space 23 is a charming single map from 95 that puts more effort into selling the theme then most space-based maps of the time. Has a ton of new graphics. Flight 57 is a single vanilla deathmatch map that takes place on a plane. Comes with a lot of cheesy sounds and graphics. You can even "fall off" the plane and listen to Neil Armstrong's "One small step for man" speech as you plummet. Brian Hess's other maps are all similarly goofy. Worth checking him out. The Adventures of Sub has a lot of cute vehicle sections in it like a plane, a helicopter, and of course a submarine. This is a an old mapset I downloaded from Tony Soderlund's website years ago along with a single city map called Delcret. I uploaded the wads I managed to grab to the archive, but unfortunately there were various other wads on his site that disappeared when it went down. Who knows how many other weird old levels have been lost to time :[ Like SuperCupcakeTactics mentioned, Missions is another old wad that starts on a plane. The second map is even a cute "skydiving" section. And to toot my own horn, like every other map I've made has involved a space vessel of some sort.
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