BluePineapple72 Posted January 4, 2023 1 hour ago, LuciferSam86 said: I would like to enjoy the wad once all the enemies animations are completed. Is there an ETA? :) anyway 2 levels in, and i love it :) Late January to mid February is my hope. 1 Quote Share this post Link to post
BluePineapple72 Posted January 22, 2023 Part 4: MAP16 - @Egregor A late January release is a crapshoot. We're shooting for February now. 3 Quote Share this post Link to post
Egregor Posted January 25, 2023 Egregor_DIS_v0402.rar DIS_MID_v11a.zip Map Name: False Cube of Frigid Torment Author: Egregor Music: False Cube of Frigid Torment by Egregor Sky: N/A, all skies use sky-box transfers Format: Boom (per challenge) Difficulty Settings: YES! Build Time: 6 hours for layout, 2 hours and 20 minutes for game-play, 10+ of detail and balance (sorry!) Comments: All major suggestions (except for splitting the level up) have been implemented at this time, as well as visual bug found in DSDA v0.25.6 have been fixed. The level now has SS and PM, as well as slightly more ammo and slightly less enemies (from 261 to 242) so hopefully it has moved from irritating to challenging. *custom MIDI is also saved as D_RUNNIN within the PWAD Screenshots: (no new screen shots at this time, sorry) RE: splitting the level up: After checking all the other levels out mine is the largest (by a lot) so I feel like it doesn't sit well in the mix as a CP map. I will try to divide up the level into two, but that will take more time and effort so I wanted to start with the quick fixes, done here. Hopefully I will be able to split up the level in time and we feel that they work well. I'll keep y'all posted with any progress I make there. 4 Quote Share this post Link to post
BluePineapple72 Posted January 31, 2023 (edited) https://drive.google.com/file/d/11GkKloqmy2SMIhWWqOdH77yjw1vdEHYY/view?usp=share_link Beta Version Too! Now with more betas! I fixed a small collision bug with one of the items and I’ve updated every map to its current version. Unless I missed someone’s update, in which case I haven’t. But as far as I know I haven’t! Either way in a few million years the sun is going to wipe my hard drive so who really even cares! Anyways, I’ve discovered how I can work on doom shit during work hours (not on the job in case my boss is reading this), so I’m gonna be spending my next few breaks throwing down blue and pink pixels onto different enemies to make them look all cool n’ shit. I should probably also play the remaining HALF of these maps that I haven’t yet. Speaking of, If you have played any of these, please give us some feedback, and let us know your opinion on the map order! First 11 maps won’t change too too much, but there will be some changes from that point forward. Edited January 31, 2023 by BluePineapple72 4 Quote Share this post Link to post
EffinghamHuffnagel Posted February 1, 2023 There are two MAP26 in the wad, slightly different. I assume one was an older version that didn't get deleted when updated. 3 Quote Share this post Link to post
BluePineapple72 Posted February 1, 2023 (edited) 13 hours ago, EffinghamHuffnagel said: There are two MAP26 in the wad, slightly different. I assume one was an older version that didn't get deleted when updated. You would be correct. Edit: Fixed it. If you could be a dear, could you double check and see if the version I included in Beta 2 is the correct version of your level? @King Know-Nothing Edited February 1, 2023 by BluePineapple72 1 Quote Share this post Link to post
King Know-Nothing Posted February 1, 2023 8 hours ago, BluePineapple72 said: You would be correct. Edit: Fixed it. If you could be a dear, could you double check and see if the version I included in Beta 2 is the correct version of your level? @King Know-Nothing As far as I can tell, that is the correct one! 2 Quote Share this post Link to post
BluePineapple72 Posted February 3, 2023 Bit of an update on the archie: I've finished the first three attack frames and have moved onto the latter bit. Shouldn't take too much longer now. 4 Quote Share this post Link to post
Egregor Posted February 5, 2023 (edited) As requested, the largest level of DIS has now been split in two! Egregor_DIS_split_part1_v0103.rar DIS_MID_v11a.zip Map Name: False Cube of Frigid Torment - Part I Author: Egregor Music: False Cube of Frigid Torment by Egregor Sky: N/A, all skies use sky-box transfers Format: Boom (per challenge) Difficulty Settings: YES! Build Time: 6 hours for layout, 2 hours and 20 minutes for game-play, 10+ of detail and balance (sorry!) Comments: Some re-balancing has been done to make this level play as a stand alone. *custom MIDI is also saved as D_RUNNIN within the PWAD Screenshots: Egregor_DIS_split_part2_v0103.rar MUS_E4M5 - Blood of the Unworthy (Eris Falling).rar Map Name: False Cube of Frigid Torment - Part II Author: Egregor Music: Blood of the Unworthy by Eris Falling Sky: N/A, all skies use sky-box transfers Format: Boom (per challenge) Difficulty Settings: YES! Build Time: 6 hours for layout, 2 hours and 20 minutes for game-play, 10+ of detail and balance (sorry!) Comments: Some re-balancing has been done to make this level play as a stand alone. *custom MIDI is also saved as D_RUNNIN within the PWAD Screenshots: EDIT: I just realized that splitting the level up incidentally puts each of these two submissions back into the ballpark of the PUSS speed mapping goal, which I originally missed by a long-shot. Neat! Edited February 5, 2023 by Egregor 3 Quote Share this post Link to post
BluePineapple72 Posted February 6, 2023 Of the current version of maps I’ve played, here is my WIP of the map order. I’d like a good mix of gameplay styles throughout the wad wherein each map you play feels slightly different from the next (so that similar maps aren’t clumped together). I’d like too for the more difficult maps to stay towards the center of the wad with the latter maps being easier. First episode will (loosely) be our icy maps. Second will loosely be flesh and rot. Third will be the most atmospheric. We’ll be ending on the most doomy and gloomy of the maps in the set. Im trying not to arbitrarily order them, so good luck to me. (I honestly should be taking more notes). It may end up that I’ll alternate between short and long levels with the longest in the middle. We’ll see. All WIP. My gut tells me what I’ve written insofar is pretty good. 1 Quote Share this post Link to post
Insaneprophet Posted February 6, 2023 I can apreciate your concerns and efforts towards map order but Im certian what ever you end up on will be more than fitting. Ive played through most of these maps twice and felt that no matter the order they all are so consistantly themed that I am eagerly awaiting the final product. 2 Quote Share this post Link to post
BluePineapple72 Posted February 11, 2023 @RedBoule @aletheos eberlain @Death Bear Here is an update of the maplist. Some items may be changed around. Will do a once through continuous playtest with this order to see how it feels once the time comes. 2 Quote Share this post Link to post
BluePineapple72 Posted February 12, 2023 (edited) Edited February 12, 2023 by BluePineapple72 1 Quote Share this post Link to post
BluePineapple72 Posted February 13, 2023 Courtesy of Captain Toenail, we now have a Mancubus! 7 Quote Share this post Link to post
BluePineapple72 Posted February 15, 2023 (edited) We now have our Dead Simple enemies. Mancubus courtesy of @Captain Toenail and Arachnotron courtesy of @horselessheadsman/ @WARDUST Edited February 15, 2023 by BluePineapple72 6 Quote Share this post Link to post
horselessheadsman Posted February 15, 2023 Not to forget, of course, that the base sprites for those pale white fellows were by the talented @WARDUST. 3 Quote Share this post Link to post
BluePineapple72 Posted February 22, 2023 Beta 2.6 - Contains crucial map 16/37 update, map 23 and 27 update, and the mancubus and arachnotron. Beta 3 will have the new maporder 2 Quote Share this post Link to post
BluePineapple72 Posted March 13, 2023 @Silhouette 03 @Steve88 @Awall 1 Quote Share this post Link to post
BluePineapple72 Posted March 14, 2023 @LGmaire @Death Bear @Walter confetti @United VirusX 3 Quote Share this post Link to post
BluePineapple72 Posted March 14, 2023 @horselessheadsman @Weird Sandwich MAPPERS HAVE UNTIL APRIL 5th TO SUBMIT ANY MAP CHANGES BE THEY BUG FIXES, THING PLACEMENT OR DETAILING (you have infinite detailing time! Make use of it) 3 Quote Share this post Link to post
aletheos eberlain Posted March 29, 2023 (edited) Assuming the link(s) in the first post remain updated, the latest version (still) has this absolute abomination in the SWITCHES lump: Edited March 29, 2023 by aletheos eberlain 1 Quote Share this post Link to post
BluePineapple72 Posted July 18, 2023 (edited) Progress is still being made on this wad. Mapping has concluded and every map has been implemented into the wad (with some minor changes necessary for the credits level) I also just noticed that I'm missing the commander keen replacement The main source of work remaining comes from our extensive bestiary of sprite replacements that you can see above. The exciting thing to note is that we've got progress on every monster now! With a few animations remaining to be completed for this project, we should see the release of RC1 within a few short months! Huzzah! Special thanks to these sprite artists for contributing art to the project: @muumi Various GFX @Peccatum Mihzamiz Various Decorative sprites @horselessheadsman Cacodemon & Arachnotron @myolden Baron @WARDUST Arachnotron Base @Captain Toenail Mancubus @Death Bear Zombiemen @INfront95 Revenant/Unholy Eycon @Amuscaria Zombieman base and Striga (not pictured) It also appears that the weapons down here have changed a bit as well... Spoiler Edited July 18, 2023 by BluePineapple72 16 Quote Share this post Link to post
BluePineapple72 Posted August 28, 2023 (edited) I don’t know what it is that @Captain Toenail dropped into the wad, but something in it’s glare tells me it’s powered by cells… Quick status update for the project. Im wrapping up some menu graphic things and finalizing sprites for the archvile. On my end I’ll have the hell knight and the cyberdemon left once ‘ol Archie is done. Not looking forward to the cyberdemon since I’m a goofy head and have decided to give it digitigrade legs. Just have to chase down some spriters to sprite the other monsters and we’ll sprite out the rest of the spritz! We’ve had a mapper request to have their map pulled from the project. While although unfortunate I will respect their wishes and do so. Since I like even numbers and not changing the mapinfo much, I’ve asked a friend and frequent collaborator to fill the open slot. I’ve also posted this Beta right here. It has a new map order that I thought long and hard about but would still like some feedback on to make sure I’ve properly curated a good dining experience. Other than that, I’m inches away from making a new BFG sprite because I’m an idiot and why not. Oh and uh, yeah. Update over. It’s still being worked on 🤷🏼♀️ Stay tuned! Edited August 28, 2023 by BluePineapple72 9 Quote Share this post Link to post
BluePineapple72 Posted September 19, 2023 (edited) This will likely be the last update post I'll be putting into this thread. The next you'll hear (in high probability) from this project will be on a new release thread. The majority of the enemies have been completed or are awaiting some final frames (the Cyber and the Hell Knight, now named the Tartarog and the Servant of Maleboge respectively, need attack frames for example). I'm still awaiting a Map25 replacement. Menu and intermission graphics have been completed. All that's left are some sound updates, some text screens and a few odds and ends. I'm confident this wad will be finished by December. Ideally, I'd like to release this in November, but there may be some straggling loose ends that prevent that of course. Regardless, to the mappers of the project reading this: I will be accepting final updates before RC1, and likewise after RC1 I'll accept some final final (minor) updates. This project is coming to a close, and rather fast. Here's a link for BETA 4.2 Edited September 19, 2023 by BluePineapple72 15 Quote Share this post Link to post
danidf96 Posted January 18 Sorry for the bump, i'm just curious about how the progress on this project has been going. Or if there has been any progress at all. 2 Quote Share this post Link to post
Peccatum Mihzamiz Posted January 18 2 minutes ago, danidf96 said: Sorry for the bump, i'm just curious about how the progress on this project has been going. Or if there has been any progress at all. Thank you for your interest! PUSS has gone on hiatus starting the beginning of this year, in order to spend time finishing projects like this. Several people have been doing work on the set, primarily finishing up spriting which is a monumental task with over 1000 custom sprites being made. We can't give you an ETA and it might still take quite a while, but progress is being made as the set is being lovingly tinkered away at. 7 Quote Share this post Link to post
Insaneprophet Posted January 18 Sweet, I played through RC1 way back when and most everything wasnt done yet, Ive been eagerly waiting for this to finish up... along with a few other pusses?... puss's?... ill just go with pussys... 😝 4 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.