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BluePineapple72

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About BluePineapple72

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    Whupped Batman’s Ass
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  1. Had a Mac N Cheese dog at a place close to my boyfriend’s. I shit you not when I say that this is one of the greatest things I have ever eaten
  2. The skull shredder gun is nuts. Perfect amount of stupid
  3. Not to take up more space on this thread, but I have to take the time to get a little sappy with my feelings towards this mapset here: Although I have yet to finish it, I feel like this is a doom collaboration that was just meant to be. Myolden and Muumi's mapping styles compliment eachother so well that a full megawad from both is to my perspective a championship-belt worthy arena match of face punchingly beautiful maps. Myolden's very poignant and carefully unfolding maps contrast so well with Muumi's adventurous and freeform levels that this wad should prove to be a very remarkable experience (and as I've played several of these levels, I'm not wrong).
  4. WAD File: REVENGE of the Speeddemons.pk3 Port: GZDoom Resources: Rowdy Rudy by Doomkid, Duke Nukem, Cagetex, and several 667 decorations. IWAD: Doom II Notes: Uhhh... late! The Speeddemons, once thought dead, have clawed their terrible talons across our beautiful world! There's only one mercenary that can stop them (that we can afford)... ROWDY RUDY! REVENGE of the Speeddemons is the... um... eightteenth Pineapple Under the Sea Speedmapping series event. Mapping began in July 2022. No, this thread wasn't necrobumped: I took around two years to patch this bad boy up. This event was run as a sequel to the previous year's March of the Speeddemons. Much like that event, we utilized @Doomkid's phenomenal Rowdy Rudy resource pack for our mapping, though we upped the ante in ROTS with several fun GZDoomisms and decorations and such that I got off the internet. Featuring 7 maps, each from a unique author, ROTS promises to throw the player headfirst into an action movie of their own starring. Fit snuggly into the lead role as you blast your way through hundreds of demons mercenaries across an occupied Earth. The Rowdy Rudy resource pack replaces nearly all of the monster beastiary as well as the majority of the weapons. Known Bugs: Textscreens don't have backgrouns rn. Change Log: N/A Maplist: TITLEMAP - "Reckoning" - @BluePineapple72 MAP01 - "Fight Another Day" - @Death Bear MAP02 - "Rudy Goes to Hell" - @muumi MAP03 - "Houston Station" - @MemeMind MAP04 - "Three Bedrooms in a Good Neighborhood" - @myolden MAP05 - "Woodland Workshop" - @DynamiteKaitorn AKA Heich MAP06 - "Seaside Demolition" - @Engired MAP07 - "Skyscraping" - @horselessheadsman MAP08 - "Better Late than Never!" (credits) Screenshots: I don't necessarily have any excuses for why this is so late. PUSS series II stands now as a very interesting learning experience for me both as a Doom mapper and a creative. For one, I've learned that (at least for super quick projects) I honestly don't like GZDoom all that much. UDMF speedmapping is kind of a chore. Boom feels much much more natural to me in terms of just getting lines onto a wad. Likewise, having infinite freedom for new features naturally lends itself to the feature creep of wanting to do everything in the world (in a month no less!) I had delayed this for so long partially due to my wanting to make a map for this but never making the time for it as well as my hopes for building something more "impressive" or larger than what we ended up with (scope creep much!!). This project should also stand as an educational forewarning as to why you should not do a monthly series of releases: you will burn yourself out, you will overwhelm yourself, and you will create a huge backlog of shit you're gonna put off for a long time. I could say a lot of negative things about this event and bemoan my management of it having delayed it for such a long time, but I don't want that to be the focus here. There are seven maps in here made by seven very talented people (most of whom I've had the pleasure of working with multiple times), so it brings me great pleasure to finally muster up the final bits and pieces to share this work as a "completed" RC1. I had intended on finishing a level for this project, but I figured it best to just finally clear this off my TODO list. If there is enough interest I am open to the idea of potentially accepting more maps. But I am very unlikely to entertain that idea. Special thanks to the PUSS community as always. Even with every misstep you end up moving towards something better. Original Project Thread Pineapple Under the Sea Speedmapping Die Rowdy ~~~~~~~~~ Until Next Time ,o7 ~~~~~~~~~
  5. Reach for my neck and YOU WILL PERISH!!!
  6. Are yall in need of HUDS? I made these Pride Bars ages ago and haven’t really found a use for them. Wanted to do a Pride Bar community project but never came around to it.
  7. What source port are you playing on? Map12 is supposed to exit to map14
  8. I found a few promising leads there, but I uh... don't wanna have to pay to apply for the jobs. I may end up biting the bullet though. We'll see.
  9. Hey kids, looking around at my bank account and figuring that I need to erm... have it not be empty I figured that I should use my erudite and expansive set marketable skills to find work outside of my current job to help me not die of starvation or exposure. Problem is, I've spent a great deal of time working on Doom levels in various formats and have a wide, erudite, and expansive set of game design skills; a buck fifty more than any sort of skills anyone I've seen on LinkedIN asking for. I've been approached by and have worked on (actual) video games in the past, using my knowledge of builder tools and level design to crank out levels for games (they have not released yet so I'm not at liberty to speak more details). Though I liken these opportunites to chance encounters really. I was in the right place at the right time and managed to be lucky enough to have someone come to me to ask for my help in their project. What I want to know is: how can I find more work? Am I being stupid? Are these easily searchable on the internet? Are my skills in UDB easily translated into other level design engines? How lucky would my dice rolls have to be to find consistent freelance 'GZDoom' based projects. (that last one is a facetious question. I know how uncommon that engine is relatively speaking) As a bonus, this whole line of questioning too also extends into writing. Since I uh... write. And well, went to college to learn how to be good writer man. Me figured me find free lanz wurk as writer man. Any freelancers out there with tips on how to make this shindig work? Particularly: where to find places to hop aboard projects looking for freelancers (either level designers or writers for whatever kind of projects need those); how to be good at committing to project workload; keep consistent; any other advice I may need (or may not want) to hear etc. etc. Btw, realistically speaking, I highly doubt I'll be able to shoot for the moon with 'level design' as my primary goal of "hey this is what I gotta do!" I get it is kind of a pipedream. But I gotta weight my options for what I actually can do with skills I've acquired, and level design happens to be a particular path that I can take. Regardless of how fertile that land may be I still want to consider it as a potential option.
  10. Go eat a hot dog! Also This is The Boss Man from Jack Beagle’s in charlotte. The second stop on the Great Glizzy Guzzle. This was a 12 incher so I ended up splitting it with my friend Cori (pictured): Dog was aight. A big issue with my rankings that night was that I didn’t get any control dogs from the first two places we stopped. So I couldn’t rank their core dogginess. This dog was fine. The mustard completely overpowered it, and the rest of the shit piled on it didn’t really mesh well.
  11. Hey no worries! No inconvenience taken. Player feedback is always welcome and appreciated and it helps us temper what players are feeling. There sometimes tends to be a vast difference in taste between mappers and players haha!
  12. I will agree with you that these maps are very difficult. One could argue too difficult even perhaps. I've talked with Scionox before about the difficulty of these levels and about potential changes that could be made to mitigate the difficulty. But as it stands the maps are gonna stay as they are now as the author of the map intends to present them. And that goes for every level. I did not run this project, nor have I in the past, with any strict guidelines as to what sort of difficulty level I anticipate or would have wanted for a final release. Given that I never outright stated any rules as such it would be unfair of me to force a mapper to make any changes to the difficulty of said level. That being said, myself and my people have had some pretty long conversations over our project hiatus about future changes to our approach towards running events, particularly with a new focus on difficulty; super-balls hard levels are pain in the ass to test, being honest. As well they often usually stand out as outliers in a mapset drawing negative attention to themselves (see this thread). I will ask Scionox to reconsider the difficulty of these three levels. But! If no such changes are made I will not take any action in removing or altering the level pack to accommodate for difficulty. PUSS wads aren’t specifically contrived or curated for any given experience like you’d expect in something more refined or... serious like Ancient Aliens or Overboard. PUSS is a continual open submission community project series where we pretty much accept anything so long as it fits the rules of the event. I did not make a rule about difficulty. Bummer! While I do enjoy putting effort into these compilations and dressing them up with the glamor and styling of a more formal project, the exercise of the series has always been sort of a mapper buffet that houses a few dozen different mappers each bringing their own styles and mapping preferences to help create a unique haberdash experience of several interpretations of a gimmick or theme. More importantly it allows for newer mappers to either practice with mapping tools and potentially get feedback from the wider community; it allows for the more seasoned to try new things with a unique resource pack; and it allows veterans to show off their stuff. Speaking honestly, there have been several bad levels that I've accepted in the past, that I sort of wish I didn't. But being overtly critical or harsh to maps that, well frankly kind of suck, would be dishonest of me as someone who is willing to host events that anyone can join. A lot of what I just typed out sort of gets away from the main point of level difficulty that's being discussed. To be curt, if any given player does not enjoy one of the 30+ levels in a set, then they can skip the level. No spilt milk to me. I'm not trying to earn a cacoaward. Nor am I particularly interested in impressing anybody with some sort of amazing high quality piece of free media. I make and run these events because I love mapping. I love compiling mapsets. I love seeing people's work and engaging them within a unique creative field that I feel lucky to a part of. I am not interested in creating a space where people will be antagonized and chased after with demands of them to prove themselves about the nature of a creative work they have submitted and entrusted to me to release as a part of a community project. Again, with all that being said. Difficulty guidelines, in addition to playtime and map sizes, will be something that will have set guidelines for future projects. (I am a bit rushed right now and need to leave the house so if I spelled anything wrong or if my grammar sucks and or slash don't make sense it isn't my fault)
  13. it’s easy enough to just say that life is good :)
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