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Everything posted by BluePineapple72
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Cheese. Hopefully. I used a bag of mexican cheese and melted it in the bottom of the bun when toasting it on the pan. Here's a photo I took from another angle:
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What you’re looking at right now is a little slice of paradise, friends. For $4 I got myself a frank the size of a baby’s arm and a pizza bigger than my head. Plus, naturally, some Dr Pepper to compliment. This is what we like to call livin the dream, boys. Ain’t nothin better.
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There isn’t! I have a small stomach! To satiate your appetite though, here is another hotdog. had this one circa two weeks ago. There was a second. Personally speaking, I’ve never had a chili dog that justified the chili. Idk man chili needs to be by itself and it needs to have crackers and cheese. It also needs to be really fucjin spicy
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This is a premium genuine artisanal hotish dogaroni. And I will not hear otherwise.
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[RC2] - Die Rowdy - 44 Maps, Boom Format
BluePineapple72 replied to BluePineapple72's topic in WAD Releases & Development
That is likely what is happening. Some text screens also do not have backgrounds at the moment. The plan was to make a txtscreen image but I forgot. Some have a preset texture and others don't. It'll be fixed in RC2. Though for these nugget doom crash issues I don't know if I can add a UMAP 'skip' for the text screens that aren't supposed to be there. I'll look into it. -
If you got em. Post em! Here’s tonight’s dinner:
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Opioids edit: It's fine. I'll take it when offered and I don't plan on driving. I get silly and it feels fun and usually I feel pretty calm the day after but I haven't really gotten attached to it. It's the same with drinking really. I have to go out of my way to do it and it's only ever when other people are too. I will say that I'm addicted to a morning cup of coffee. Nothing beats it. Not even sex.
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[RC2] - Die Rowdy - 44 Maps, Boom Format
BluePineapple72 replied to BluePineapple72's topic in WAD Releases & Development
At what line does it cut off? -
[RC2] - Die Rowdy - 44 Maps, Boom Format
BluePineapple72 replied to BluePineapple72's topic in WAD Releases & Development
I did. I managed to beat all of them on UV. With saves mind you, but still cleared. Elevator floor while tricky is still fairly straightforward in beating. Bridge Beyond can be very long but persistent strategies can overtop the hard parts. I will concede that Nowhere to Hide is very very very difficult and doesn’t really have, well, anywhere to hide. Appropriately, given the map name. -
The DWmegawad Club plays: Doom 2 in City Only [vote now]
BluePineapple72 replied to dobu gabu maru's topic in WAD Discussion
Seems that they caught the hiatus virus from our server @Death Bear -
Map07 - "Icy Manipulator" - @PinkFlamingo Map06 - "Speeddemon Seasonal Storage" - @Death Bear Map12 - "A Regular Normal Christmas" - @Grizzly Old B Map17 - "Green Goo Inc." - @Pistoolkip Map22 - "Demon Executive Bathhouse" - @LVENdead Map25 - "Ancient Storage Room" - @NiGHTS108 Map28 - "MURDER! DEATH! KILL!" - @BluePineapple72 Map34 - "Bridge Beyond" - @Scionox Map01 - "The Most Wonderful Powertrip of the Year" Out now! 44 maps of unrelentingly merry maps of Rowdy Rudy mayhem!
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[RC2] - Die Rowdy - 44 Maps, Boom Format
BluePineapple72 replied to BluePineapple72's topic in WAD Releases & Development
Been a minute since I've ever done a thread like this. Super fun to write all of them. Took a second to find fitting real estate for them in the thread, but I think it worked out. Yessirre! 220 if you play them each on a different difficulty! -
Titlepic by @OverflowingMocha ~~~~~~~~~ Yippie-kay-yay! ~~~~~~~~~ Wad File: Die Rowdy - RC2 (drive) Port: Boom limit removing - Complevel 9 - Tested in GZDoom/PRBoom Resources: Rowdy Rudy by Doomkid, Duke Nukem, Cagetex, and doomxmas.wad. Compiled in wad. IWAD: Doom II Notes: Requires UMAPINFO compatibility! Rowdy Rudy Jones received the call at 6PM on Christmas Eve. The Nakatomi Plaza had been invaded by an unknown group of assailants. Every floor of the building has been occupied. No one has been in or out since then. No demands have been given. No hostages taken. Police have failed to breach into the building. That's why they need you, Rowdy Rudy, the best Mercenary money can buy, to clear out the building and stop this occupation quickly before Christmas morning. Payment has been given in full up front with an expected bonus upon mission completion. You are expected to clear out hostiles floor by floor and rendezvous with a helicopter team waiting on the roof. Lock and load, and yippie-kay-yay motherfucker! Die Rowdy is a 44 map megawad created as the thirty-third edition of the Pineapple Under the Sea Speedmapping series in December of 2023. Loosely Christmas themed and highly Die Hard themed, each map was made with a skyscraper prefab and an elevator, courtesy of @ViolentBeetle's Hellavator, of which players will be required to find a red keycard in order to advance to the next floor. With a custom resource pack containing weapons and enemies curated by @Doomkid for the action packed Rowdy Rudy 2: Powertrip mashed together with festive Christmas sprites from doomxmas, this skyscraper splatterfest will be sure to have wadphiles debating for years whether or not this map pack is genuinely a Christmas wad or not. Known Bugs: I know it may seem it, but map12 is supposed to exit to map14. It's a feature! The barrel explosion is still broken. Change Log: N/A Map01 - The Most Wonderful Powertrip of the Year - BluePineapple72 Map03 - Office Drama - Horselessheadsman Map14 - Nakatomi Art Gallery - Pink Flamingo Map35 - Living-Impaired Areas - Muumi Map38 - An Unexpected Breeze - NiGHTS108 Maplist: MAP01 - The Most Wonderful Powertrip of the Year - @BluePineapple72 MAP02 - Hot Lead for Naughty Demons - @JJBoren MAP03 - Office Drama - @horselessheadsman MAP04 - In Case of Fire Use Shotgun - @Egregor MAP05 - Breaking Hard - @Pistoolkip MAP06 - Speeddemon Seasonal Storage - @Death Bear MAP07 - Icy Manipulator - @PinkFlamingo MAP08 - Operation Sewer Count - @MoiraHeart MAP09 - Kaiju Exterminators: You're one of them - @Yagacaw MAP10 - Hit the Showers - @Blexor MAP11 - A Rowdy Heist - @SergeantAnger MAP12 - A Regular, Normal Christmas - @Grizzly Old B MAP14 - Nakatomi Art Gallery - @PinkFlamingo MAP15 - Hot Head - @myolden MAP16 - Call Center Hell - @senpaigru MAP17 - Green Goo Inc. - @Pistoolkip MAP18 - Unsatisfactory Performance Review - @SirPootis MAP19 - Now I have a Chaingun... - @Razza MAP20 - Sleep Study Lab Z - @Yagacaw MAP21 - Elevator Floor - @Scionox MAP22 - Demon Executive Bathhouse - @LVENdead MAP23 - Surprise! - @DynamiteKaitorn / Heich MAP24 - Ho-Ho-Holy-Shit - TheBMFG MAP25 - Ancient Storage Room - @NiGHTS108 MAP26 - The Floor We Do Not Talk About - @NeilForshaw MAP27 - Casino Royale - @Tiramisu MAP28 - MURDER! DEATH! KILL! - @BluePineapple72 MAP29 - Bad Floor Planning - @Kuro_mahoh MAP30 - The Office - @Pistoolkip MAP31 - Christmas Smells Like Gunpowder - @JJBoren MAP32 - The Corner Offices by the Atrium - @Yagacaw MAP33 - Executive Disfunction - @Weird Sandwich MAP34 - Bridge Beyond - @Scionox MAP35 - Living-Impaired Areas - @muumi MAP36 - Human Resources - @Pistoolkip MAP37 - Caustic Clash - @Blexor MAP38 - An Unexcpected Breeze - @NiGHTS108 MAP39 - XXXmas Came Early!- @MoiraHeart MAP40 - Pounding Heartbeat - @NiGHTS108 MAP41 - Nowhere to Hide - @Scionox MAP42 - Rowdy Around the Christmas Tree - @BluePineapple72 Secret Maps: Additional Map Information: Special thanks to the PUSS event staff for helping wrap this up, to all of the playtesters who played this a whole lot, and to Santa Claus for putting me on the Nice List last year. Original Project Thread Pineapple Under the Sea Speedmapping Naughty & Nice ~~~~~~~~~ Until Next Time ,o7 ~~~~~~~~~
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Heyo! Thank you for the testing! The secret exit going to 13 is intentional. Map12 skips to Map14. It’s a reference to many skyscrapers not having a 13th floor due to superstitions. In RC1 I should hopefully have some of these bugs squashed (like the end cast being missing from M42. That’s been fixed on my end on the most recent local version on my end)
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We'll hopefully be resuming sometime this year! The monthly PUSS thing got a little too intense for me to keep on top of. As a result I have these projects that need to be finished: Anniversary Under the Sea Revenge of the Speeddemons Mysterious Mayan Madness Dead Mappers Tell no Tales (not my project but I need to finish my map :P) Trick and Tear 3 The Chilling Winds of Dis Clandestine Castle Crashing 2 Perpetual Torment Hot Soapy Water Trick and Tear 4 Die Rowdy < --- I'm actively working on this. Just need to finish the intro map and a few other super minor things. Will likely be out before mid-May. The majority of these only have some small things that need to be finished, but a lot of small things is a big thing. Regardless of whether or not this whole backlog is cleared this year, we will be having our annual September event. But regadless, I'm confident that I'll be able to churn most of these well before then. The next event I'm planning on running is super cool so I can't wait to launch it, but I'm being responsible-this-time-you guys-I-promise so I'm holding off.
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PUSS 1876: BACK IN THE SADDLE!
BluePineapple72 replied to BluePineapple72's topic in WAD Releases & Development
Was April fools. Check the resource links. Any link really -
I have a few issues hiding hard maps in the secret map slots. 1. While it is a nice way to alleviate the difficulty of these levels by having them put into an 'optional' slot, I don't really want to hide people's work like that. It is an error on my part given that PUSS typically doesn't have any sort of metrics or standards for how difficult level submissions should be, but regardless of that I still want to treat everyone's contribution as being a part of the 'main' project equally rather than having to hide some levels. 2. PUSS usually has pre-comissioned secret levels that have some sort of goal or theme in mind appropriate for the project. Typically these levels can be difficult, but I find for a level to be secret it needs something beyond just the difficulty for it to be put into that slot.
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Hey folks! I've got these wads that I'm sitting on and a few of them have this particular issue that I keep running into. Ordering. With 30+ levels in any given wad I find that it is fairly difficult to figure out what order they should all go into. Although 'easiest to hardest' is a pretty... well... straightforward and completely reasonable ordering strata, I find that there are issues with clumping all of the hardest levels together towards the end. Likewise with community projects, mappers each have their own distinctive flavorings and styles that make their maps unique therefore quantifying a level solely based on it's difficulty leaves some other traits ignored (If I get 5 atmospheric or walking simulator type levels in a project they are objectively going to be the easiest, so I don't want to clump them towards the front.) There's also the issue of mental organization. Trying to keep track of the several different pieces of a level can get pretty tough for me. What methods do you use to pick the map order of your wad? For your community projects how do you go about organizing information to keep yourself from getting lost and whatnot?
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Here's a bit of an update. I've gone ahead and decided on a map order for the project. Please let me know what you think! Once the intro and credits map are finished (along with some other things) RC1 will be ready to post. I'm projecting and shooting for a early to mid May launch. I've got some videos on my youtube of my playtesting up. I will not be posting them here, but the general gist is that the majority of maps I am not going to require an update before RC1, which is good.
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PUSS 1876: BACK IN THE SADDLE!
BluePineapple72 replied to BluePineapple72's topic in WAD Releases & Development
Depends. What kind? -
PUSS 1876: BACK IN THE SADDLE!
BluePineapple72 replied to BluePineapple72's topic in WAD Releases & Development
Thanks man. I knew that I was falling into the trap of working on something new when I had old stuff to finish but I had such a good feeling about this one that I knew I was never going to give it up. I knew too that finishing it I wouldn't let you all down either. But we've know eachother for so long @myolden that you have to know how my heart's been aching for you to try and play it. This resource pack I mean.