Article submitted by Jimmy
Blocks of Doom II is a puzzle mod which takes gameplay elements from the classic Chip’s Challenge puzzle game. The levels are generated on a 16×16 grid filled with huge blocks that rise and lower to form complex puzzles that the player must escape from. There are various types of block – some will immediately kill you (lava and slime), some help you reach certain areas (elevators and teleporters), and others you may have to be incredibly careful walking near or over them (item thieves, unstable wooden blocks and slippery ice). Complete levels by finding the exit tile. Complete all the levels in a world to advance to the next world… and so on.
There are 84 levels planned for the first episode and a further 64 for a community-made “user episode”. About 40 levels have been made so far, but that means the project is still only just under half-done! (Or quarter-done, if you count the user episode.)
With much of the current development team bogged down with real life crap and alternate Doom projects, the ambitious Blocks of Doom II project is in desperate need of more contributors. As you can see here.
Below is a list of links to pages associated with the project – the top two are where you can visit to contribute to the project, the others are all for regular updates on the project’s progress (which admittedly haven’t been updated in a while). Registering at the forum is simple (no admin/manual activation required) and the project itself is relatively easy to create levels for, since it comes with its own ACS-based level format and a brand new level editor.
Development Forum – Register here to get semi-regular updates from the development team. Check out some of the new (in-progress) levels!
Latest Releases - Go here to download the latest development alphas.
Blog Page – The project’s main article. Updated most frequently.
ZDoom Wiki Page – Go here for extra information on the project’s gameplay.
“WADs In Progress” Page – Keep up to date with and leave comments on the project.
Mod Database (ModDB) Page – Lots of screenshots available here.
Do you want an article posted at Cutstuff.net? Join the forums and make a request!
Tags: User Submitted, zdoomArticle submitted by Domithan
Hello one and all. Domithan here.
As you may or may not know, I create independent games with the AGS games creation script and engine. Although it isn’t doom related, I’d like to share with you all my new game which I have titled “Cryptic”, and for a very good reason. It’s a puzzle/riddle game which gets increasingly harder with every room. Only one person out of about 300 has beaten it so far.
If you’re interested and would like to check it out, go visit http://www.Domithan.com and check under the games download section.
Do you want an article posted at Cutstuff.net? Join the forums and make a request!
Tags: User SubmittedA new forum has been opened for discussion about Mega Man 8-bit Deathmatch. As we still don’t have a beta release yet, the forum is pretty quiet. But keep an eye on the status thread as it will get updated as often as new content gets added to the game. Map signups will also happen there when a new beta is released.
Sign up to the Cutstuff forums
Tags: forum, MM8BDM, skulltag, websiteArticle submitted by Predator
Welcome to a new variety of GVH maps, which include lots of strategic gameplay. I plan to have 12 to 32 maximum in this pack. Here’s some screenshots so far.
Current maps
Map01: planet phaswraith – club>Mr.pr3d
Map02: station_102 – club>Mr.pr3d
Map03: Demonic death – club>Mr.pr3d
Map04: unnamed – club>Mr.pr3d
Map05: unnamed - club>Mr.pr3d
Map06: unnamed – club>Mr.pr3d , DoomThroughDoom
More to come. Project leader is Club>Mr.Pr3d.
If you would like to map for this project, check out the thread on the Cutstuff forums or send me an e-mail!
Do you want an article posted at Cutstuff.net? Join the forums and make a request!
Tags: gvh, skulltag, User SubmittedJust thought I’d list everything I’ve been doing on Mega Man 8-bit deathmatch. I know some people come here to find out more about the project but I don’t really post that much about it. Just so you know, this is my priority and I’m working on this thing every time I get computer access (which is becoming less often!).
Since the public alpha there’s been quite a lot of gameplay changes, new weapons and other stuff. For now, I’ll just talk about the new stuff.
- ELECMAN and BOMBMAN maps are finished. Currently working on the ICEMAN map. Then FIREMAN, but after that I want to remake the CUTMAN and GUTSMAN maps because they play horribly.
- Megaman now changes his sprite colour depending on what weapon he has, which I believe from the reactions I got was a big deal.
- I trashed the idea of having one weapon at a time, it was just awkward. Now you can collect as many weapons as you like with their own separate ammo counts.
- New weapons include Magnet Missile, Air Shooter, Hyper Bomb and Top Spin. I’m trying to make as many weapon variants as possible for a public release, and I want to avoid the clone weapons for now (shields etc).
- PressStart, as well as being responsible for the Megaman sprites and the arm cannon, has created two skins. Cutman and Elecman. This means you can play as robot masters, although they’ll behave the same as Megaman. I want to get as many as these as possible as I know everyone has their own favourite robot master!
- If all goes well, you may not even need Doom to play this (Although I’d get Doom anyway because it’s awesome).
More information on Mega Man 8-bit Deathmatch
More screenshots on the sneak peaks thread
Tags: MM8BDM, skulltag



















