Jaxxoon R Posted August 23, 2014 I was taking a look at the fold-out pamphlet for Alice in Chains Nothing Safe when I noticed something: Possible inspiration? 0 Share this post Link to post
Guest Unregistered account Posted August 24, 2014 I just found out that Level 10: Refueling Base is another map with an instance of sleeping enemies: Sure enough, if you step into the room they all hiss at you and become active. I actually found this while playing through the game properly. I haven't completed it yet. 0 Share this post Link to post
Koko Ricky Posted August 24, 2014 Jaxxoon R said:I was taking a look at the fold-out pamphlet for Alice in Chains Nothing Safe when I noticed something: (Alice in Chains image) Possible inspiration? More like this (1989). http://1.bp.blogspot.com/-YJpnrKNdjBI/UKU7fsTbNpI/AAAAAAAAGPU/vGHnjQt5q80/s1600/Morbid_Angel-Altars_of_Madness.jpg 0 Share this post Link to post
Avoozl Posted August 24, 2014 Jaxxoon R said:I was taking a look at the fold-out pamphlet for Alice in Chains Nothing Safe when I noticed something: https://dl.dropboxusercontent.com/u/161031419/SP%20Face.png Possible inspiration? Besides the similarities I doubt it, I'm guessing the image is based on the wailing wall concept. 0 Share this post Link to post
joe-ilya Posted August 24, 2014 Jaxxoon R said:I was taking a look at the fold-out pamphlet for Alice in Chains Nothing Safe when I noticed something: [img]https://dl.dropboxusercontent.com/u/161031419/SP%20Face.png[img] Possible inspiration? It can be anything with a mix of faces, just ask Adrian Carmack. 0 Share this post Link to post
Linguica Posted August 26, 2014 The random sound pitch shifting in the early versions of Doom wasn't intentionally removed, but simply stopped functioning properly in later Doom versions because of a bug in the sound code I don't know how to feel about that because I absolutely despise the pitch shifting. 0 Share this post Link to post
Doomkid Posted August 26, 2014 Wow, what a great bug.. I hate how the modern console ports retain the pitch shifting. It should be optional, the monsters sound pretty dumb when their pitch goes higher. They sound like smurfs or something. I always thought it woulda been better if the pitch only shifted downward slightly at random, for example some enemies sound a little tougher because of the low pitch bug on Doom95. 0 Share this post Link to post
Jaxxoon R Posted August 26, 2014 It sounds alright with high bitrate sounds (32000 up), but otherwise I'd agree with you. 0 Share this post Link to post
Platinum Shell Posted August 26, 2014 I'd love to see a version of pitch shifting that only shifted down and only affected monsters. 0 Share this post Link to post
Memfis Posted August 26, 2014 Pitch shifted screams make me think of nothing but YouTube videos where people speed up\down things to make them sound funny, I can't take it seriously at all in Doom. 0 Share this post Link to post
joe-ilya Posted August 26, 2014 When going too far outside the boundaries of a map, you instantly die, hear all the monsters at once and see a wierd glitch when the screen is clear enough to understand(the red screen effect) 0 Share this post Link to post
ETTiNGRiNDER Posted August 26, 2014 joe-ilya said:When going too far outside the boundaries of a map, you instantly die, hear all the monsters at once and see a wierd glitch when the screen is clear enough to understand(the red screen effect) Is this in vanilla? I thought maps looped around eventually. 0 Share this post Link to post
Guest Unregistered account Posted August 26, 2014 joe-ilya said:When going too far outside the boundaries of a map, you instantly die, hear all the monsters at once and see a wierd glitch when the screen is clear enough to understand(the red screen effect) I encountered that only once, Lol. It happened when I was messing about on Plutonia's Neurosphere. 0 Share this post Link to post
_bruce_ Posted August 27, 2014 The pitched sounds sound stupid - I think it's great that "mother random nature" pruned this abomination. Back in the day I understand the logic for doing it but it is one of those ideas that are only cool in theory. 0 Share this post Link to post
plums Posted August 27, 2014 Surprised at all the hate for randomized sound pitches, I really like them, especially in Doom 1 where so many monsters share the same sounds. It might be nice if they were clamped to less extreme values, but I don't mind it as it is now in ports that support it. 0 Share this post Link to post
ETTiNGRiNDER Posted August 27, 2014 That the Lost Souls had their sprites updated. Re: sound pitch shifting, chalk me as someone else who doesn't think it was a bad thing. I was trying Chocolate Heretic a while back and had a distinct "NO, something is WRONG" vibe from it which turned out to be that vanilla Heretic has pitch shifting and chocolate doesn't. 0 Share this post Link to post
plums Posted August 27, 2014 ETTiNGRiNDER said:Re: sound pitch shifting, chalk me as someone else who doesn't think it was a bad thing. I was trying Chocolate Heretic a while back and had a distinct "NO, something is WRONG" vibe from it which turned out to be that vanilla Heretic has pitch shifting and chocolate doesn't. That's probably the only good thing that came from Raven not updating their code base to match id's, haha. Anyhow optional pitch shifting is planned for the Chocolate ports, sometime. fraggle has said that it will require a pretty big rewrite of the sound code, IIRC. 0 Share this post Link to post
Doomkid Posted August 27, 2014 Edit: Shit, accidental post, I can't seem to delete it 0 Share this post Link to post
Holering Posted August 28, 2014 I've noticed a lot of similarities between Doom 64 and Doom 3. I played Doom 64 after Doom 3 too. When you find the plasma rifle in Doom 3, there's an imp on the other side of the unbreakable glass-window. There's a very similar place in Doom 64. Also, the monsters have a close resemblance (the imps for example). 0 Share this post Link to post
Linguica Posted August 28, 2014 Changing the amount of pitch shifting would be super easy, it's literally one line in the source code (at least in PrBoom-plus). 0 Share this post Link to post
Grazza Posted August 28, 2014 ETTiNGRiNDER said:Is this in vanilla? I thought maps looped around eventually. Yes, they do. But at the point where you wrap around from one side to the other, you can take some damage, especially on NM, as far-away monsters wake up and telescratch you. Example demos here. 0 Share this post Link to post
plums Posted August 28, 2014 Linguica said:Changing the amount of pitch shifting would be super easy, it's literally one line in the source code (at least in PrBoom-plus). That is hilarious. Actually now that I think about it, it should be easy to change the pitch shifting value in ZDoom, just through changing $pitchshiftrange in SNDINFO. 0 Share this post Link to post
Doomkid Posted August 28, 2014 Linguica said:vid This is why randomized pitch shifting is hilarious. Julia was sorta iffy about Doom when I first showed her the XBLA version, she said the music and sounds were annyoing. Later on when I showed her the PC version, the first thing she said was "Are the sounds and music different? They're much better than I remember" I think the pitch shifting makes the game seem goofy to newcomers. 0 Share this post Link to post
ASD Posted August 28, 2014 The pitch shifted pistol/chaingun on modern console ports sounds like a Lego brick shooter to me. 0 Share this post Link to post
LigH Posted August 28, 2014 In times when they had to squeeze it onto few diskettes or into a limited ROM, they couldn't afford spending space for several alternative shot sounds. More modern games may provide a variety, but even randomizing among them may sound annoying if there are too few and too distinct to recognize the repetition. 0 Share this post Link to post
scifista42 Posted August 28, 2014 Linguica said:Changing the amount of pitch shifting would be super easy, it's literally one line in the source code (at least in PrBoom-plus). *video* Well, it sounds odd and funny, I'm glad that there's no (such a big) sound randomization in Doom. I wonder if the mancubus would growl in unhearable infra-sound range if pitched down as much as these imps. 0 Share this post Link to post
Blastfrog Posted August 28, 2014 Am I the only one that thinks that the default level of pitch shifting sounds just fine? I usually interpret the higher pitched sounds as the monsters roaring louder with more energy, passion and urgency, which when contrasted to the lower pitches being somewhat the opposite mood kind of helps to make them feel more relatable/believable and less like robotic pawns, the variety is nice. 0 Share this post Link to post
Gez Posted August 28, 2014 Linguica said:Changing the amount of pitch shifting would be super easy, it's literally one line in the source code (at least in PrBoom-plus). [vid]p0cbzYnb2oY[/vid] In ZDoom it's just one line in a SNDINFO lump, no recompilation needed. 0 Share this post Link to post
TheUltimateDoomer666 Posted August 28, 2014 Sodaholic said:Am I the only one that thinks that the default level of pitch shifting sounds just fine? Meh...it still sounds weird to me. I guess because I'm used to playing for so long without pitch shifting. When I first played a modern console port with pitch shifting, I thought there was something wrong with the sound. The monsters occasionally sounded like they were on helium or something. I just don't like the pitch shifting. 0 Share this post Link to post
Doomkid Posted August 28, 2014 I do like the variety pitch shifting offers, in theory it's a great feature. Platinum Shell said:I'd love to see a version of pitch shifting that only shifted down and only affected monsters. This would be perfect! 0 Share this post Link to post