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Remilia Scarlet

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Posts posted by Remilia Scarlet


  1. The same way I launch most other things: the command line.  I'm far too used to doing most things this way.  I usually do something like...

    doomretro -iwad ~/doc/doom/iwads/Doom.wad -file eternity.wad
    k8vavoom -iwad ~/doc/doom/iwads/Heretic.wad wmc04.pk3 +map e1m1 +skill 3
    gzdoom -iwad ~/doc/doom/iwads/Doom2.wad -file uof.pk3
    crdoom --iwad ~/doc/doom/iwads/Doom.wad --warp e4m1
    doomsday -game doom1-ultimate
    

    Obviously I keep IWADs in a certain place :-P

    Related, I wish more ports had a --help argument.


  2. That's a tough one, because there's quite a few I like.  E3M3 is always a banger, so is E2M1 and E2M2.  MAP02 has been a favorite for a long time, and so has MAP06 and MAP20.  But I think at the end of the day, E1M8 Sign of Evil is my favorite.  The song just reeks of "Doom", with both the horror aspect and the metal aspect.  I'm also usually a sucker for epic choirs like that, and those synth drums are just icing on the cake.

     

    These are all reasons I made my own cover version for one of my maps, which you can hear below.

     


    Aside from that, I think E1M5 might be my second favorite.


  3. ZUN (Touhou)
    Lee Jackson (ROTT and Duke3D is what I know mostly him for)
    Bobby Prince (Doom 1/2, ROTT, Duke3D, DemonStar, bunch of others)
    Tomomi Ootani (Herzog Zwei, Thunder Force 2 and 3)

    Jeroen Tel (Fucking CYBERNOID 1 AND 2 and ROBOCOP 3 on the C64, hnnnnggggggggg)

    Rob Hubbard (Monty on the Run, Commando, Road Rash 1 and 2)

    David Whittaker (Shadow of The Beast, Obliterator)
    Allister Brimble (Descent 1 and 2, a ton of others)

    Chris Huelsbeck (The Turrican series)
    Hiroyuki Kawada (Valkyrie no Densetsu)

    Masahiro Kajihara, Kenichi Arakawa, Ryu Takami (Rusty on the PC-98)
    Whoever composed the music for Night Slave on the PC-98


    Also:
    i7uyzp.jpg


  4. 2 hours ago, DSC said:

    Sorry, not directly related to the topic at hand, but "TooHoo" really made me laugh XD Yeah, people with TooHoo avatars are very common online. Isn't @Remilia Scarlet's one of those? I don't know anything about the games, the little gameplay I've seen honestly just let me immensely surprised and wondering how the hell people are able to play that kind of stuff. But well, I guess someone new to Doom would say the same about slaughter-maps, so in my ignorance I can't really complain.

    Yeah, Remilia Scarlet is a Touhou character. And my online (and sometimes irl)  name. My avatar is from some art by someone named Vile.


  5. It depends on what my aim is, and the answer isn't exactly straightforward.  But the tl;dr is: If my aim is to create something visually interesting, I'll probably spend 1/3rd to 1/2 of the time on detailing.  Otherwise 1/4 to 1/3 of the time.  And anymore, I usually prefer for performance to not be a limiting factor when it comes to playing my maps, so I don't like to go too heavy on details that add very little to the scene.

     

    The way I map, I work on roughly 2-3 areas at a time.  I'll block them out, test them for gameplay, tweak it to no end, and test it some more.  Once it's good, I go back and mostly detail that area.  Then, when the map is nearly finished, I go back and polish the detail in all of the areas.  So it isn't like I'm doing ALL of my detailing at once.  I also usually like it when people don't need a beefy computer just to play my maps (relevant to engine choice), so I'll often skip out on small details.  Not always, sometimes a scene works better with the small details, but not usually.  You can still get visually interesting scenes with lower detail.  "Buy new hardware" is a shit response.

    I also probably don't detail like most people.  I don't like using curves (I have never once used the curve tool; curves look horribly cheap in Doom IMO, and they can be funky with respect to player movment), and instead prefer blocky structures, trim, panels of textures, and height variations.  Basically, fewer angles/vertices, more variation.  I also try to use light as part of my detailing since it provides good visual contrast and cues (especially in an advanced engine, but in vanilla as well).  My highly detailed maps usually don't go above 4500 sectors.

    And detail should never impede player movement or combat.  I mean, it's Doom, and these are the bread and butter of its feel.

    But overall, I think detailing should always come second.  Get the map (or section of the map) feeling proper first, then detail enough for it to be interesting, but not so much that it hurts performance for lower end players.  After all, Doom is about combat and movement.

    kktyPUH.gif

    The geometry in this shot is quite blocky, and that's on purpose.  The pillars have eight sides , the walls are quite square/angular, and there isn't any curvy surfaces.  It's all a bit height variation, splitting walls/floors up with trim and panels, using lighting to create variations across plain surfaces, and some pops of color.  The textures add a lot as well, and I try to break them up often.  But if you look at it in the editor, there isn't a lot going on in that room side from some extra lines due to overlapping floor/ceiling details.  Some of the two-sided lines are there just to keep players from getting caught on things, and there's some 3D floors, but that's about it.


  6. I use Renoise mainly, together with a ton of different VSTs.  I used Cakewalk Sonar in the past for a long time, but moved to Renoise because I like the tracker layout, and I didn't like the newer Sonar versions after 8.5.

    For VSTs, I mostly ImpOSCar2, Reaktor, SQ-80, and various other free synths.  For effects, I mostly use MeldaProduction stuff, or some really old Sonitus:fx plugins that I can't bear to part with.  The Sonitus:fx's reverb is easily my favorite ever <3  Its multiband compressor is also just really nice to use.  I also use Reaktor for effects and processing, but not as often as you might expect, though I usually use an aural exciter patch I have for it on my master bus...

     

    Anyway, as far as SoundFonts go, I actually almost never use them, except to listen to old General MIDI files.  When I do, I either use some SC-55 Soundfont that I have (I dunno where I got it, but it's not Patch93's), which I've customized slightly, or a WinGroove SoundFont.  I use my own personal midi player to play them.  However, I've recently been thinking about going back and re-editing/expanding a lot of my old MIDI files that I wrote 20+ years ago during high school, and I'm on the lookout for a MIDI editor that's better than Qtractor, so I'll check out the one you linked ^_^

     

    Uhh... link to music if you've never heard my stuff >_>

    EDIT: oh yeah, I've tinkered with DefleMask and Sunvox from time to time, too. 


  7. 2 hours ago, Rudolph said:

    Shame. Robo-Jox was not too good either, but the effects look cool.

    Oh I love Robot Jox and have ever since I was a kid. It's cheesy and dated, but it has a special place in my heart. It's also objectively better written than Robot Wars lol

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