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About MajorRawne

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  1. MajorRawne

    Doom 64 Shotgun is lever action

    Well, it's definitely a better explanation than "the PSX does what Nintendon't!"
  2. Ha ha! I've FINALLY found something nobody else has ever mentioned!!! I watched Alien Resurrection the other night and about six minutes in, I nearly fell off my chair. Not at how terrible it is compared to Aliens, nor what a masterpiece it is compared to Alien 3, but because I heard some Playstation Doom music in it! Would you like to know more? Approximately six minutes in, when Ripley is examining her number 8 tattoo, you clearly hear part of PSX Doom's "The Catwalk" track playing. This is the most terrifying track in all of Final Doom, but for some reason they use only a brief moment of it. Then, another part of The Catwalk plays much later in the film, although I forgot to write this down, so it could be anywhere. Yes, Hodges scrounged and edited samples from various sound libraries just as Bobby Prince did - maybe his legendary Coke can wasn't as cruicial as he made out - but this is extremely cool. And you don't have to suffer through this film to hear it! Jump to 1 minute in - this is the tattoo scene music. I'd try to find the other clip myself, but unfortunately am desperate for a poo.
  3. MajorRawne

    Just had a thought about PSX Doom

    Some fascinating stuff here. Thanks everyone! So just to check my understanding, the PSX not only has a limit to what each map can contain, but how much of this content it can show (render) at once? So even if you manage to include a variety of monsters, you can still crash the game by rendering them all at once? And there is a separate limit to how many sprites can be displayed at once, even if they are the same monster type? This being due either to design limits or hardware limits?
  4. MajorRawne

    Instruments used in PSX Doom soundtrack?

    Let's hope. I am dying to know what the babbling sound is at the beginning of Toxin Refinery. Always imagine it to be a busy office with lots of people talking. And I also want to know who Danny is!
  5. MajorRawne

    Patch The Doom 64 Re-releases

    Without meaning to come across as attacking Doom 64 (again), what are the numbers for people who purchased/played it? Also, what are the numbers for people who played it to completion? The first few maps are a bit off-putting, and while the gameplay dramatically improves in later maps, it's hard to imagine too many modern players persisting with it. It doesn't seem strange that they aren't throwing time or money at it.
  6. Does anyone know the names of the instruments used by Aubrey Hodges in the PSX Doom OST? So far, the only instrument I can identify is a cello which seems to be used a lot and also seems to be pitch-shifted deeper than normal. Also, does anyone know which are the "coke can" sound effects Hodges claimed to have used? I am guessing one of the Imp activation sounds was caused by breathing over or blowing into an open can. As a music novice, any explanationa of the techniques Hodges used would be welcome.
  7. MajorRawne

    Just had a thought about PSX Doom

    A random thought just popped into my head about PSX Doom. If they'd cut out some of the animation frames and angles that we see monsters and objects from, could they have made a more faithful port? As in, one that includes the Arch-Viles, and didn't chop about 2,000 Barons out, and had more monster variety per level? Unfortunately we'd have ended up with an advanced version SNES Doom, where everyone is always facing you and incoming rockets fly arse-first. Would anyone have wanted that? Personally, I don't miss the Arch-Vile (or the unfortunate Barons) and think they did the best possible job they could at the time. But it's an interesting thought.
  8. MajorRawne

    nostalgic console port

    PSX Doom. That beautiful night sky texture with the Toxin Refinery music is an image straight from my childhood. I played PSX Doom most days for four years, then I couldn't stand to play it any more! To this day I get a suffocating, lonely, forlorn, creeped-out feeling when playing it. If you put the PSX Doom sountrack to any modern horror game, you elevate the game way beyond its origin. I couldn't have got through Outlast or Evil Within 2 if Aubrey Hodges had done the music.
  9. I must provide a thruppence of support for previous posters who suggested you incorporate the missing content into a complete edition of PSX Doom. Bear in mind that arguably the best maps already made it into the official PSX Doom - this is subjective, but I rarely play one of the "cut/rejected" maps and think "OMG, if only this had been in Playstation Doom it would have been so much better!" Look at it this way: what you're achieving is a dream for all PSX Doom fans, but on the other hand, you are planning to release a megawad made up of maps like Bad Dream, Titan Manor, The Chasm and Betray. EDIT: When I wrote this post, the fragging thread wasn't displaying properly, so I didn't realise this had been addressed.
  10. MajorRawne

    The man who destroyed id software.

    To be fair to Sandy, he comes across really well in interviews - really thoughtful, passionate, knowledgeable. He'd be a pleasure to work with. Sandy Petersen, you are forgiven for The Chasm, The Pit and all the other ones that I think are crap. THEY ARE NOW MY FAVOURITE LEVELS!!! No.
  11. MajorRawne

    Could PSX Doom be remastered like Doom 64 was?

    The thing is though, PSX Doom can be rampaged through, but the low frame rate and heavy controls don't really lend themselves to that style of gameplay. Its pace feels slower, more deliberate. The music, darker maps, sound effects and ridiculously creepy new maps reinforce a slower pace of gameplay. The improved visual consistency (limited set of flats and textures per map) also creates a more mature feel, as if the maps had a visual overhaul, kind of like a primitive "1994 Tune-up Wad" (remember that?). It is the same game as PC Doom, but a totally different experience. This is subjective though as everyone will see it differently - some will see it as a "mirror universe" Doom, others as just a port with some cool features.
  12. MajorRawne

    The man who destroyed id software.

    The first few posts in this thread genuinely read like clickbait.
  13. MajorRawne

    Porting Disasters Thread

    I have played SH2 from the "collection" (still missing the first game) on PSNow. I think it's the version you reference. It plays like an inferior Resident Evil wannabe and the camera angles are often wretched, but it is creepy and interesting when it's working. If you want to talk about truly awful ports, a ton of ZX Spectrum games were ported directly to C64. Somehow despite the Commodore's vastly superior performance, the games ran much WORSE on C64. The Great Escape is a horrible experience compared to the Speccy version, the game runs at an absolute crawl. Alien Trilogy on the PC was meant to be a horrible port of the PSX game. Most ports I've played have good features to balance out the bad. For example, X-COM TFTD runs agonisingly slowly on PSX compared to PC, but has much better graphics and vastly improved music and sound effects, making it scarier. Ironically, these are the same traits I believe PSX Doom has...
  14. I've been playing older megawads, but really I think in terms of visuals, Alien Vendetta and Hell Revealed 2 are where things started getting more "modern" (less boxy Ultimate Doom inspired rooms with miles of empty corridors, less messy use of textures etc). Classic 90s megawads like HR, Requiem etc tried really hard and were miles better than the average fare of the day, but they look pretty bad now, lots of blank rooms, bare corridors etc. I think HR might be the only megawad of that era whose gameplay is as good today as it was back then. I'd say wads started to evolve when mappers stopped making crappy mazes!
  15. MajorRawne

    Obviously very true Doom facts thread

    The secret maps "Wolfenstein" and "Grosse" are well known as examples of a crossover done correctly. Their shortness and, some would say, pointlessness (though true Doomers know otherwise), combined with only using one Wolfenstein enemy and not really having anything special to do in the maps, puts them on par with the wonderful "Fortress of Mystery", winner of the Shit, the deadline's tomorrow, we need to make a map in five minutes award.