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About Ribbiks

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  1. Demos for miscellaneous Ribbiks maps

    nice zerk strat in the 4-av room, unintended, but clever ;D. I keep trying to design encounters that force the player to abuse the reduced-vile-damage gimmick (by pressing against a ledge and taking 20 dmg vs. ~90) but to-date I can't recall seeing anyone actually do it that way.
  2. Hi. I listened to these, and will now write things about them ;D. Seeing as virtually every track here has inspiring amounts of tonal/rhythmic sophistication, I won't belabor that, but rather I'll apply it as a blanket complement to the set as a whole. here's some track-by-track; what it makes me think of, other odds & ends: map01: brings to mind expansive yet low-key industrial spaces, a la tls.wad or hellcore2.0. - highlights: fresh fuckin' bass line @ ~1:40, piano interlude at 4mins in, and the breakcore-ish section that follows. map02: sounds like the infiltration scene in a heist movie. -highlights: the sparse section @ ~1:20 with the pitched percussion. vaguely tom waitsy map03: an earthbound cutscene. much more subtly menacing than d2_03 deserves, perhaps :) -highlights: the breakdowny section @ ~3:00, ez. -are those ocean and helicopter midi effects? I need to use those more. map05: a wedding and a funeral procession thrown into a blender. -highlights: really like the off-kilter organ sprinkled in the background from 1min onward map07: les claypool and a bottle of ritalin. -seemingly the most straightforward track thus far. bluesy turnarounds lend it a distinctly "doom" vibe, despite the wonkiness map08: partly cloudy, chance of rain. -highlights: bursty percussion bits around ~2:20 map09: the "coming clean about an affair" scene from a soap opera. -highlights: that pan-flute map11: lamb of god, a waterfall, and a splash of tnt.wad -highlights: extra hectic bits that get layered on about a minute in. also diggin the mildly discordant organ section with the saw wave bass. -probably my favorite track in the set. I think I missed a track somewhere cuz I'm counting 8. I see m04 listed in the OP but didn't hear it in the wad.
  3. "Linssen and Janssen would be a good name for a homosexual art duo, along the lines of Gilbert and George or Mulligan and O'Hare. But there's nothing homosexual about this episode, in fact it's very bland and unimpressive."
  4. The WADmaker's Discography Thread

    I enjoy the personal doom sites/blogs that a few users here have. I threw something similar together awhile back cataloging my non-community-project doom stuff: http://rbkz.net/doom/
  5. ^^ ToD made 99 such joyous tracks: https://nostrilcaverns.bandcamp.com/album/self-inflicted-memory-loss-2016 he's got a ton of awesome tracks btw, though they vary quite a bit in accessibility ;D edit: was meaning to reference fonze post
  6. How do YOU speedmap?

    small habits that work for me, but are likely not useful advice for someone else: - decide as geometry is being drawn what is going to be high-ground vs. low-ground. make efforts to draw the former as convex. - connect major areas in multiple ways such that as a layout materializes in greater detail you can impulsively decide which connections can be traversed in which directions. - memorize frequently used action numbers. - 384 is a decent sector height to start with. adjust from there. - have some candidate midis in mind before you start, let their tone make some initial design decisions for you. - forgo getting hung up on various imperfections after accepting that speedmaps by and large live in the space of "more fun to make, less fun to play", as compared to something more deliberate/polished/whatever. - grab another cup of coffee.
  7. PrBoom-Plus, ver.

    Hello. I'm posting this here on the off chance it may be useful to others. It's basically an updated rehash of my older post on this. **Building Latest prb+ ( 2018-Jan-14 12:06) on Mac OS X 10.13.2 1) install xcode and command line tools 2) install automake, autoconf, libpng, libsdl2, libsdl2_net, libsdl2_image, libsdl2_mixer (I use MacPorts for this) 3) prb+ configure scripts look in a limited number of places for the GL libraries, and with every OS update Apple loves to move these to new obscure locations. My lazy solution to this is to make symlinks in the directories where ./configure will look that point to where they actually live: (@Jon might find this helpful) sudo ln -s /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk/System/Library/Frameworks/OpenGL.framework/Versions/Current/Headers/ /usr/local/include/GL sudo ln -s /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk/System/Library/Frameworks/OpenGL.framework/Versions/Current/Libraries/libGL.tbd /usr/local/lib/libGL.tbd sudo ln -s /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk/System/Library/Frameworks/OpenGL.framework/Versions/Current/Libraries/libGLU.tbd /usr/local/lib/libGLU.tbd 4) if you used MacPorts to accomplish step 2, add the /opt/ directories to search paths export C_INCLUDE_PATH=$C_INCLUDE_PATH:/opt/local/include export LIBRARY_PATH=$LIBRARY_PATH:/opt/local/lib 5) install as per usual svn co https://svn.prboom.org/repos/branches/prboom-plus-24/prboom2/ cd prboom2 ./bootstrap ./configure make sudo make install After updating to the latest, I can proudly report that an annoying mouse issue that I was having previously seems to have been fixed. So.. thanks! I guess? Or maybe it was an operating system thing (i.e. the SDL2 build not behaving properly on os x 10.10). Either way I'm a happy camper
  8. Why do you use the editors that you use?

    heh, there's not too much to sell beyond what I quickly mentioned. Basically it's just the perfect editor for someone who wants a slightly better db2 without all the new gizmos and quirky subtle behavioral changes in gzdb. It's a strange niche that I didn't expect to be filled, but am quite happy it came along ;D. By snappier I mean the normal operations are just quicker all around, windows pop up with less lag, moving around 3d mode seems a little quicker. By more stable I mean less seemingly random crashes. I'm particularly impressed by how well it handles undo-spamming and tolerating very "mean" sector drawing (e.g. lots of awkwardly overlapping lines, or drawing over top of complicated areas with lots of merged geometry). plus, @anotak is a responsive dev, bugs get quashed pretty quickly, seems open to various feature suggestions.
  9. Why do you use the editors that you use?

    map: dbx (snappier, more stable than gzdb/db2, the features it lacks compared to gzdb are things I don't care about. excellent exe.) tedious wad minutiae: slade3 gfx: various adobe programs, pixel editor midi: a program that was cutting edge in 2004, and its considerably kludgier modern counterpart
  10. The DWIronman League dies to: Combat Shock 2

    I propose an unnecessarily complex scoring system where ranks are determined by: 5 x (# levels beaten on UV) + 3 x (# levels beaten on HMP) + 1 x (# levels beaten on HNTR). In the event of a tie the winner is determined by how many revenants were killed in the last map played.
  11. Post Your Doom Picture (Part 2)

    haven't upgraded to DOS yet? :D
  12. greetings, I found a way to get to crash. some vague steps describing how it happened: - open a map that had settings specifying it has in boom format, and required some resource wads - while map is open, go into map options with the goal of adding another texpack to the resources: --- see that map format is listed as Eternity for some reason, and resource section is empty --- switch it to Boom, add texpacks back to the resource list - hit OK --> crash window comes up, program exits. lastcrash log: https://pastebin.com/4d9JPrLJ
  13. Italo-Doom demos [complevel -9]

    very cool. I liked the face-rocket to get out of the jam towards the end ;D