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TheUltimateDoomer666

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Everything posted by TheUltimateDoomer666

  1. TheUltimateDoomer666

    Limited Run Games is going to release Doomguy's classic helmet

    It is, or it used to be. I got sealed copies of the older DOS-only (pre-DOOM95) CD-ROM big box releases of The Ultimate DOOM (with the poster) and DOOM II from eBay in 2017. But this Helmet Collector's Bundle would cost me a whopping AU $200, and that's not even including shipping.
  2. TheUltimateDoomer666

    Which is harder, Wolfenstein 3D or Doom?

    I checked some YouTube videos, and yep, the key is behind a secret wall. Wow, the manuals lied. (I checked the manuals from both the Wolf3D and SoD boxes; they both make the claim that all the necessary items and elevators are located in the normal, non-hidden passages.)
  3. TheUltimateDoomer666

    Which is harder, Wolfenstein 3D or Doom?

    The game's manual specifically says that items required to beat the level will never be hidden behind secret doors. I'm pretty sure the Mission packs for Spear of Destiny broke that "rule", though.
  4. TheUltimateDoomer666

    Which is harder, Wolfenstein 3D or Doom?

    Wolfenstein 3D is much harder. The simple gameplay is pretty dated, with hitscan enemies (specifically, the Mutants) that can attack you the instant you press the space bar at a closed door.
  5. TheUltimateDoomer666

    What If: Doom II Shareware

    You may be surprised at how common it is for game developers to spoil the final boss in official previews or screenshots: Preview screens in the shareware versions of Blake Stone: Aliens of Gold, Bio Menace, Hocus Pocus, Realms of Chaos, and Duke Nukem 3D. A screenshot on the back cover of the US release of Sonic & Knuckles (not counting the extra/unlockable boss). A screenshot for the Steam release of Blake Stone: Planet Strike. Screenshots on the boxes for Duke Nukem 3D, Duke Nukem 3D: Plutonium PAK, and Duke Nukem 3D: Kill-A-Ton Collection. The blurb on the box for Quake's second Mission Pack (it says what the expansion's final boss is twice).
  6. In Cakewalk Pro Audio, the solution is to delete all of the song's "Patch" events (like the one shown above) from the event list. The sequencer will then instead use whatever instrument has been selected for the MIDI track. I do not use Sekaiju, but presumably that sequencer would work the same way.
  7. FL Studio is a DAW and not really optimal for MIDI sequencing in my opinion. The Cakewalk sequencers have features that FL Studio doesn't even support as far as I can recall. Cakewalk Pro Audio 9.03 for example supports saving to multiple MIDI formats (MIDI Formats 0 and 1, and RIFF MIDI [RMI] Formats 0 and 1), and has an editable event list. Also, FL Studio inserts superfluous commands when it exports MIDI files, which needlessly increase the file size and can even cause other subsequent MIDIs to play incorrectly in a PWAD or such (this issue actually happened when users were submitting MIDIs for one of the community projects here). There are some musicians who use FL Studio to create MIDIs for DOOM levels though, so it definitely can be done, but for me Cakewalk has all the features I need. I haven't used Cakewalk Express, but I'd still say that would be much better for sequencing DOOM MIDIs than FL Studio is (Jimmy uses Cakewalk Express 3.02).
  8. TheUltimateDoomer666

    Most obscure Doom fact you know

    A DOOM movie was "in the works" in 1995, in the sense that Jay Wilbur inked a 1 year option with Ethos Productions.
  9. I still use Cakewalk Pro Audio 9 to make and edit MIDIs.
  10. TheUltimateDoomer666

    React To The Profile Pic Above You

    "You are now a furry."
  11. TheUltimateDoomer666

    How to make a good MIDI rendition of a song?

    There is no efficient way to do that aside from learning how to make music/sequence MIDI. Alternatively you could find someone who is willing to transcribe it, although they probably won't do it for free due to the work involved when there's no tab or sheet music available.
  12. TheUltimateDoomer666

    Doomworld Musicians, serenade us with your beautiful music!

    Amon Amarth-inspired melodeath: https://dl.dropboxusercontent.com/s/dl1p7nsy9ag91p9/2020-06-02 - Against Surtr We Fight.mp3
  13. TheUltimateDoomer666

    Recommended Soundfonts?

    Shadow 1.0 is available in the Google Drive SoundFont folder linked earlier in this thread.
  14. TheUltimateDoomer666

    Doomworld Musicians, serenade us with your beautiful music!

    Melodic death metal: https://dl.dropboxusercontent.com/s/ecmhr1xisbqw71l/2020-05-23 - To Frigid Shores.mp3 https://dl.dropboxusercontent.com/s/o1v2l0smlmihhcb/2020-05-25 - Uphill Assault.mp3 Metal loop: https://dl.dropboxusercontent.com/s/vxcurzd8j219wcb/2020-05-29 - Infernal Armory.mp3 Black metal: https://dl.dropboxusercontent.com/s/rafcmzopfrgg5az/BM 2020-05-12 - Mist Falls Upon the Creek.mp3
  15. TheUltimateDoomer666

    Doom Eternal Confession Session

    That actually sounds like a bad design choice or oversight. I'm glad I haven't used that option. I always assumed it would simply warp you back to the beginning of the current level.
  16. TheUltimateDoomer666

    Doom Eternal Confession Session

    I unlocked all the weapon mods, upgrades, and masteries solely to get the achievements, as otherwise only one mod for most of the weapons seems useful to me: Combat Shotgun - I always use Sticky Bombs. Full Auto is useless. Heavy Cannon - I use Precision Bolt to quickly destroy demons' weak points. I used Micro Missiles a lot in DOOM 2016, but not in Eternal. Plasma Rifle - I use Heat Blast because I can't find any use for the Microwave Beam. Rocket Launcher - The only weapon where I regularly use both available mods, though I prefer the Lock-On Burst. Ballista - I use Arbalest on flying demons. Destroyer Blade isn't useful to me. Chaingun - I use Mobile Turret. Energy Shield seems pointless and is annoying to use. I know it absorbs hits from the front, but I just dodge attacks instead. Maybe I'm not using it correctly.
  17. TheUltimateDoomer666

    small nitpicks?

    More bugs/nitpicks (spoilers):
  18. TheUltimateDoomer666

    Help with Doom Big Box Images

    I have the box but no way to scan it, so I can't get clear high-resolution images of it. There are a few creases near the corners, and a small scuff/dent on the cover (on a black space near the bottom right) from where I removed a large price sticker. There are white scuffs on the back near the top where the original tape seal was (I got a pre-owned/opened copy). The screenshots on the back of the box and the colored DOOM logo depicted on all sides of the box except the bottom have a special glossy coating, which makes them stand out both visually and tactilely on the physical box (this effect is hard to see in photos). The rest of the box has a matte finish.
  19. TheUltimateDoomer666

    small nitpicks?

    I've encountered bugs like that too, though I forgot to mention them in my previous post. The Fortress of Doom doorway bug in particular was rather strange. I've also had Cacodemons glitch out and just sit around ignoring the Slayer.
  20. A small number of good, polished maps would be far better than a whole bunch of rushed maps with square rooms, no detail, and misaligned textures.
  21. The "concept art" is still too simple. It is little more than a few wobbly lines. Are the eyes supposed to be circular, or are they meant to be misshapen as the monster has a deformed appearance? The art doesn't convey any real design information.
  22. TheUltimateDoomer666

    small nitpicks?

    Edit: I have the retail version, which uses the Bethesda Launcher. I launch the game with the launcher, and I run the Bethesda Helper with Administrator privileges. A few bugs: One time after respawning in level 11, I could look around but was unable to move. Using fast travel in the same level resulted in me constantly falling through the floor. The game randomly crashed twice in my playthrough (once in level 9 and once in the last level). Photo mode is glitchy. Sometimes changing skins or poses through the photo mode menu doesn't work properly; the skins/poses keep resetting themselves (though using the G/H keys to change the pose still works). Sometimes the photo mode menu stops responding to the mouse. Sometimes the Depth of Field option doesn't work. The Motion Blur and Chromatic Aberration settings keep randomly enabling themselves, even though I've disabled them and saved the settings multiple times. The secrets were too easy to find, in the sense that I needed to check a walkthrough to figure out how to access only one of them (an area with locked gates in level 9). The design of the obstacles, hazards, and pick-ups reminds me more of Mario or Sonic than DOOM.
  23. Yes, disclaimers like that won't do anything. The monster designs look too similar to their DOOM counterparts. The Cyberdemon replacement still looks like a Cyberdemon. And the Mancubus replacement is still recognizably a Mancubus; just its arms are missing.
  24. TheUltimateDoomer666

    Ludicrous Levels of Optimization

    I have a G4560, GTX 1060 3GB (listed in the game's "minimum" requirements along with the GTX 1050 Ti, a much slower card), and 8 GB RAM. On Ultra Nightmare quality, with Texture Pool Size set to Low (due to the VRAM limit), Motion Blur disabled, and DRS enabled, I get 40-60 FPS at 1080p during the fights in level 5. The resolution scale does drop to 50% at times (during which the game runs at 40 FPS), but it is still impressive that the 1060 3GB can handle maximum settings. Obviously on lower settings the game stays at 60 FPS. Unfortunately probably not. UserBenchmark says the GTX 1060 3GB is +517% faster than the 930MX. Even though the GTX 1060 3GB can handle even Ultra Nightmare, +517% is a huge difference, so the game would likely be borderline unplayable regardless of settings.
  25. If it's just a recreation of Map02, then you didn't make it entirely by yourself.
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