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talond66

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  1. talond66

    Are there any German mappers out here?

    Psst, I would just like to mention a few historical milestones by @Tormentor667 , of which I am still impressed today: 2016-2021: WolfenDoom: Blade of Agony 2014-2021: Realm 667 - Doom community website, including the famous repository of modding guides and resources 2015-2017: Skulldash 2014: ZDoom Community Map Project: Take II 2007-2008: Knee-Deep in ZDoom Maybe he might know of other German members and their projects. What I could definitely imagine: German Community Project (GMCP), a equivalent to the already mentioned Japanese Community Project (JPCP). I myself am still at the beginning with my mapping experiences but I always try to be as vanilla as possible. I am more a designer, graphic artist, analyst, organizer, data and documentation specialist, statistician, programmer and problem solver of many fields and dimensions. best regards
  2. I learned about Doom when it was advertised in a shareware game by id -- Commander Keen I think it wasn’t. Then I downloaded the Doom shareware from the BBS, which took several days. Of course, I interrupted the phone line and my parents were happy that no one finally called. Since I was the only one in my environment who had the hardware to play Doom without borders and with a sound-card, many visits of my school friends followed. It was indeed a hype for us all.
  3. Hello, perhaps someone of you have a clue, why I can't run Hell Crusher (Version 0.4) alongside with Pandemonia (Monsters only - Version 2.2) in GZDoom (Version g4.8.2). My current command: gzdoom \ -iwad iwad/freedoom1_v0120-255.wad \ -file mod/hell-crusher_v04.pk3 mod/pandemonia-monsters-only_v22.pk3 always results in fatal errors -- and I don't know how to fix these errors: Fatal Error: 36 errors, 0 warnings while compiling pandemonia-monsters-only_v22.pk3:zscript pandemonia-monsters-only_v22.pk3:pandzs/sfx/weapeffects.txt, line 1: Class name bulletcasing already exists pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot5/rocketlauncher.txt, line 1: Class name NewRocket already exists pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot6/plasmarifle.txt, line 1: Class name NewPlasmaBall already exists pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot7/bfg9000.txt, line 1: Class name NewBFGBall already exists pandemonia-monsters-only_v22.pk3:pandzs/sfx/weapeffects.txt, line 1: bulletcasing already has defaults pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot5/rocketlauncher.txt, line 1: NewRocket already has defaults pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot5/rocketlauncher.txt, line 60: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot5/rocketlauncher.txt, line 61: '@property@PandProjectile.ParticleColors' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot5/grenadelauncher.txt, line 12: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot5/grenadelauncher.txt, line 82: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot5/grenadelauncher.txt, line 394: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot5/dualmissilelauncher.txt, line 7: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot5/meteorite.txt, line 12: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot5/meteorite.txt, line 76: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot6/plasmarifle.txt, line 1: NewPlasmaBall already has defaults pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot6/plasmarifle.txt, line 73: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot6/plasmarifle.txt, line 82: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot6/plasmarifle.txt, line 114: '@property@PandProjectile.ParticleColors' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot6/plasmarifle.txt, line 115: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot7/bfg9000.txt, line 1: NewBFGBall already has defaults pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot7/bfg9000.txt, line 118: '@property@PandProjectile.ParticleColors' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot7/bfg9000.txt, line 187: '@property@PandProjectile.ParticleColors' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot7/heliacalarkh.txt, line 106: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/weapons/slot7/heliacalarkh.txt, line 107: '@property@PandProjectile.ParticleColors' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/monsters/knight/cyberhellknight.txt, line 74: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/monsters/revenant/missilerevenant.txt, line 63: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/monsters/revenant/sentry.txt, line 179: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/monsters/spider/arachnotron.txt, line 69: '@property@PandProjectile.ParticleColors' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/monsters/spider/arachnotron.txt, line 112: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/monsters/spider/widow.txt, line 91: '@property@PandProjectile.ParticleColors' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/monsters/spider/widow.txt, line 92: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/monsters/spider/widow.txt, line 127: '@property@PandProjectile.ParticleColors' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/monsters/spider/widow.txt, line 128: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/monsters/cyber/annihilator.txt, line 134: '@property@PandProjectile.FireSound' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/monsters/cyber/darkcyberdemon.txt, line 219: '@property@PandProjectile.ParticleColors' is an unknown actor property pandemonia-monsters-only_v22.pk3:pandzs/monsters/cyber/terminator.txt, line 233: '@property@PandProjectile.FireSound' is an unknown actor property Running both mods individually works without errors -- only Pandemonia have some warnings about some missing brightmaps: gzdoom \ -iwad iwad/freedoom1_v0120-255.wad \ -file mod/pandemonia-monsters-only_v22.pk3 Brightmap 'brightmaps/doom/CYBRF1.png' not found in texture 'DCYBF1' Brightmap 'brightmaps/doom/CYBRF2.png' not found in texture 'DCYBF2' Brightmap 'brightmaps/doom/CYBRF3.png' not found in texture 'DCYBF3' Brightmap 'brightmaps/doom/CYBRF4.png' not found in texture 'DCYBF4' Brightmap 'brightmaps/doom/CYBRF5.png' not found in texture 'DCYBF5' Brightmap 'brightmaps/doom/CYBRF6.png' not found in texture 'DCYBF6' Brightmap 'brightmaps/doom/CYBRF7.png' not found in texture 'DCYBF7' Brightmap 'brightmaps/doom/CYBRF8.png' not found in texture 'DCYBF8' Brightmap 'brightmaps/doom/CYBRJ0.png' not found in texture 'DCYBJ0' Brightmap 'brightmaps/doom/CYBRK0.png' not found in texture 'DCYBK0' Brightmap 'brightmaps/doom/CYBRL0.png' not found in texture 'DCYBL0' Brightmap 'brightmaps/doom/CYBRM0.png' not found in texture 'DCYBM0' Brightmap 'brightmaps/doom/CYBRN0.png' not found in texture 'DCYBN0' Brightmap 'brightmaps/doom/CYBRF1.png' not found in texture 'PLAMF1' Brightmap 'brightmaps/doom/CYBRF2.png' not found in texture 'PLAMF2' Brightmap 'brightmaps/doom/CYBRF3.png' not found in texture 'PLAMF3' Brightmap 'brightmaps/doom/CYBRF4.png' not found in texture 'PLAMF4' Brightmap 'brightmaps/doom/CYBRF5.png' not found in texture 'PLAMF5' Brightmap 'brightmaps/doom/CYBRF6.png' not found in texture 'PLAMF6' Brightmap 'brightmaps/doom/CYBRF7.png' not found in texture 'PLAMF7' Brightmap 'brightmaps/doom/CYBRF8.png' not found in texture 'PLAMF8' Brightmap 'brightmaps/doom/CYBRJ0.png' not found in texture 'PLAMJ0' Brightmap 'brightmaps/doom/CYBRK0.png' not found in texture 'PLAMK0' Brightmap 'brightmaps/doom/CYBRL0.png' not found in texture 'PLAML0' Brightmap 'brightmaps/doom/CYBRM0.png' not found in texture 'PLAMM0' Brightmap 'brightmaps/doom/CYBRN0.png' not found in texture 'PLAMN0' Thanks for your help. Best regards
  4. Psst, enjoy the fun with @Noiser's DOOM 2 for DOOM 1 Mod: a randomizer mod for ZDoom and GZDoom that will carefully spawn a few Doom 2 monsters along side the regular ones in Doom 1 maps, replacing certain enemies and spawning them in different locations each time you play. After I have found this little gem it's the default now in my mod lists. best regards
  5. talond66

    ISSUE : Downgrading Windows 8.1 to Windows 7

    Dear @Frost-Core, as @Martin Howe and @D4NUK1 already mentioned: make a backup of your files format your hard-disk and reinstall your new operation system restore your files As alternatives I suggest: use older versions of Windows within VirtualBox and / or try ReactOS (within VirtualBox) see my older post Best regards
  6. Dear @Erick194 and Team GEC, many thanks for your hard and long work to create a Master Edition for the PlayStation console, which we all may have wished for back then -- gladly with a delayed release. Just a week ago and just by accident I discovered your Master Edition, and I'm really excited about it: complete, with additional content, expansions, bug fixes -- and fully executable even on the original console. To reduce the size of your future images, I can recommend compressing them with chdman. I was able to reduce the size of your image by 58.2% without any further settings. Compressed Hunks of Data (CHD) is a lossless compression format originally developed for MAME, for the hard-drive contents of certain arcade machines. It has since been used in several other emulators as a means of storing CD-ROM game data. For CD-based games, it compresses the contents of a disc image (cue and bin files) to a single CHD file. (Source) talond@desktop:~/PSXDOOM_BETA_3$ for file in *.cue; do chdman createcd --force -i "$file" -o "${file%.*}.chd"; done chdman - MAME Compressed Hunks of Data (CHD) manager 0.220 (unknown) Output CHD: PSXDOOM_BETA_3.chd Input file: PSXDOOM_BETA_3.cue Input tracks: 10 Input length: 41:52:00 Compression: cdlz (CD LZMA), cdzl (CD Deflate), cdfl (CD FLAC) Logical size: 461,242,368 Compression complete ... final ratio = 58.2% talond@desktop:~/PSXDOOM_BETA_3$ chdman verify -i PSXDOOM_BETA_3.chd chdman - MAME Compressed Hunks of Data (CHD) manager 0.220 (unknown) Raw SHA1 verification successful! Overall SHA1 verification successful! talond@desktop:~/PSXDOOM_BETA_3$ ls -1hSs total 679M 423M PSXDOOM_BETA_3.bin 257M PSXDOOM_BETA_3.chd 4,0K PSXDOOM_BETA_3.cue Best regards
  7. talond66

    Is there a good way to organize your Doom folder?

    Dear @Shikamaze, first, I would like to welcome you as a new fellow and hope your first few months in our community have been a successful and positive time. Thank you for your contribution and the numerous replies from the community, which I enjoyed reading and would like to describe my "solution" today. In the beginning I had a simple folder and file structure that satisfied my needs, but over the years the number of files and the structure became more and more confusing: "Welcome to your own created hell of documentation, may you find what you seek or wander aimlessly for all eternity..." That was the voice in my head as I opened my directory of 1,749 files -- typically unsorted -- including duplicates, multiple versions of releases, and a few other files better left untouched. I swore to the voice in my head, "I'll clean up this mess" -- and started right away. I didn't want to reinvent the wheel and use already existing and firmly established rules and structures -- thanks to my job, dealing with a lot of data and files, and preparing and organizing them in such a way that they correspond to a uniform structure and are easy to find, simplified my work tremendously. 1. The directory structure of my archive I just wanted to organize all my PWADs and modifications since my IWADs are in the Steam Library so I don't have to organize them here. My directory structure looks familiar to some of you: talond@desktop:~/doom-classic_archive$ tree --charset=ASCII -d -n --sort=name ~/doom-classic_archive |-- combos |-- deathmatch | |-- deathtag | |-- doombot | `-- skulltag |-- docs | |-- faqs | |-- misc | `-- multiplayer |-- graphics |-- idstuff | |-- doom | | `-- win95 | |-- doom2 | |-- heretic | |-- hexen | `-- wolf3d |-- levels | |-- doom | | |-- deathmatch | | |-- megawads | | `-- ports | | `-- megawads | |-- doom2 | | |-- deathmatch | | | |-- megawads | | | `-- ports | | | `-- megawads | | |-- megawads | | `-- ports | | `-- megawads | |-- doom64 | | `-- megawads | |-- hacx | |-- heretic | | |-- deathmatch | | |-- megawads | | `-- ports | |-- hexen | | |-- deathmatch | | |-- megawads | | `-- ports | `-- strife |-- music |-- skins |-- sounds |-- themes | |-- chex | |-- consoles | | |-- doom-ce | | |-- doomgba-dlta | | `-- resurrec-32x | |-- hacx | |-- harm | |-- hedon | |-- mm8bdm | |-- square | |-- teamtnt | | |-- daedalus | | |-- eternal | | `-- icarus | `-- wool `-- utils |-- exe_edit | `-- patches |-- frontends `-- wad_tools As a base, I use the directory structure and the file naming scheme of the /idgames archive, founded in 1994, which is a host for all kinds of Doom engine PWADs and modifications. Currently, I'm not using a database frontend like DoomLauncher by @hobomaster22, but I appreciate it a lot since I have used it in the past to validate all my files. Each PWAD from the /idgames Archive contains a text file as its description, so I use a simple command to find specific PWADs and mods. As an example, I'm searching for everything I have with the "way id did": talond@desktop:~/doom-classic_archive$ for file in $(find . -iname "*.zip"); do zipgrep -i "way id did" $file && echo $file; done talond@desktop:~/doom-classic_archive$ DTWID.txt:Title : Doom the Way id Did DTWID.txt: recreate Doom the Way id Did." ./levels/doom/megawads/dtwid.zip DTWID-LE.txt:Title : Doom the Way id Did - The Lost Episodes DTWID-LE.txt: idea of Doom the Way Id Did, three sets of ./levels/doom/ports/megawads/dtwid-le.zip UDTWiD.txt:Title : Ultimate Doom The Way id Did ./levels/doom/udtwid.zip D2TWID.txt:Title : Doom 2 the Way id Did D2TWID.txt:Description : Doom II The Way id Did is the long awaited sequel D2TWID.txt: to 2011's Doom The Way id Did. It comprises 32 ./levels/doom2/megawads/d2twid.zip zone300.txt: way id did that I decided to complete and ./levels/doom2/megawads/zone300.zip 2. The directory structure of my game All my source-ports (Chocolate Doom, LZDoom) are installed by default, so I don't need to include them here. As a launcher, I use the ZDoom WAD Launcher (ZDL) by @Lcferrum . talond@desktop:~/doom-classic$ tree --charset=ASCII -d -n --sort=name ~/doom-classic |-- iwad (includes IWAD shortcuts to every IWAD file within the Steam Library) |-- launcher | `-- zdl |-- mod | |-- d4v | |-- nf-fullsc-sb | |-- nashg | |-- nashg-cblood | |-- rk-voxels | `-- vn-essence `-- pwad |-- doom |-- doom2 `-- heretic Would be cool to learn "the way id organized it" from the experts and I am happy about your feedback and more stories. Best regards
  8. Dear @Archfiend, instead of Windows, I'm always recommending to give ReactOS a first try, independent of its stage of development. If you prefer, install it within VirtualBox fist. Based upon your post and question, I've installed ReactOS and playing the latest LZDoom within half-an hour and out-of-the-box. Best regards
  9. Hello @Mechadon, Thanks for your project - I really enjoyed the ride. I saw packaging and a floppy disk for the project in @Dexiaz's trailer, which I really liked. Are these available as images to download? Many thanks and best regards
  10. Hello @Doomkid, I would buy a box of Ultimate Doom and Doom II immediately! Some time ago I already searched for high-resolution pictures of all packaging, logos and artwork and found a packaging (unfortunately only the back) of a Doom II CD, which has not been listed here yet which I have attached. Unfortunately, even after two years, I have not found any further information about this packaging, or the front of the packaging. Maybe someone has more information about it ... I would also like to see the missing front of the packaging and CD. Oh and is there already an archive or collection with all Doom packaging, logos and artwork? Many thanks and best regards
  11. Dear @real slush59134 , before I write long reports with my ideas on how to improve your title image I thought I might as well edit, improve and adjust the images themselves ... without being critical of your works in any way - on the contrary, I think they are very well done. I have attached the Changelog and the Source files for further information. Changelog Source files BTW, I can't wait until the next two episodes are released. thanks and best regards 20210509_absolute_logos.zip
  12. Psst @UnknDoomer, @AFADoomer created a Total Conversion (TC) for Blake Stone in 2014 and released it as a demo. Weblink: Blake Stone TC Demo If I remember correctly, the first episode is already included, along with all the textures and sprites of the full version. Maybe there is an option that you can add the additional levels from the rest of the episodes, if you own the full version. Thanks a lot and best regards
  13. talond66

    DOOM 4 VANILLA v3.2

    Dear @Noiser, thanks for your response. Here are my latest updates of my research of the Soundtrack of D4V: | Filename | Artist | Title | Album | | ------------ | --------------------------- | ------------------------------------ | ------------------------------------------ | | D_ADRIAN.MID | @Nabernizer (apb) | Argent Facility | [DOOM 2016 Midis][1] | | D_AMPIE.MID | @silentzorah (Jay Reichard) | At Doom's Gate (MAP09 Remix) | [Project Redux][5] | | D_BETWEE.MID | @Nabernizer (apb) | BFG Division | [DOOM 2016 Midis][1] | | D_COUNT2.MID | @PRIMEVAL (John S. Weekley) | Overload | [Plutonia: Revisited Community Project][4] | | D_COUNTD.MID | #NA | #NA | #NA | | D_DDTBL3.MID | #NA | #NA | #NA | | D_DEAD2.MID | #NA | #NA | #NA | | D_DEAD.MID | @silentzorah (Jay Reichard) | Shawn's got the Shotgun (E1M4 Remix) | [Project Redux][5] | | D_DM2INT.MID | #NA | #NA | #NA | | D_DM2TTL.MID | #NA | #NA | #NA | | D_DOOM2.MID | @Immorpher (#NA) | Machine | [Evolved Fury][6] | | D_DOOM.MID | @PRIMEVAL (John S. Weekley) | Jungle | [Plutonia: Revisited Community Project][4] | | D_EVIL.MID | #NA | #NA | #NA | | D_MESSAG.MID | @silentzorah (Jay Reichard) | Deep into the Code (E1M1 Remix) | [Project Redux][5] | | D_MESSG2.MID | @silentzorah (Jay Reichard) | Demons on the Prey (Redux) | [Project Redux][5] | | D_OPENIN.MID | #NA | Trash; Melodic Death | #NA | | D_READ_M.MID | @Jimmy (James Paddock) | Ambience | [Old MIDIs][2] | | D_ROMER2.MID | #NA | #NA | #NA | | D_ROMERO.MID | @ViscraMaelstrom (#NA) | On the Hunt (E1M6 Remix) | [Project Doomjockey][3] | | D_SHAWN2.MID | @PRIMEVAL (John S. Weekley) | Stone Halls | [Plutonia: Revisited Community Project][4] | | D_THEDA2.MID | @ViscraMaelstrom (#NA) | Suspense (E1M5 Remix) | [Project Doomjockey][3] | | D_THEDA3.MID | @Jimmy (James Paddock) | Nine Feet Under | [Flashback to Hell][2] | | D_ULTIMA.MID | #NA | Electric Bass | #NA | Remarks 1. Duplicate MIDI track files (1-to-1 copies) are not listed. 2. #NA stands for "Information not available". Summary 1. 14 tracks I could completely identify. 2. 9 tracks are still pending, maybe these are the songs of the following artists, which I am still looking for and are not listed yet: - @#NA (Frankibo): No profile found - @pcorf / @timpani (Paul Corfiatis) 3. The non-exhaustive list of free-to-use MIDI music from the doomwiki.org was a great help. Source [1]: https://doomworld.com/vb/thread/88875 [2]: https://jamespaddockmusic.com/midis [3]: https://doomworld.com/vb/thread/72696 [4]: https://doomworld.com/vb/thread/55598 [5]: https://forum.zdoom.org/viewtopic.php?t=64443 [6]: https://doomworld.com/vb/thread/102741 @Noiser: Do you have any more information, so that i can continue my research in detail? I think that the missing tracks might have been changed and don't match the original, the search for them won't be easy. Stay healthy and well. Thanks for your support and best regards
  14. talond66

    DOOM 4 VANILLA v3.2

    Dear @Noiser, in addition to my main project, the research for the soundtrack of D4V, I started at some point to investigate the changes for the development of D4V and discovered that there is no CHANGELOG, so after two weeks of intensive work I can finally report a successful completion: I have created a complete CHANGELOG which lists all changes of D4V, based on the documentation in this thread, set in the lightweight markup language Markdown. The format of this file is based on keep a Changelog, and adheres to Semantic Versioning. Maybe you can use this CHANGELOG to document all future changes in the development of D4V and even attach it to the respective release as a file. The only things missing are: The integration of the D4V-Lite version: Is there a separate CHANGELOG for this version? I noticed that the development of D4V-Lite was not official at first, later it was included in the regular versions, but now it has been removed from the regular versions again. The integration of the Unhitched version by @Grizzly: Is this version official approved and still active in development? Is the integration in the regular versions planned? Version 3.0: When version 3.0 was released, no changes were documented. Is there a separate CHANGELOG for this version? best regards
  15. talond66

    DOOM 4 VANILLA v3.2

    Dear @Noiser, I really appreciate all the hard work you have put into this project and I am very pleased to have your continued support, even in these exciting and tumultuous times. Is there a detailed list of the soundtrack available? E.g. which artist created which song besides the original title? Thanks to my research and the metadata stored in the MIDI files, I was able to gain some information; however, some are still missing: | Filename | Artist | Title | Source | | ------------ | ------------- | ------------------------------------ | ------ | | D_ADRIAN.MID | Nabernizer | Argent Facility | 1 | | D_AMPIE.MID | Jay Reichard | At Doom's Gate (MAP09 Remix) | 2 | | D_BETWEE.MID | Nabernizer | BFG Division | 1 | | D_COUNT2.MID | John Weekley | #NA | 2 | | D_COUNTD.MID | #NA | #NA | #NA | | D_DDTBL3.MID | #NA | #NA | #NA | | D_DEAD2.MID | #NA | #NA | #NA | | D_DEAD.MID | Jay Reichard | Shawn's got the Shotgun (E1M4 Remix) | 2 | | D_DM2INT.MID | #NA | #NA | #NA | | D_DM2TTL.MID | #NA | #NA | #NA | | D_DOOM2.MID | #NA | #NA | #NA | | D_DOOM.MID | John Weekley | #NA | 2 | | D_EVIL.MID | #NA | #NA | #NA | | D_MESSAG.MID | Jay Reichard | Deep into the Code (E1M1 Remix) | 2 | | D_MESSG2.MID | Jay Reichard | Demons on the Prey (Redux) | 2 | | D_OPENIN.MID | #NA | Trash; Melodic Death | 2 | | D_READ_M.MID | #NA | #NA | #NA | | D_ROMER2.MID | #NA | #NA | #NA | | D_ROMERO.MID | #NA | #NA | #NA | | D_SHAWN2.MID | John Weekley | #NA | 2 | | D_THEDA2.MID | #NA | #NA | #NA | | D_THEDA3.MID | James Paddock | Nine Feet Under | 2 | | D_ULTIMA.MID | #NA | Electric Bass | 2 | Source Data based upon research: doomworld.com/forum/topic/88875-doom-2016-midis. Data based upon metadata stored in the MIDI file. Remarks Duplicate MIDI files (1-to-1 copies) are not listed. #NA stands for "Information not available". I've updated my initial post with new informations instead of creating a new post. May I kindly ask @Noiser, @Nabernizer, @Immorpher, @Viscra Maelstrom, @Frankibo, @PRIMEVAL and the Community for support to fill the missing gaps (see #NA)? Stay healthy and well. Thanks for your support and best regards
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