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Posts posted by DCG Retrowave
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Hello everyone! I'm sure a lot of you remember me from 2020/2021 when I was more active on here. During that time, I was making a lot of MIDI covers for use in various DOOM projects which helped me improve my musical skills after the release of my first album back in 2019. With the knowledge I gained throughout that two-year hiatus of making original music, I got back into composing new songs in early 2022 and eventually completed my new album on December 31st, 2023!
This is Communication Established, a brand-new MIDI album featuring the Roland SC-55 and SC-88! This is the full playlist on YouTube, but the entire album can also be found on all major platforms such as Spotify, iTunes/Apple Music, Deezer, and more! A physical CD release will be coming this March!
Here's the official music video for one of the songs!
I have lots more planned for 2024 which not only includes more music, but also my return to DOOM mapping (as long as I can find enough free time, of course!)
Let me know what you guys think! I hope you all enjoy this project that was four years in the making :D
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On 12/19/2023 at 3:10 PM, Xenophanes said:what happened to this mod?
At this point, the project has been abandoned. Perhaps I'll revisit it at some point, but my primary focus nowadays is kick-starting my music career. I do plan on finishing my main DOOM project later this year, which is DOOM 87: The Lost World!
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1 hour ago, Clippy said:@DCG Retrowave this was insane and it was the hardest map in the collection so far no contest. It didn't even need to rely on coked up plasma marines. I really wanted to throw in the towel the whole time not thinking I was even going to get through it - nuts man wtf lol
Evil genius design of nastiness - everything felt damn near impenetrable
Enjoy this snuff film
I’m watching this right now and I’m really glad you finally found the rocket launcher. I felt so bad that you were suffering so much at first :O
Also, that one soulsphere next to a crate can only be accessed with a squeeze glide. In an earlier release, I felt less confident about including something like that outside of my own WAD, so there was a teleporter to reach it. However, that teleporter caught players off-guard and did too much harm so I ditched it. It’s not tagged as a secret due to it being impossible to reach in GZDoom (some ZDoom ports will work, but not GZDoom for some reason). I’m insane so I like abusing weird vanilla quirks as seen in Secks Bad :D
Edit: I watched the rest now. I don’t blame you for running away from everything at the end. Some of those arch-viles were left alive for so long that they probably resurrected more than you could realistically kill. It’s good to see how other players approach the map as you definitely did some things differently from how I would (like waking the sleepy Cyber guarding the blue key before actually taking the key :O). I try to design most of my maps with different play styles in mind and have more than one ideal route.
Anyway, I hope you still enjoyed it overall despite the extreme gameplay! I generally make pretty difficult maps and this one is no exception (it is the penultimate map so it fits :D). I realize some players will get very frustrated, but I hope that my lack of evil marines evens things out XD
Thanks for playing!
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5 hours ago, Nikku4211 said:It doesn't show up in the visplane explorer, but somehow, I got another visplane error when playing Map04 in the same northeast area, right when I was wallrunning to it.
Also, I'd rather not double post, so I'm going to edit this message to say that I think the part in Map06 where you battle a bunch of revenants, archviles, and pain elementals after you press the switch is too cramped, even on HNTR. There's just not enough room to evade the amount of enemies, especially when archviles are thrown into the mix.
1. Visplane Explorer isn’t always accurate. I’ve actually seen it be off on drawsegs by 100 which is insane, although extreme inaccuracies are pretty rare. I find that it’s mainly good for reference while chocorenderlimits should be used for proper verification of compatibility.
2. There’s actually a lot of space in that fight since you have some options for safe places to run to. There’s a staircase nearby that’s ideal. That might not sound like the most interesting way to fight the monsters, but it is a winning strategy (and most fights in the map don’t really force you to run away so this is fine for mixing things up :D)
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The MAP02 MIDI didn't have its tempo set which caused it to use whatever tempo the previous MIDI had set. Oddly enough, this only happened in vanilla. It's been resolved now :D
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Another epic DOOMER release by Team Squonker! :D
This was a blast to work on, even though I only worked on it for a few hours today after T.Will's part of MAP02 :D
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16 hours ago, beast said:Congrats on the release! I tip my hat to the entire team who created Vigor. The maps look divine!
Just a note that playing this with a dehacked DOOM2.EXE v1.9 in DOSBox, the game crashes when entering MAP02. Interestingly this does not happen in Chocolate Doom.
Z_CheckHeap: block size does not touch the next block
You need to hit the exit switch in MAP01. Using the -warp parameter actually gives the more obscure error "Z_CT at w_wad.c:510".
The MAP02 MIDI had copyright text, something that almost always corrupts a MIDI in vanilla DOOM. Sometimes the MIDI will just sound wrong with random notes, but in more severe cases like this one, the game explodes :D. The worst one I've encountered caused the venetian blinds crash on my DOS PC :O.
This has been fixed now :D
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31 minutes ago, Vile said:Great mapset, played through the whole thing tonight! I love Scythe-esque levels and I'm sure Erik would enjoy this as well. There are some issue notes in the spoiler.
MAP05 - The imps in sector 124 didn't teleport in, even though the linedef trigger was crossed.
MAP06 - The map layout is doubled for some reason, with the copy being unreachable.
MAP08 - The secret teleport doesn't go anywhere, presumably it was meant for the soulsphere
MAP12 - One of the secrets had nothing in it, aside from acting as a shortcut to the start but I didn't know if that was intentional. Looking at the editor, there is a deathmatch start and a multiplayer only BFG.
MAP16 - The blue door doesn't seem to work.
MAP19 - The monster closets in the north didn't work. They look tied to the switch that lowers the yellow key but they never came out.The MAP19 monster cloister issue was “partially” resolved after you downloaded it. I goofed up more than once with that same set of closets so there will likely be another patch in the morning now that it’s all fixed XD. I hope you liked what you experienced though!
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Yay for the epic release! :D
I had to fix a few broken monster closets on my map, but thankfully that fixed version is now up so please download that before playing MAP19 :O
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1 minute ago, Doomkid said:This looks incredible! Gonna be streamed on my channel very soon...
You guys should hmu for a guest map some time btw :(((((
:O :O :O :O :O yes!!! :O :O :O :O :O
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MAP07: Secks Bad - Nightmare! in 0:11.57
EXE: DSDA-DOOM 0.21.3
Secks is very bad so I am speedrunning my own map to prove it :D
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5 hours ago, Egg Boy said:
Playing this anti-secks map will earn you extra virgin points on your vCard :O -
12 hours ago, OpenRift said:@DCG Retrowave you did not tell me of this!! Is this Doom2-plus-compatible or is it more demanding?
I should clarify that I was only responsible for MAP26, the status bar, and some bug fixing. The original post does make it sound like I worked on much more than that :O
My map is compatible with DOOM2P, but several of Skronk's maps aren't due to large blockmaps. You could play it in a port like MBF with vanilla compatibility for DOS gaming though :D
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4 hours ago, galileo31dos01 said:- In 07, I don't know if this is part of the core aesthetic, or something related to an intercept overflow that followed that fight, but there were HOMs here (I get that those around the start are there on purpose, and that the map is meant to be silly).
You got an intercepts overflow on my map? That’s awesome!!! :D
As for the various HOMs, they’re all very intentional. The one in that screenshot is the result of a randomly chosen sector having tag 667 and not being textured on the back because views :D
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On 11/22/2021 at 11:13 AM, P41R47 said:Not much activity here, i miss you @DCG Retrowave.
Would love to see more of this mapset :)Don’t worry, this project is still in active development and is way better now! I’ve just been working on it privately lately :D
More information should be posted in early 2022.
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On 8/19/2021 at 12:09 PM, OpenRift said:Honestly, I'm not entirely sure... I think we could do that if necessary though from what I hear the lag ends up getting transferred to the other player. Or at least, that's what @DCG Retrowave told me.
If someone's game keeps stuttering or slowing down, the other players will feel it as well since the game needs to stay synced (obviously, if the game kept running smoothly on another player's end while one player is experiencing slowdown, that would cause a desync).
My Windows 10 PC screwed up recently during a local cooperative session with my Windows 7 laptop and DOS PC (Win10 and Win7 were running DOSBox and connected to my IPXBOX server which was physically connected to my DOS PC). The Windows 10 machine was lagging hard and this caused the game to keep freezing for all players. Once we tested the Windows 7 and DOS machines without the Windows 10 PC, the game ran smoothly and I switched the player using my Windows 10 setup to one of my XP machines which worked well. So yeah, the lag does effect everyone :O
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On 5/15/2021 at 10:24 PM, Lippeth said:If you want the SC-88 sound, I'm sure you're aware of @DCG Retrowave, and if he uses the SC-55 map, do know that it isn't 1:1 with an SC-55 (from what I've read, needs confirmation), though you may prefer the difference.
The SC-88 Pro's SC-55 map is noticeably different, but the SC-88 includes the exact same samples as its predecessor (a few drum samples for the power kit did get tweaked, but it's incredibly subtle and I honestly prefer them :D)
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22 minutes ago, ReaperAA said:But why? Anything semi-modern hardware would be capable of supporting 64-bit OS.
And if you computer has the specs to handle Windows 10, it likely means that you have modern enough hardware to handle 64-bit support.
The computer's main components aren't the issue. I have external devices that don't work properly or just work much better with 32-Bit Windows due to poor 64-Bit driver support. I have also added some PCI devices in the past for various projects and most of them had no drivers for 64-Bit (older sound cards, for example). This computer did come with 64-Bit Windows 10 preinstalled (as a refurbished PC. It originally ran Windows 7), but I switched since it only has 4GB of RAM and I could use a bunch of legacy stuff on here. I own 44 computers so it's not like this one needs to be 32-Bit, but I like it because I can do epic things like run Microsoft Bob natively on Windows 10 with a touchscreen CRT connected :D
Whenever I get a more capable PC, I'll stick with 64-Bit. For now, it's not like this computer was really benefitting from it (performance was slightly worse too :O)
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Is there no x86 Windows build available? My modernish PC is running 32-Bit Windows 10 for the sake of better legacy hardware support.
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Epic DOOMER music video thing with MAP15's new MIDI, "Score One for the Bolthouse," played on the Roland SC-88 with the SC-55 map :D
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I love DOOM so let's do it :D
If we play through DOOM II, expect to see me luring the funny Pain Elemental to the broken secret on MAP15 :D
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1 hour ago, P41R47 said:in fact, no.
you can use UD executable to play Doom 2 since the 1.9 codebase is the same. Its only one string different than doom 2 1.9.
At least it worked for me for the different patches i made.
The executable is compatible with the DOOM II IWAD, yes. The problem is with DeHackEd patches, not the EXE's ability to run DOOM II. The Ultimate DOOM EXE's strings are not identical. By that, I mean they're not all in the same order. String 141 in DOOM 1.9 is "SLIME16," but string 141 in The Ultimate DOOM 1.9 is "CONGRATULATIONS, YOU'VE FOUND THE SUPER SECRET LEVEL! YOU'D BETTER BLAZE THROUGH THIS ONE!" For this reason, most string modifications will not be compatible between the two and since DOOM 1.9 is the standard for DOOM II, this is what should be used for DeHackEd patches designed for DOOM II WADs.
Edit: Well, that's really strange. I remember having issues with this before, but it somehow seems to be working now? Weird :O
I guess you're right then :D (although for anything DOOM II, choosing DOOM 1.9 is the most accurate selection :D)
Second Edit: I think the issue I had previously was telling DeHackEd to patch the EXE as if it were DOOM 1.9 or vice-versa. All I know is that DOOM87.DEH just worked fine with DOOMP.EXE :O
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1 hour ago, Doomkid said:Thanks so much for finding this - I've got a fixed version replacing the old one on Doomshack, and I'll be updating the idgames version now!
I'm glad I was able to help! My DOS PC is also to thank for this discovery because if I didn't own older computers, I'd just stick with PrBoom+ for everything :D
Daylight District | A 7-level vanilla episode! - RC3!
in WAD Releases & Development
Posted
I’m really looking forward to playing this and finally getting back into classic DOOM this year! I’m glad that I was able to contribute to the soundtrack with my songs “A New Day” and “Restart.” I’ll be giving the WAD a blind playthrough on my channel soon :D