Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Jimmy

Members
  • Content count

    3855
  • Joined

  • Last visited

Everything posted by Jimmy

  1. Jimmy

    Post your Doom textures!

    It's been awhile since we had a dedicated "texture jam" thread. I wanna see what you creative folks can come up with. Please go ahead and post your texture edits or your entirely custom ones. Be polite and use spoilers if you have lots in one post as I do here. (I've categorised them as well - no need for this if you have random offerings!) DOWNLOAD OF MY RANDOM STUFF: (mostly seen throughout this thread; last update 25 Mar 2021) Jimmytex permalink Neutrontex (SUPER-WIP PLZ-DON'T-USE) permalink (from-scratch attempts!) Texture fixes
  2. DOWNLOAD/PURCHASE "MOMENT OF TRUTH" LISTEN TO "MOMENT OF TRUTH" on SPOTIFY MUSIC & LYRICS by @Jimmy PRODUCED by @Velvetic (including a sick as hell remix) TYPOGRAPHY by @KeaganDunn Full album coming VERY soon. Watch this space. If you're subscribed to my Patreon you can get an EARLY LOOK at the WIP tracks for the album as well as a look ahead at some of the singles I've got planned. For just $1 a month. Hope you enjoy! Some words about it:
  3. So yeah, I'm working on a proper album - the first thing I've written lyrics for and sung on in years. DOWNLOAD/PURCHASE "MOMENT OF TRUTH" LISTEN TO "MOMENT OF TRUTH" on SPOTIFY MUSIC & LYRICS by @Jimmy PRODUCED by @Velvetic (including a sick as hell remix) TYPOGRAPHY by @KeaganDunn Full album coming VERY soon. Watch this space. Hope you enjoy!
  4. Old MIDI Pack project threads: Plutonia MIDI Pack / Get it from /idgames Revolution! MIDI Pack / Get it from /idgames Rebirth MIDI Pack / Get it from /idgames RAVEN MIDI Pack / Get it from /idgames Time once more to embark on a journey into an imperiled world of medieval dark fantasy - this time to score an all-new soundtrack for Hexen: Deathkings of the Dark Citadel! This expansion set for Hexen adds three new hub episodes and a cluster of deathmatch-only levels. It either shipped with a rearrangement of Hexen's stock music... or played no music at all if you were using the 1.0 version of the HEXDD.WAD iwad. Sorely lacking on at least two fronts! Once again, Kevin Schilder is the mind responsible for the foreboding tones heard throughout the game. These tracks are quite a far cry from the more rock-oriented and uptempo tunes of Heretic, with the earlier game's frantic guitars, smooth synths, and catchy refrains being notably absent here. Hexen's soundtrack creates a sense of all-encompassing darkness and deep existential dread - it paints a grisly portrait of a world engulfed in shadows, filled with dastardly hazardous terrain, and populated by creeping undead horrors. What it lacks in familiar structure it more than makes up for in pure atmosphere. Its unsound structures, potent percussion, lumbering bass lines, shrill strings, and hellish choirs will transport you straight to the dystopic, hexed world of Cronos. With that suitably dark picture in mind, let's pool our efforts and create a completely new soundtrack - fit for a Deathking! 28 new tracks will need to be written. All the new levels' slots are up for grabs, and I've included two slots for the TITLE and STORY screens. (No INTER because Hexen has no intermission screens.) How to join: Observe the Completion Report below. Claim a slot, or up to three at once - your slot(s) will be listed as "claimed/track unfinished". Claiming does not mean you are inextricably bound to that slot - you may drop out or move your claim at any time! Start writing! Once your piece is finished and submitted I will offer you any critical feedback needed. Once your piece is finalised, your slot will be listed as "completed". Completed tracks may still move around to form the final order. Guidelines: Imitate Kevin Schilder's style as best you can! Closely study the existing Hexen tracks and expose your ears to his compositional tricks and motives. Tracks must fit the map you're writing for, and integrate well into Hexen's existing soundtrack. Track length must fall within 2:00-5:00. Hexen's music is more substantial than Heretic's by a long shot. These tracks were clearly written bearing in mind the extensive time that could be spent by players solving the game's puzzles, and also the revisiting of levels within the hub system. Name your tracks. Untitled tracks will not be accepted! Collaboration with other composers is encouraged! Remixes of the existing tracks are permitted, but not encouraged. Originality is what we're after here. Brand-new tracks only this time around! I won't be accepting tracks that have been resting on your hard drive for months beforehand, going unused. Let's all be on an even footing going into this project! The final product: An "album" of MIDI files in a zipped, instant download. A WAD file compilation that will allow the tracks to play in-game. A new resource for the community! All tracks will be reusable per the permissions in the text file! Completion Report: LEGEND: [ ] = empty, claimable slot [ ~ ] = slot claimed / track unfinished [ x ] = completed slot OVERALL PROGRESS: 8/28 [[ xxxxxxxx-------------------- ]] --- Hub 1: Blight (2/7 done) [ ? ] M1: Ruined Village -- [ ~ ] M2: Blight (hub) -- "Follow Your Path" [TheEvilGrin] [ ~ ] M3: Badlands -- CLAIMED [dial-up] [ ~ ] M4: Brackenwood -- "Drachenmeister" [Jimmy] [ ~ ] M5: Catacomb -- CLAIMED [pcorf] [ x ] M6: Sump -- "Deviated Artery" [Lippeth] [ x ] M7: Pyre (secret map) -- "Withheld Offering" [Lippeth] Hub 2: Constable's Gate (1/6 done) [ ~ ] M1: Constable's Gate (hub) -- CLAIMED [dial-up] [ ~ ] M2: Market Place -- "Kinship" [Jimmy] [ ~ ] M3: Ordeal -- CLAIMED [mrgrimsdale] [ ~ ] M4: Locus Requiescat -- CLAIMED [Mikolah] [ x ] M5: Treasury -- "Fetters of Fortune" [Lippeth] [ ~ ] M6: Armory (secret map) -- CLAIMED [Xaser] Hub 3: Nave (2/7 done) [ ~ ] M1: Nave (hub) -- CLAIMED [Darman Macray] [ ~ ] M2: Chantry -- "Enchanter" [Jimmy] [ ~ ] M3: Dark Watch -- CLAIMED [Darman Macray] [ x ] M4: Cloaca -- "Stalkers" [Viscra Maelstrom] [ x ] M5: Abattoir -- "You're Made Out of Meat" [Lippeth] [ ~ ] M6: Ice Hold (secret map) -- "Trial by Ice" [Bloo] [ ~ ] M7: Dark Citadel (boss) -- CLAIMED [Darman Macray] Hub 4: Transit (DM-only) (1/6 done) [ ~ ] M1: Transit (hub) -- "Mutually Assured Squishage" [Alper002] [ x ] M2: Over 'n' Under -- "Above, Below & Beyond" [Alper002] [ ~ ] M3: Deathfog -- CLAIMED [mrgrimsdale] [ ~ ] M4: Castle of Pain -- CLAIMED [Viscra Maelstrom] [ ~ ] M5: Sewer Pit -- CLAIMED [Speedy] [ ~ ] M6: The Rose -- CLAIMED [ClumsyDoomer] Other tracks: (2/2 done) [ x ] TITLE: -- "Eventide" [Lippeth] [ x ] STORY: -- "Malefic Voyage" [Lippeth] Unassigned tracks: None Abandoned/unfinished tracks: (Won't be included in final release.) None
  5. Enjoyed this! Played on Smite-Meister. Combat started out strong with the early hellstaff provided for the outright mayhem in the center area, but then things petered out quite rapidly. The final encounter with three single-file iron liches in the exit corridor was a bit of a disappointment. Had no trouble navigating, and I appreciated the more minimalistic approach to detail and the use of varied room shapes. There may however be an overreliance on the Baker's Legacy textures, and I would recommend selecting fewer distinct types/colors of textures next time - you can still impart a real sense of place and location with just a few textures, since even Heretic's stock set does a lot for creating that kind of atmosphere. I missed the (secret?) Phoenix Rod but never felt I particularly needed it. I found one secret and scored an extra morph ovum which helped me out greatly. Good stuff overall!
  6. Jimmy

    Doom Pictures Thread 2022

    ^ How the heck is any of that Doom. Spellbinding.
  7. Be There And Be Square!
  8. I saw a thing on Twitter recently that inspired me to cook up this little "game". Fill the spaces with titlepics or text to show us which 9 Doom WADs are important to you! Before you crack open SLADE and start painstakingly exporting titlepics, you can retrieve them pretty easily since a lot of them are on the Doom Wiki. If your Google-fu is decent you will also find them there by Googling "doom [insert wad name here]". Here's mine! I also have a much larger/more extensive version here, based almost entirely on the original Twitter post that inspired this:
  9. Jimmy

    Post your Doom textures!

    I gotta be real, the thing that caught my eye most in that screenshot is the imp standing up perfectly straight. An uncanny fellow. I fear him.
  10. Jimmy

    Consoles With Messages

    I forgot about that rofl
  11. Jimmy

    Consoles With Messages

    Fuck this thing.
  12. Jimmy

    Doom Pictures Thread 2022

    @Danlex I literally said out loud "oh come on that's just obscene".
  13. Little teenage Jimmy, who was at the time infatuated with plot-driven wads like Massmouth and Super Sonic Doom, made a great many attempts at the same sort of maps himself. Honestly I think a lot of those are lost to time anyway, but rest assured if I still had any evidence they ever existed, they'd be distressingly cringeworthy.
  14. Jimmy

    Post your Doom textures!

    That purple line is the seam between the two textures. :P
  15. Name: Earthless: Prelude Map Format: Vanilla Doom Ports Tested: Chocolate Doom 3.0.0, Crispy Doom 5.3, Eternity 4.02.00, GZDoom 4.5.0. IWAD: doom2.wad Map(s): MAP01-12 Par Time(s): None set Music: doom.wad, doom2.wad, tnt.wad Gameplay: Single play/co-op Difficulty Settings: Yes Multiplayer Placement: Yes Build Time: Since initial idea in late 2019, technically. Mapping actually started in July 2020. Textures: jimmytex.wad Requirements: No jumping or crouching (enforced). Freelook allowed. Download "Earthless: Prelude": /idgames Mirror Dropbox Mirror Powerhouse Mirror "EARTHLESS" is the spiritual successor to my Ultimate Doom megawad "Deathless", which was released in 2018. A full megawad for Doom 2 is planned which will, as is now common, be 32 levels spread across 6 episodes. As a taste of what's the come, I will soon be releasing the version entitled "Prelude", containing twelve levels. Included in this package are Episodes 1 and 2 in their entirety, followed by an additional two maps from Episode 3 as a bonus. Stay tuned for the eventual full megawad! ... Oh, were you expecting a story here? Uhh, alright. The demons have stolen the Earth, leaving humanity... earthless. Go on, then - get it back already. Credits for resources: @Fuzzball for skies and sprites! Playtesters: @Bridgeburner56 @Major Arlene @Tarnsman @Baratus Map list: "Contact: Lost" MAP01: Central MAP02: Dark Breed MAP03: Degenerator MAP04: Rendering MAP05: Cassandra Complex "The Hanged Gardens" MAP06: Eden At War MAP07: Foughtress MAP08: Silence Broken MAP09: Skyopolis MAP10: The Judas Tree "Realm of the Weeping" MAP11: Painways MAP12: Empress Full map list to come, once the full megawad is released. If you aren't following me on Twitch, I have been mapping pretty frequently for this project as of late. Go give me a follow! EDIT 22/07/21: As of today this mod has been officially sanctioned by Bethesda! Here's their article plus interview with me.
  16. Jimmy

    Doom Streams

    Better late than never, let's do a playtesting stream and see how we go https://twitch.tv/jimmysquared
  17. Jimmy

    Deathless - v1.1 out.

    Name: Deathless (v1.1) Map Format: Vanilla Doom Ports Tested: Crispy Doom 5.3, Doom Retro 2.7.5, PrBoom+ 2.5.1.4, Eternity 3.40.48, GZDoom 3.6.0, Zandronum 3.0, ZDaemon 1.10.06 IWAD: The Ultimate Doom Map(s): E1M1-M9, E2M1-M9, E3M1-M9, E4M1-M9 (Griefless is included) Par Time(s): None set Music: doom.wad and doom2.wad Gameplay: Single play/co-op Difficulty Settings: Yes Multiplayer Placement: Yes! Build Time: Nov 1st-10th for first RC, rest of month for testing/fixing Textures: doom2.wad and various other sources (see credits below) Requirements: No jumping or crouching (enforced). Freelook allowed. Deathless is hereby officially final and released. And officially sanctioned by Bethesda. An interview they conducted with me can be read here! v1.1, a version featuring mostly map changes and improvements done for the Bethesda port, is out. Download "Deathless" v1.1: /idgames Mirror - v1.1 link still to come. Dropbox Mirror Powerhouse Mirror Old downloads: v1.0 (Powerhouse Mirror) Griefless got an expansion. As with that set, I condensed the process of creating it into the slimmest timeframe I possibly could. The 27 layouts for the three new episodes were first blocked out starting midnight 1st Nov. The 27th map was thingplaced and balanced at about midnight 10th Nov, so the total build time for this is nine days. Big thanks to @Ryath for organizing "NaNoWADMo" and giving me an excuse to be a bastard by pulling crap like this out of the ether in substantially less than the month that was allotted. The last nine days have been a weird, weird blur. If I had a social or work life, they'd be in tatters at this point. Do not recommend. <:D Once again, a limit-removing port is recommended. Chocolate Doom may not handle some of these maps, and is completely untested. Crispy Doom is most highly recommended. There's probably a few problems still - please report them! Credits for resources: doom2.wad (extra textures) @Fuzzball (E2 + E4 sky, new graphics and sprites from Griefless) @Simon666 (E3 sky) @ItsNatureToDie (MARBCYB*, new SLAD falls) @Vader (ASH edits, new doors in E1M9) Screenshots (monsterless): Maplist: "Lifeless" E1M1: Contagion E1M2: Laid to Rust E1M3: Sluice Gate E1M4: Underflow E1M5: Outage E1M6: Burial Ground E1M7: Mainstay E1M8: Embolon E1M9: Gods "Ruthless" E2M1: Hydroelectrics E2M2: Snake Alley E2M3: Greenhouse E2M4: Virulent E2M5: Repugnant Gardens E2M6: The Mad Mistress E2M7: City of Coal E2M8: Dukes E2M9: Slain "Deathless" E3M1: Open Wound E3M2: Salted Earth E3M3: Forlorn Morgue E3M4: Vestibule E3M5: Soul Drinker E3M6: Dire Prayers E3M7: Wormwood Cathedral E3M8: Ire E3M9: The Wastes "Griefless" E4M1: Inhuman Remains E4M2: Fetid Site E4M3: Corroded E4M4: Incision E4M5: Serene Shadows E4M6: Vertigo E4M7: Sea of Entrails E4M8: Desecrators E4M9: Under
  18. Jimmy

    Doom Streams

    Let's do a speedMIDI stream. Hopefully getting through a couple of long-overdue requests https://twitch.tv/jimmysquared
  19. Jimmy

    Post your Doom textures!

    These are fabulous, super smooth. I'm trying to get them working in-game as we speak. We just need waterfalls to go with them!
  20. Jimmy

    Heretic Heroes[Doom,Heretic,LZD/GZD]

    I've seen some bad excuses in my time but I am legitimately blown away by this. You have grossly misunderstood what "fair use" is. It's not a get-out-of-jail-free phrase you can just wave in somebody's face that lets you do exactly what you want with the content you find online. GIVE CREDIT WHERE CREDIT IS DUE. You should understand this given any creative endeavor, regardless of whether you're doing it for "fun". Not that "fun" factors into the process of accreditation. If respect is given to the proper people to make a mod possible, then we as a community can continue to have fun and get along. Just because you've "never met" a creator of work your mod relies on or "found their work elsewhere" doesn't excuse your confounding rudeness in this situation. How long does it take to add "A.Gamma" to your text file? That's a grand total of 7 characters, and instead you've typed out a massive confusing public diatribe to try and rebuke this person who just wants their name mentioned. You're wasting so much of your own time here.
  21. ----- It's ready! Download Plutonia MIDI Pack Final release /idgames mirror ----- We haven't had a musical project here for a while, so how about this? It's something I've wanted to do for some time, and was brought up recently when I joined in with Tarnsman streaming his playthrough of Plutonia 2. One thing that separates the two halves of Final Doom quite greatly in my opinion is that TNT composed many original tracks for it, and this added greatly to its originality and charm, even if some of the MIDIs were really short and/or just not that great. So, what if Dario and Milo Casali were musicians themselves, or what if they had other musicians - perhaps TNT's music team, or even Bobby Prince himself - on board with the project to provide an original soundtrack to the maps? But hold up, Jimmy! Doesn't Plutonia's lack of original music contribute to its atmosphere, its classic feel, and its charm? Well, yes, of course it does. It's simply that the completionist in me is really interested to see what sort of music I (and anyone else interested) could create for the express purpose of giving Plutonia an original, good-quality, fitting soundtrack of its own. :) And we have some very talented musicians here, so it would also mean 32+ new, good-quality tracks for the community to use elsewhere. The idea here is for anyone who is musically-inclined and at all interested to post in this thread which Plutonia Experiment map they'd like to compose something original for. You can claim however many maps you'd like, but this won't necessarily exclude others from doing tracks for the same map. The final product will be a sort of "MIDI album" - a zipped archive of MIDIs, named and credited to their respective creators, complete with a TXT file and, most importantly, a WAD that can be loaded to replace the music. MP3 renders may also be done at the end of it. One final suggestion is that, while there'll be quality control, we keep this fun and easy-going. I wonder if we can get sufficient interest to generate the right amount of tracks within 32 days. This would of course mean working quite fast, but this project needn't necessarily be an intense contest, nor should you really work your butt off. It's certainly not going to be a collection of 32 6-minute epics. :P In fact, I've put forth some guidelines which should give you an idea of the nature of this project. Guidelines: The tracks must fit their respective maps as though they were written for that map specifically back when Plutonia was being created. This is paramount. Be sure to play the map(s) you claim first, to get inspiration. Perhaps imitate the style of TeamTNT or Bobby Prince and go for classic-sounding, Doomy MIDIs. If necessary, load up the map, turn the music off, and just hum to yourself as you play it, then get any ideas you get down into a dictaphone, onto paper or into a MIDI editor. Give your music track a name. Doesn't have to be terribly original, but I must ask that your track not be untitled. You are allowed to simply remix the track used in the original map. You are allowed to collaborate with other musicians on any particular track. You are allowed to submit old (but yet-unused!) MIDIs of your own to the project. Instrument choices are important. No random helicopters or applause, please. (Unless you use them in an ingenuitive way that actually enhances the track.) Tracks shouldn't be too long or too short. Try to find a middle ground. The original Doom's songs never lasted more than 5 minutes. Some of them, meanwhile, lasted less than sixty seconds - perhaps a minute should be the minimum length of your track. Keep controller event count sensible. Unless you're using a MIDI editor which completely bloats your tracks, this should be fairly simple to adhere to, but it's here for technical reasons - Vanilla Doom has a 96kb limit on MIDI files, and won't play them if they exceed that. Be sure to prune any unnecessary controller events, or hand the tracks to me if your editor doesn't do that easily.The MIDI List: http://jimmy.the-powerhouse.net/MIDI/Projects/In-Progress/Plutonia%20MIDI%20Pack/ ^ All MIDIs will be reuploaded to a more permanent space here for ease of access. ^ Completion Report: Overall progress: 35/35 Unassigned tracks: 6 [ ] = nothing written yet [ ~ ] = something written, pending completion [ x ] = MIDI written/finished (bar minor changes) --- Episode 1 - Earth levels: (11/11) x MAP01: Congo -- "Death Mask" [Lippeth] x MAP02: Well of Souls -- "Trigger" [Mr. Freeze/Bucket] x MAP03: Aztec -- "Jade Empire" [stewboy] x MAP04: Caged -- "Claustrophobia" [ClumsyDoomer] x MAP05: Ghost Town -- "Sepulchral" [Hellish Godzilla] x MAP06: Baron's Lair -- "Plusfort" [Bucket] x MAP07: Caughtyard -- "Seasons of Insanity" [Jimmy] x MAP08: Realm -- "Tower of Fire" [Jimmy] x MAP09: Abattoire -- "Plutocrat" [Bucket] x MAP10: Onslaught -- "Always Watching" [Lippeth] x MAP11: Hunted -- "Denied" [Doomkid92] Episode 2 - Hellish levels: (9/9) x MAP12: Speed -- "Blood Rush" [Eris Falling] x MAP13: The Crypt -- "Untitled (MAPXX.mid)" [Mr. Freeze] x MAP14: Genesis -- "Plugged In" [Bucket] x MAP15: The Twilight -- "Plummeting" [Bucket] x MAP16: The Omen -- "Run 'Em, Gun 'Em, Kill 'Em" [Jimmy] x MAP17: Compound -- "Massacre Machine" [Lippeth] x MAP18: Neurosphere -- "Fire Hive" [Jimmy] x MAP19: NME -- "Lost in Place" [Lippeth] x MAP20: The Death Domain -- "Death's Toll" [stewboy] Episode 3 - Devil-hive levels: (10/10) x MAP21: Slayer -- "Ascension of Satan" [Doomhuntress] x MAP22: Impossible Mission -- "Stealth Mode" [Jimmy] x MAP23: Tombstone -- "Plug Ugly" [Bucket] x MAP24: The Final Frontier -- "Pluvious" [Bucket] x MAP25: The Temple of Darkness -- "Contemplate" [Hellish Godzilla] x MAP26: Bunker -- "Untitled (hosilfu.mid)" [yakfak] x MAP27: Anti-Christ -- "Infimum" [Ribbiks] x MAP28: The Sewers -- "Dead Plumber's Song" [ClumsyDoomer] x MAP29: Odyssey of Noises -- "The Scarlet Citadel" [Hellish Godzilla] x MAP30: The Gateway of Hell -- "Plurry" [Bucket] Secret levels: (2/2) x MAP31: Cyberden -- "Cry of Desperation" [Eris Falling] x MAP32: Go 2 It -- "Plunge Saw" [Bucket] Other tracks: (3/3) x TITLE: "A Path Beyond" [Mr. Freeze] x INTER: "Intersection" [Mr. Freeze] x VICTORY: "Endless Suffer" [ClumsyDoomer] Unassigned tracks: "D_MESSG2.mid" [yakfak] "Rise" [Doomhuntress] "Plucked and Hammered" [Bucket] "Stomper" [Hellish Godzilla] "The Flood of Mortal Ills" [Hellish Godzilla] "Evil Light" [Hellish Godzilla] Abandoned tracks: "Escape" [Flamen0d] (also Bucket) "Pandaemon" [Hellish Godzilla] "Nihility's Edge" [Hellish Godzilla] Notes for each map's track: You may adhere to these, or disregard them to do something entirely new and different. :P - MAP01: Congo - Uses "The Imp's Song". Should be a fittingly atmospheric opener. - MAP02: Well of Souls - Uses "Dark Halls". Creepy and atmospheric, and the map has some fairly daunting dark halls of its own. - MAP03: Aztec - Uses "On the Hunt", a faster track with a suspenseful opening chord. The map itself is very maze-like in places. - MAP04: Caged - Uses "Kitchen Ace". - MAP05: Ghost Town - Uses "Hiding the Secrets". An oddly upbeat track for a map named as such, but the map is actually a pretty hectic and action-packed hitscan fest. - MAP06: Baron's Lair - Uses "Sign of Evil". A slow, ominous, melancholy track. The map is slightly puzzly in nature. - MAP07: Caughtyard - Uses "Intermission from DOOM". It's, quite simply, the Dead Simple of Plutonia. Should be suitably action-packed. - MAP08: Realm - Uses "The Demons from Adrian's Pen". The track is slow and mysterious, a bit like the map, which has a number of themes going on throughout it. - MAP09: Abattoire - Uses "Deep Into the Code". A slow, fairly ominous guitar-driven track. - MAP10: Onslaught - Uses "Demons on the Prey", a suspenseful and dramatic track. The map features small-ish courtyards with lots of powerful monsters. - MAP11: Hunted - Uses "Sweet Little Dead Bunny", infamously. Should be deeply unsettling. The map is a labyrinth full of archviles. - MAP12: Speed - Uses "Facing the Spider", a fast track - fitting with the map's name. The map is a wooden fortress full of blood and various traps. - MAP13: The Crypt - Uses "Donna to the Rescue". The map features a lot of fairly cramped areas and traps and almost exclusive uses Plutonia textures. - MAP14: Genesis - Uses "Nobody told me about id". A bloody and dark mainly-outdoors map. - MAP15: The Twilight - Uses "Waltz of the Demons". This map is rather brutal and set in a metal gauntlet, similar to Caged, and the slow, creepy music juxtaposes this dramatically. - MAP16: The Omen - Uses "Untitled" (D_E3M1). A fairly simple rocky outdoor map with lots of slime. The track is also fairly simple. - MAP17: Compound - Uses "At Doom's Gate". A tight, nukage-filled facility with lots of hitscanners. The track fits the frantic gameplay. - MAP18: Neurosphere - Uses "Demons of the Prey" (same as MAP10). A wide-open and intimidating, mainly circular map. - MAP19: NME - Uses "Suspense". A dark and trap-filled map. - MAP20: The Death Domain - Uses "Message for the Archvile", a slow, atmospheric track that fits the level quite nicely. - MAP21: Slayer - Uses "Endgame". A very slaughtery reimagining of Circle of Death. The track is dramatic and powerful, with an orchestral opening and a guitar-driven ending. - MAP22: Impossible Mission - Uses "The Dave D. Taylor Blues". Track is fairly laid-back and subtle but the map is distinctly harsh and unforgiving at times. - MAP23: Tombstone - Uses "Bye Bye American Pie". The track features an odd rhythm, and the map, oddly, uses very few Plutonia textures. "Odd" might be fitting here. - MAP24: The Final Frontier - Uses "In the Dark", a track which fits the large and dark nature of the map. - MAP25: The Temple of Darkness - Uses "Adrian's Asleep", a fairly slow and subdued track. - MAP26: Bunker - Uses "Message for the Archvile" (same as MAP20). This map mostly takes place underground and has lots of dark underhalls. - MAP27: Anti-Christ - Uses "I Sawed the Demons", a fast-paced and action-packed track that fits the nature of the map. - MAP28: The Sewers - Uses "The Demons from Adrian's Pen", (same as MAP08). The track is slow and mysterious, and the map large and imposing. - MAP29: Odyssey of Noises - Uses "At Doom's Gate". Should fit the hectic, sandbox-style gameplay of the map, like D_E1M1 does in a strange sort of way. - MAP30: The Gateway of Hell - Uses "The End of DOOM". Should be a climactic, dramatic piece fitting for the final battle. - MAP31: Cyberden - Uses "Sign of Evil", same as MAP06. Should be something ominous that befits the setting of a courtyard full of imprisoned cyberdemons. - MAP32: Go 2 It - Uses "Nobody told me about id", same as MAP14. Should fit the insane MAP01-slaughtermap-remake style of the map.
  22. Over the course of this year I, for some reason, have been compiling a list of some of the most notable pieces of sector-based maritime vessels featured throughout the Doom community's extensive catalogue of content, reaching from the early 90s to the present day. I have now amassed a "Top 25" list, complete with Honorable Mentions. Points (anchors) are gained for how the ships are used (for cinematic purposes at the start or end of a level, or for scene-setting purposes in the middle of a level), how they execute combat, and how lavishly they are designed. All aboard! - 25. "A.L.T." MAP07 by Nomad Dead Simple with more arrrrrrr. The centerpiece of the map is a floating installation beseiged by four pirate ships, each commanded by a mancubus. Points for having all the Jolly Rogers facing the same wind direction, and for the touch of directional lighting giving this setpiece a bit of cinematic flair, but the ships themselves are fairly crude in appearance and can't be accessed by the player, merely serving as decorative turrets for the mancubi. Displeasing! Off the pier wi' ya! Rating: ⚓ 24. "Alien Vendetta" MAP03 by Mattias Berggren - "MS #NIGHTMARE" Perhaps one of the most iconic decorative pieces to come out of the new millennium. Anyone who played Alien Vendetta, a set known for its crushing difficulty, at least got as far as the third map, and the stark REDWALL hull sticks out to literally everyone. Precisely why the boat exists in this otherwise unremarkable area of the map remains a bit of a mystery, but the inclusion of a pound sign in its name implies some sort of ye olde IRC-based in-joke. Not that those have ceased to exist! As we will see further down the list... Rating: ⚓⚓ 23. "REKKR" E4M9 by @Revae For a project that paints a lovingly crafted world of Viking warriordom, I really struggled to find actual sector boats in this set! However, one is featured in the secret level of Episode 4. The sky here is a beautiful pixel-art gradient and the music is gentle and soothing, making for some great scenery. There is, however, little to explore here. You can kill the crewmates at no penalty if you wish (they aren't voodoo dolls) but there's no combat to be had, nor really any objects of intrigue, save for a teleporter to take you to the rest of the map. Rating: ⚓⚓ 22. "Sacrament" MAP11 by @Azamael Points for the scenic quality of the absolutely colossal cavern in which this boat is held, for sure - although getting onto the boat itself is done via teleporter, which feels slightly unintuitive. Once aboard there's merely one switch to press, since the crew comprise a trio of imps you can very swiftly dispose of. Missed potential! Rating: ⚓⚓ 21. "Khorus" MAP05 by @Shadowman After a lengthy trek through overgrown moonlit wilderness, the sound of Russian folksong haunting your every step, you eventually happen upon this humble sailboat, and steal the crimson skull from its chaingun-toting captain. It makes for a welcome intermission from getting lost in the forest. Design-wise it's a little simpler than the other offerings we have here, but the structure to imply a boat is definitely all there. Rating: ⚓⚓ 20. "Akeldama" MAP31 by @valkiriforce, DerFurer'sFace, @joepallai & @gaspe This introductory scene to the first secret level of community ultrawad Akeldama puts you on an impressively large boat drifting in a nightlit sea. There's even a crow's nest containing a soulsphere you can access. After outsmarting the handful of demons here, you are transported to another place entirely, a pattern that continues with the multitude of singular, self-contained setpieces throughout the map. The sector ship here is impressively designed, but this entry loses points for essentially being the first in seemingly a series of cutting room floor sketches. Rating: ⚓⚓ 19. "Harmony" MAP01, 02, and 04 by @t.v. The first level of Harmony, after setting the scene with a fast-paced shootout at a riverside tech facility, ends with boarding a boat and carrying it downstream to the mysterious caverns and labyrinths of the second level. MAP04, an industrial city with a quayside section, offers a much larger shipping vessel, which you board to grab a key while frantically avoiding the Centaur's ceaseless grenade fire, creating a tense moment of combat. MAP01 also features a submarine. But we don't talk about those here. Rating: ⚓⚓⚓ 18. "Chosen" MAP03, 04 and 05 by LilWhiteMouse This Cacoward-winning total conversion from 2004 by resident ZDoom sorceress LilWhiteMouse, although somewhat dated by today's standards, is quite the imaginative set, and the sector boat featured in three of its maps showcases her capacity for world-building. Watch the animated oar textures on the sides of the boat as it moves gracefully through a lava river during the inter-level cutscenes. You even get to fight a hoard of ravenous harpies during the first voyage. Repeated visits to this vessel throughout the episode as an actual means of transportation to new areas also earn it extra points. Rating: ⚓⚓⚓ 17. "10Sector" MAP25 by Jonas Feragen Finely detailed and structurally sound. How this was done with a mere 10 sectors I have no clue. What's interesting about this example is that it relies on line specials that very carefully reconfigure the map's sectors' properties in order to properly shape everything in the map past a certain point - if you noclip at level start and go to this area, this boat looks like a jumbled mess of sectors and flats. Massive points for technical creativity with this one. Rating: ⚓⚓⚓ 16. "BTSX" Episode 2 MAP01 by @Joshy - "Visplane Overflow" The HMS Visplane Overflow is a staple of the first level of BTSX's second episode, and is very impressively detailed for a non-limit-removing Vanilla map. While specific boat-like details are left out in favor of a setpiece with smooth, functioning gameplay, this part of the map is still a treat to explore and the fight aboard is decently challenging. The secret-savvy among us will also fondly remember the CRATE FULL OF DRUGS. Rating: ⚓⚓⚓ 15. "Serpent Resurrection" MAP01 and 02 by @The Ultimate DooMer - "Thunder-child" I was absolutely not going to forget about Heretic or Hexen for this list. The potential for boats (boatential, if you will) is huge. The first level of this stupidly expansive Hexen megawad features a portside town. Clearly no small amount of study has been done into the workings of a maritime vessel such as this, with lavish detail across every part of it, right down to the name imprinted on the ship's hull. The mapper employs skybox camera trickery to show the ship pulling away from port and even passing distant islands before the ship is assailed by hordes of demons from Hell's maw. Unfortunately this entry loses massive points for the majority of its in-game life taking place during a painfully long unskippable cutscene. World-building though it is, you are itching all throughout to get to use some of those usable, rotatable midtexture cannons. Rating: ⚓⚓⚓ 14. "Mutiny" MAP02 by @Pinchyand @Tarnsman This humongous cargo ship dominates an entire corner of this spacious and chaotic map. Disappointingly there doesn't seem to be much in the way of gameplay taking place onboard, if any. An opportunity sorely missed, as teleportation seems to be the primary means of getting around here for both players and monsters. Rating: ⚓⚓⚓ 13. "Super MAYhem 17" MAP04 by @Pinchy Another shipyard map from Pinchy! Seems to be a staple of his work at this point. This one is only slightly more easy-going than the previous. The smaller boats are not exactly impressively boat-shaped, but the larger one stationed in a cave that gives you a plasma gun is definitely the standout vessel here. The map also gets points for having sector whales (yes) that rise up out of the water once you acquire the key. Rating: ⚓⚓⚓ 12. "Quest for the Crystal Skulls" ISLAND01 by @Captain Toenail Continuing the Heretic trend, here we have a cute little sailing vessel that opens the very first map of the episode. Points for relevance to the narrative - you stowaway on this boat bound for the Island of the Crystal Skulls where this episode takes place, in order to thwart the heresiarch's plans. There is also a second boat on this map replete with supplies that you can access via a secret teleporter. Rating: ⚓⚓⚓ 11. "Icebound" by @Lutz Once again we have a Heretic map that opens with a boat. Detail don Lutz doesn't disappoint here, as the level of linedef intricacy here positively borders on the absurd, but I have to say I'm a fan - particularly of how the ice is broken up around the ship. Rating: ⚓⚓⚓ 10. "Dark Tide" by @Lutz It's no surprise to me personally that Lutz appears on this list twice. This giant castle stronghold is home to a large and spacious docking area where you can find this lovingly crafted vessel. The fight on this decrepit old boat after grabbing the crucial key is really quite vicious, and makes for a highly memorable setpiece. Rating: ⚓⚓⚓⚓ 9. "Doom: The Golden Souls" MAP05 by @Batandy A colorfully decorated ship complete with cannons along the hull and Donkey Kong barrels on the deck. Unlike most of the other entries, this one is set in swimmable water, and you can go underneath into the submerged part of the ship, which you'll need to as you scout around for the eight necessary red coins, Mario 64-style. Rating: ⚓⚓⚓⚓ 8. "Doom: The Golden Souls 2" MAP13 by @Batandy These cruise ships, while feeling somewhat undersized, make for a great staple of both decoration and gameplay in one of the final areas of this beautiful dusky port town map. You can platform off of them using GS2's insanely smooth jumping capability to enter a pipe leading to a secret big coin. Rating: ⚓⚓⚓⚓ 7. "BTSX" Episode 1 MAP24 by @Tango and @esselfortium - "The Unsinkable Fats Domino" The one, the only. While it carries no "gameplay" to speak of, it's still the perfect ending to a brutal and challenging megawad - stepping upon the deck immediately plunges both the ship and Doomguy into the briny blue depths, whereupon the episode ends with MAP25's bittersweet sinking sequence. EDIT: Tango says blame Essel for this one. Rating: ⚓⚓⚓⚓ 6. "Super MAYhem 17" MAP06 by @Gothic Huge points for this entire map taking place on an flying airship. Er, airboat? It's a pirate ship in the sky, akin to the finale levels from Super Mario Bros. 3. The animated sky, scrolling clouds and sector-based rotating blades go far to setting the scene here, and the music is of course on-point. The combat and gameplay flow are also good fun. Hitting all the right notes here. Rating: ⚓⚓⚓⚓ 5. "Serpent's Wake" E3M6 and M7 by @hervoheebo This wonderfully clever and imaginative Heretic set has many standout moments for me, but this floating battleship at the end of E3M6 has to be somewhere near the top. The combat surrounding it varies drastically with every difficulty level you play on, right down to where you pick up the key to raise the bridge onto the ship, thanks to the ground-breaking "quest" system that this set employs for all of its maps. Stellar presentation and thought gone into this. Rating: ⚓⚓⚓⚓ 4. "Hellcore 2" MAP01 and 02 by Fusion and Darkfyre What makes this level memorable for me can be attributed to a combination of things: namely the music, the deep and evocative skyline, the spacious and unsettling nature of its underpopulated outdoor areas, and then the climax of the map as you board a large frigate and scramble your way to the cockpit for the exit switch. A very well-designed gameplay setpiece that still manages to evoke feelings of realism. Rating: ⚓⚓⚓⚓⚓ 3. "Avactor" MAP01 and 03 by @Eradrop I daresay these are the most visually striking sector boats to have come out recently. All of Avactor is a masterclass in environmental design and scene-setting, with its gloomy brown texture palette and tonally altered enemies that fit the scene of a haunted island in the middle of a vast and unforgiving sea. But there are flickers of humanity in these wonderfully crafted sailboats that can be found throughout. The first is found at MAP01's level start, and the texturing and linework here is already impressive enough, but then the examples shown in MAP03 utterly dwarf it in comparison. Rating: ⚓⚓⚓⚓⚓ 2. All of "Pirate Doom"'s ships by @Darch There are scant few mapsets out there that go as far into their world-building as Pirate Doom does in its entirety. Over the course of the set's eighteen levels you will hop aboard many different boats to transport you through the various episodes, swim through the wreckage of a haunted ghost ship, and man the cannons of an armed battleship in a naval battle against the seafaring forces of Hell. The last one shown here is also a completely transparent ghost ship. What more needs to be said? It's Pirate fucking Doom. Rating: ⚓⚓⚓⚓⚓ The winner is below - a mapper who has already appeared on this list at least once - but first, some arrrrrrr-norable Mentions. Honorable Mentions: - "DWANGO4" MAP09 (SHIP.WAD) by Rand Smith This oldie from 1994 is, to my knowledge, the Doom community's very earliest instance of an actual sector boat. Notable traits: It features enemies, despite being a deathmatch level. It also has two floors, accessed via the gargoyle-faced teleporters. You can even swim in the nukage sea, providing you grab a radsuit from the captain's quarters, at which point you may paddle to a distant island and grab a BFG9000 and some other goodies. The way back onto the ship is via two lifeboats which teleport you back onto deck. Curiously imaginative for the year of Doom 2's release! How well it plays in multiplayer? I have little to no idea. - The Linedef Longboats from "REKKR" by @Revae I don't wish to snub REKKR purely on the basis of it having only one sector boat, so after some consideration I decided to also make mention of the linedef-based longboats, seen here in E1M1 and E2M1. They make for great environmental storytelling, providing you turn in the right direction at the start of the episode to catch a glimpse at them. The second one is even on fire! - "Penthouse Paradise" by @Dexiaz I am unsure whether to count this one on the basis of it being a Duke map ported to Doom. Caked in Duke textures, it makes no apologies about its origin, but it's still a sector-based boat in a Doom level, and so on the list it goes, I suppose! Small and dinky compared to some of the ones we've seen here, but it still serves its purpose in the level's introductory area as a piece of storytelling. Dukeguy has a boating license, who knew! - Various boats from "Doom Vacation" by @Doorhenge Again, these are directly lifted from Duke maps, this time being those found in Sunstorm Interactive's Duke Nukem 3D: Life's a Beach. These lovable dinghies make an appearance at the end of almost every level in this set as a means of exiting to the next one, and the continuation of this trope in the Doom version earns it points here. The Wavemistress map from the Doom set is unfortunately lacking in content, essentially being a deathmatch map, cut down to size perhaps due to the limitations (at the time) concerning room-over-room in Doom's engine - something that could probably quite easily be replicated with line portals today. The extra splash of color provided by Doom Vacation's custom palette has definitely not gone amiss, though. - "Struggle" MAP17 by @antares031 Okay this is just the cutest. I want to name her. How about... the Visplane Destroyer. And the winner, to no-one's surprise, is: 1. "The Alfonzone" MAP48 and 49 by @Pinchy - "The Rustling Jimmy" / "Great Ship Doominati" I'm not conceited just because my name is there, I swear. These two maps are just so cool. You end MAP48 on a sailboat stationed in the midst of a freezing sea, and the start of MAP49 has you gazing upon a gigantic megaship, which is not only a full map inside with 1000+ enemies, but has two floors. There's heaps to explore and enjoy here, perhaps being the most ambitious ship-based level for Doom created in modern times. Rating: ⚓⚓⚓⚓⚓ ----- Join me again next year, when I'll be listing the Top 35 sector tram lines.
  23. Throughout this year I've been embarking on larger-scale personal musical projects, comprising the following tracks which all exceed the ten-minute mark in terms of duration. These tracks are all available to stream/download, or purchase at NAME YOUR PRICE, on my BandCamp page! Please enjoy! The Necromancer's Demise (13:23) STREAM/DOWNLOAD on BandCamp 13 minutes of progressive MIDI metal with some orchestral backing. This track is also found in @Tarnsman's Projectile Hell MAP30! The BandCamp download for this track comes with a B-side entitled "The Thaumaturge", a track written originally for Demonastery. Dragonflight (11:42) STREAM/DOWNLOAD on BandCamp Written as a gift for Joshua "@Dragonfly" O'Sullivan, one of my most powerful cohorts in both music-making and game design. This track is one of my more upbeat offerings with lots of major-key sections and whimsical melodies and chord progressions, while still maintaining an element of heavy rock/metal underpinning everything. The Mountaineer (16:47) STREAM/DOWNLOAD on BandCamp An epic adventure of a track, divided into 5 movements. What it's ultimately about is largely up to you. 0:00-2:48 -- I. Climb 2:49-5:28 -- II. Collapse 5:29-8:25 -- III. In the Belly of Fire 8:26-12:09 -- IV. Basilisk 12:10-16:45 -- V. To the Ends of the Earth Arcane (15:47) STREAM/DOWNLOAD on BandCamp This long-form track sees me trying my hand at dense melodic material and slightly more complex rhythms, while all remaining entirely in 4/4. The middle section seesaws wildly between vaguely folk-inspired musical ideas.
  24. Very late to announce it here, but "Arcane" is finally released. At 15:47 it's not my longest out of these, trailing just behind "The Mountaineer", but it's a very melodically and rhythmically diverse track with an emphasis on uptempo riffage, inspired mainly by metalcore artists like Architects and ERRA. There's also some Haken-esque breakdowns and the odd bit of long-form Michael Romeo-inspired guitar soloing. I hope you enjoy! STREAM/DOWNLOAD on BandCamp
×