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Everything posted by 40oz

  1. 40oz

    so did some kind of shitstorm happen

    racism is in the eye of the beholder.
  2. 40oz

    so did some kind of shitstorm happen

    Say what you will about sensitivity, but everyone is attracted to this kinda stuff. This thread had three replies when I saw it in my HOT! POPULAR NOW! list and it doesn't even have any content in it. Look, I know I'm the top advocate for talking about controversial shit, but... come on. Doom is 24 years old now. I think it will be ok if we tell it that there's no such thing as a tooth fairy.
  3. 40oz

    The best video game advertisements of all time!

    Tony Hawk American Wasteland's advertisement was that you could travel seamlessly to different levels without having to exit out of the game and choose it, or wait for the game to load. This was pretty revolutionary to me because it led me to believe that the hopeful future of gaming would be a future where our computers would be so fast that there would be no need for waiting for stuff to load. Unfortunately this was never the case and every fucking game I've ever bought since always had long boring loading screens. We really should be past this by now.
  4. @A.Gamma Bingo! That's exactly what I'm talking about. Great example too. These maps aren't inherently bad btw. I wasn't moaning and groaning the entire time I was playing it. In fact, the later maps in Whispers of Satan were quite fun. But to me, the hell theme begs for so much more. Hell is a tricky theme to get down. The best I can suggest is to do your best to break the player's expectations for your kind of mapping style. The IWAD Doom and Doom 2 maps don't really have very good examples of a good hell map. A lot of them kinda fall under the umbrella of a hell textured techbase. - E3M2 Slough of Despair has an ashy charred desolate wasteland look until you find out it's just a hand with a bunch of C shaped sectors in it. - E3M6 Mt. Erebus kinda/sorta looks like a mountain, or maybe the summit of a mountain. You really have to use your imagination for this one though. - MAP28 The Spirit World is pretty cool exept it's textured all sorts of crazy. It's got a lot of parts that wouldn't be textured well into looking like a good techbase though. - MAP29 The Living End is probably one of the best in Doom that I can think of, with the blood ocean, the massive pitfalls and giant vistas you can see over.
  5. I know exactly what you mean when you say "hell textured techbase" and those things always drove me crazy. Scythe 2, Whispers of Satan, and Ultimate Simplicity had a few of these. I've noticed there are some mappers that can make really good techbases but can't make a good hell map. its kinda confusing to explain what's in a hell map. The best ones exceed your expectations and do a lot of unnatural and uncomfortable things. Massive pitfalls, excessive darkness, super tall towers, etc. You really want to get past any comfort zones youve made for yourself when mapping and just create a warped and twisted sort of place. And use a lot of decorations. Theres a lot of hell themed ones.
  6. 40oz

    'Background' Music

    If my luck with searching for it is any indication, this kind of music doesn't have a real name. There are parts in movies and in tv shows that are pretty dramatic and suspenseful and they have really quiet background music. It's barely audible over the sound of the dialogue or the sound of what's going on in the environment. I've been dying for music like this in my Doom maps but I can't find anything quite like it. I haven't had much luck finding this kind of music on youtube. Often when I search background music from TV Shows I get the actual songs they use for the montages and stuff. I've heard of "Dark Ambient" which is a pretty popular music genre, and it's close. However, most of what I've heard is just too spacey or 'rainforesty' for lack of better descriptive words for audio. PSX Doom music and Doom64 music is also pretty good but to me it better resembles 'noise,' like the sounds of metal bending or machines moving in the distance. It's very close but it's still not quite what I want. The kind of stuff I'm thinking of usually has a kind of pulsing drone sound, or a low octave strings sound, a heart beat, a single note bass line or all of the above. I suspect it could be really good as a midi because the length of the track could have a progression that starts quiet, slowly builds up, then fades back down for a neat and tight loop. It doesn't really have a noticeable or 'catchy' melody which actually works in the music's favor. It's a really quiet cacophony. The indistinct noise makes it very easy to listen to on repeat for a long time without getting old, but it still has some repeating tempo in the form of the aforementioned bass line or heartbeat to still be 'music' rather than literal random noise. The best midis I can think of that are closest to what I'm thinking are MAP06 from Sunder (originally used in Scythe 2 MAP16, which was based on a track from Super Metroid Advance.) and MAP07 from Memento Mori I've talked to a few people about this like @Ed and @Eris Falling and a few others. They seemed to have an idea of what I mean, but I'm still not totally sure I'm describing the best I can. I'm hoping someone here is following me and give me some direction towards what I'm talking about. Try watching an intense TV series with really diabolical characters in it. Take the Walking Dead for example. Pay close attention to the music that is used in situations that aren't a complete panic, but are rather a buildup for something crazy that is going to happen later on. There are enough TV series and movies for people to produce this kind of music professionally. What is this stuff called??? This music track from Nightmare Creatures linked below kinda has the thing I want. 1. A distant 'boom' on a metronome + funneled wind for about 2 minutes 2. the distant boom gets a faster tempo now, plus an echoing bass line 3. send in some strings with it 4. quietly return to (1.) for a few moments 5. repeat (2.) but include a churchbell 5. quietly return to (1.) It starts off sounding like funneled wind, then there's a distant boom on a metronome, the tempo of the boom gets faster, now with an echoing bass line. Send in some strings for a few moments, tack on some distant church bells to coincide with the booms. Then quietly fade back down to the funneled wind. It's so dark, imposing, and ominous. I love everything about it. It's perfect. It doesn't need to be long, it just needs to be right. I don't know anything about making music so I don't know if this request is a lot to ask; but if someone sequenced like 10-15 of these tracks in MIDI, each with slight deviations from one another it's the exact kind of soundtrack I'd want for my more serious projects.
  7. 40oz

    Doom and Horror

    In a lot of horror movies, the victims of whatever antagonist is trying to kill them is usually pretty helpless. They run, they get tired, they're not carrying any weapons, the car won't start, the flashlight runs out of batteries, etc. etc. The visual elements of Doom are horror related because our enemies are demonic and/or possessed. There's a lot of evil symbols, gore, torture, and disturbing flesh and skin stuff that would normally make one nauseaus if they saw it in real life. These all lend to the horror aspect of the game. Doom takes these scary frightening things and badassifies it by giving you kickass weapons, a near infinite supply of ammunition, and the enemies you kill blow up in the bloody shreds. This wouldn't be a very good plot for a movie, because you wouldn't be able to connect very well with the character if they are rarely in any danger. All these horrible enemies are just these little minion henchmen that the doomguy gets to blast away. Doom is everything a horror movie fan would want, particularly those who were tired of shitty effects and bad acting. "No don't go that way!!" "He's getting back up, shoot him again!" "Don't forget the bullets!" These stupid movie protagonist mistakes happen in horror movies all the time, But now you get to be in the shoes of someone who is faced with a terrifying task of going into hell and fighting your way back out. But you're also equipped with the right tools and the know-how to get the job done. So IMO, it doesn't really work as a horror game. It's got the visual components of stuff you'd see in a horror movie, but after all these wads we've played, everyone is too familiar with Doom and have seen the limits of the Doomguy's killing power, so I don't think you can do much to emphasize that Doom is a horror game without giving the player monsters that are impossibly unfair or by making the Doom guy more vulnerable, which isn't really anything people would want in a Doom game.
  8. 40oz

    'Background' Music

    Spelling is stupid.
  9. 40oz

    'Background' Music

    Very awesome, this is definitely on the right track for what I'm thinking. It's a very intimidating kinda noise. Very interesting noises you were able to create too. And only 10kb for such long tracks! Nice job!
  10. In some ways yes, but a lot of my ancient doom utilities are just not compatible with modern OS's. It seems to think a lot of my files are malware and a lot of phones and tablets have their own operating systems that don't give you much control over file sorting and management which is a major part of what it is to download and play wad files, and watch demo lumps. They are, however, great for watching youtube videos and web browsing which is what this tool prower has made answers to.
  11. You're a great man, prower! Doom files becoming increasingly difficult to access with modern technology has been on my mind a lot lately, so having a web based "convert .lmp to youtube" tool for easy viewing and distributions is really awesome. I look forward to the custom prboom parameters that are coming in the future. For example, the unstretched status bar and the progress bar included in the video are a few itches that are driving me crazy. It's super cool that you did this, though.
  12. There's a zombie killing game called Dead Rising for xbox360. There's not enough detail in your post to tell if this is what you're looking for, but on the UI there's a "x KILLED" tracker that keeps track of your kill count throughout the entirety of the game. I don't know why but that little statistic always sitting there on the HUD like that is really fun. I made my own little Doom frontend out of a batch file that records how many monsters I killed after every level I complete, and adds it to a total. I started using it a few years ago. I have a little over a quarter million kills.
  13. When Carmack was designing the monsters for Doom, which one do you think was the very first actor model to be made? Things like the Cyberdemon, Spider Mastermind, and lost soul sprites didn't appear until the final game. The pinky demon sprites seem to have some frankensprited parts from the hell baron (you can see the baron of hell's back on the pinky demon's forehead) which would indicate that it was made after the Baron of Hell. The zombiemen are modeled after the player sprite which indicates they came after the player. The player and Baron of Hell were made from digitized photographs of clay models, while the imp and Cacodemon were presumably drawn from scratch. Which of those four models do you think was made first before anything else?
  14. 40oz

    'Background' Music

    Thanks for the suggestions everyone. A lot of what has been linked to here sounds like it's prepping me to watch a documentary about galaxies and constellations. I'm not really sure what instruments are contributing to it, but hopefully someone gets what I mean by that. I'd rather be hearing something more grounded and motivating if I'm making any sense here. Steve D, those tracks you've linked are the closest to what I'm thinking so far. From your post, it sounds like you get what I mean. Something about the juxtaposition of fighting bunch of hard monsters against quiet, nearly inaudible but ominous music smells like paradise to me. I realize my tastes are really specific here and I'm running out of vocabulary to make it make more sense. I've been avoiding using a MIDI sequencer for so long because I'm too stupid to figure it out and understand the terminology. Does anybody ever collab on MIDIs? If I could maybe make a few basic examples, would someone be willing to extend, modify or correct them?
  15. It's awesome that you're doing the 'one map a week' thing. I might consider doing something like this myself :) I imagine that this 32 grid rule might siphon out your creativity (unless you really do like mapping this way) so if you feel like ditching this rule at any point to continue mapping, do it. I think anyone who would seriously hold you to it is an asshole.
  16. 40oz

    NASTY: Not A Sourceport, Thank You (Alpha 4)

    Dead in the Knee Deep
  17. 40oz

    GBA Doom 2 Map Converter

    Nice! I saw videos of Industrial Zone A and Industrial Zone B but I've never gotten to play them. I'd love to play GBA Doom 2 as a PWAD.
  18. That's interesting. I've never had an issue of caring too much for people who probably don't deserve it. I can't really think of any good advice for something like that. What keeps you from ignoring these types of people until they go away? Do they just keep coming back? Do you not realize they are a lot of baggage until after you get too close?
  19. 40oz

    Post Your Doom Picture (Part 2)

    in my experience its always easier to remake something into something better from scratch than it is to fix something that's fundamentally broken. If it's too complicated to recreate from memory, keep a backup or sketch the layout on paper. You'll waste a lot of energy and time holding on to something you don't want to let go because you're not sure you'll be able to make it the same way. If you can do it once, you can do it again.
  20. I do a majority of my stuff on my desktop computer, but I'm not always home and I'd like to be able to work on the big boring menial tasks of Doom editing while I'm away from home. I don't like to use my time at home to test little Doom experiments or manage my files or take screenshots, etc. I want to use my desktop to do the fun stuff that I need a big screen for like mapping and playing. I'm in the market for a new phone and I'd like to do my Doom work with it during my down times when I'm away from home. I see advertisements for tablets that business professionals use like it's the most important thing to conduct their business with, but I doubt they are very efficient for doing the kind of Doom stuff away from home that I would need it for. I'm not really sure what to get that will fit my needs. I'm getting the feeling that as the internet and technology keeps moving forward, it's on a path that is become more and more unfriendly towards Doom. I'd like to have a handheld device that I can use to make texts and calls, but also double as a personal computer to do my Doom related stuff with when I can't get access to my desktop. Being a Doom fan, I have a lot of needs that aren't met by the common marketing trends. I download and manage a lot of Doom wad files, I get requests to test people's maps, and I like to view maps for mapping inspiration. I don't really want to be in a position where I buy a new phone where the company that makes it wants to put their fingers in all of my stuff, and provide a streamlined and user friendly interface that limits my freedom. Doom is complicated in some ways and it's important to me that the phone doesn't fuck with it just because it doesn't understand it. If I could have it my way, I'd like to have the ability or arrange and sort my wad files, either on the cloud or on the actual device hard drive so that I can download what I want and transfer it directly to my computer to play when I get home. I'd like to be able to play Doom PWADs on the phone, even if the controls are weird. I'd probably play it with nomonsters or notarget so I could view it and take screenshots without having to play it normally, or perhaps view maps from an editor or automap view. I've had some friends show me their phones but I find it to be severely limited in these particular options most of the time. They also customize their phone to fit their own needs too, so I don't really know what I'm missing most of the time either. If my primary focus is doing Doom playing and editing with my devices away from my computer, what kind of devices should I look into that provide the best benefits for my needs? Are there portable devices that I can use to run common doom editing programs or good parallels to them?
  21. Always love sillhouettes against an orange sky
  22. 40oz

    What devices are best for Doom?

    Definitely, I couldn't tell you how embarrassing it is when I release a project I spent weeks on, then I see the screenshots and videos people post and I can see a missing texture here, a door that doesn't work there, players running out of ammo at a certain part, or always dying in the same place. Sure, the GZDB interface couldn't possibly work from a phone, but a really lightweight editor with some basic features like moving a thing or a vertex a little bit, or changing the sidedef or sector properties, or being able to find and replace stuff to quickly address those teeny tiny little gamebreaking things from my phone would be soooooooooo convenient for everyone.
  23. 40oz

    Resource for New Status Bars?

    I found this on /idgames but it's not that great. "Post your status bars" thread is a cool idea though, I'm sure the graphic artists here could whip up a few.
  24. 40oz

    What devices are best for Doom?

    I once received a private message from someone requesting me to test their map. For days I couldn't get to my desktop to play it. When I finally had the time, the map was only half finished, and took me a few minutes to play it. I located a few texture misalignments and other little bugs but mostly I didn't have much to say. It felt rude that I made this person wait so many days for such a limited response that they could have gotten from anyone else. I've played Doom enough to be able to look at where monsters are placed and have some sort of an idea of what the gameplay would be like. If I could just take a stroll around the map just to review it, snap a few screenshots, and give the mapper direct feedback on my thoughts, I could be a little more present as a tester in the community. But at this moment, they have to wait a long time just to have 5 minutes of my time to look at their map. There once was a time where it was a question whether Doom would be compatible with certain devices. There's no question that the devices we have today have to processing power to run Doom very efficiently, but now it's a question of making these devices compatible with Doom. My motivation to continue mapping and developing projects for Doom is still very rich, but I'm being held back because I don't really have the technology that allows me to be as present as I can. I'm not alone in feeling that there's kind of a wall here that needs to be broken down, right?