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Everything posted by esselfortium
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It's an unofficial sequel. https://doomwiki.org/wiki/TNT:_Revilution
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Doom is a colorful, pixelated game with cartoony graphics and cartoony sound effects. There is nothing particularly scary or realistic about most Doom maps, and certainly not about Doom's monsters or gameplay. Hell, one of the most popular and widely-used monsters in the game was specifically designed to make you laugh when it kills you (paraphrasing Romero about the revenant's poses and sound effects), and then there are the swarms of smiling floating meatballs, etc. People who insist that classic Doom needs to be treated as if it's grim and serious are weird, and I will continue to laugh at their very serious complaints about what kinds of music get used for maps.
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Yeah, people definitely used to be more set in their ways about what Doom music could be. When BTSX first came out in the early 2010s, someone on here described its soundtrack as "Mexican soap opera music" and asked if the composers were in a competition to see "who could be the most homosexual"(???). Nowadays it seems more accepted to have a variety of sounds and moods in a WAD soundtrack instead of just cheesy general-midi representations of "rawr rawr rip and tear ur guts" etc.
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weird "Banned" Screen for no reason
esselfortium replied to Patrick_Plays_Doom's topic in Everything Else
Sounds like the VPN you're using is caught in an IP ban. Problem easily avoided by not using that VPN... -
Hi all. There are recent official efforts underway to get Doomworld into a more stable and maintainable shape. I can't give a a timeline yet on when everything will be ready, as I don't want to overpromise, but I hope the knowledge that the issues are being seriously looked at will help ease some minds. The top priority is getting the forum software and database moved to a more reliable setup (I imagine many of you have noticed the recent site outages), as that's the foundation underlying the whole thing, and these individual issues will be able to be dealt with once that new foundation is in place. Apologies for the delay on this, we're aware it's long overdue. Regarding the doomworld.com domain situation that was described in that post from Linguica, the worst-case "sky is falling" scenario there would be relocating to another domain name, not the loss of the site data itself. That would of course still be far from ideal, so we're doing what we can to get things straightened out to avoid that scenario as well.
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2/3rds of Doom 1 were thrown together in the two months before release, using whatever scraps they had sitting around. I'm going to refrain from commenting on Evilution. I really don't see how Doom 1's levels pass your "does it look like a realistic representation of a place" test any better than Doom 2's (or why such a test would be important to Doom, to begin with).
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Doom 64 - An Overrated Masterpiece Of Coal
esselfortium replied to GermanPeter's topic in Doom General
It's not my favorite Doom (it has some fierce competition), but the atmosphere is to die for and it did a great job of spooking me as a kid. -
If self-covers count, I've done a bunch of my tracks from BTSX, and one track from KDiKDiZD: The Supplice game soundtrack also features arranged covers I've done of a bunch of Jimmy midis (plus a handful of originals by me).
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"E-RungP" did a great job on this, proud of them.
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Just about anything by Squonker Team. Tetanus, Pagodia, Moonlit District, and Mayan Reynolds all come to mind.
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Banishing Grungo to the shadow realm for dropping the posting gimmick. (The 90s were overrated in all regards. Enjoy what you've got.)
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What were your very first mapping attempts like?
esselfortium replied to Li'l devil's topic in WAD Discussion
My earliest mapping attempt that I can remember was a fire-textured blob room full of monsters and powerups. I was around 9 at the time. A year or so later, a friend and I made plans for a project called "Mischief Night 2000", in which neither of us understood that we could not use the unmodified Doom engine to make a stealth game about throwing eggs and toilet paper at people's houses on the night before halloween without getting caught. The only surviving piece of it is SKIPGOAT.WAD, a poorly-drawn sprite replacement that turned the baron of hell into a man in a straitjacket who spat boogers at you for some reason. Skipgoat, unsung hero of the people, has somehow survived to the current day: After I joined Doomworld in 2002, I started the obligatory newbie project: a Doom Bible recreation. My incoherent posts somehow managed to pull in a few more-experienced mappers, who helped a lot (if I recall correctly, Submerge527, Kid Airbag, and Darkhaven were involved). Unfortunately, I didn't have the skill or the attention span needed to finish anything of that scope back then. My first actually-released map was in one of the speedmapping contests around 2004. I remember running into problems with broken sectors or something, and struggling to get the map finished on time, so it's not very polished or anything. A couple years later in 2006 I released Testing Facility, my first real map. It was a hodgepodge of different stylistic influences taken from various contemporary mappers and screenshot posts, all mashed up into a vague E1 tribute.- 85 replies
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When I'm writing music for Doom maps, I usually just want something that will coordinate well with the mood set by the map's aesthetic and pacing, and I usually want to try avoiding repeating myself too much within the track itself because its function as looping bgm means it's inherently going to have a sort of verse-chorus structure forced onto it just from the repetitions. I like bgm where you can pick out new hooks on your fifth time hearing it that you might not have noticed the first time around. And I generally like revolving around a certain mood instead of sticking too strictly to it, to keep things interesting and make it feel like there's more nuance and depth. Maps that feel like a journey deserve music that also feels like you're on a journey (alternately, a corny midi cover of something by Journey) So anyway, I'm of course on team "edited midi with ruined loop point and pitch bend range".
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If you find one be sure to let the staff know, but this is getting off-topic here in the snow thread!
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The DWmegawad Club plays: Eviternity II
esselfortium replied to dobu gabu maru's topic in WAD Discussion
I have Completely Fuck Up The Intended Gameplay installed and for some reason the gameplay is completely fucked up? Why is the map like this?- 383 replies
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Snow is great when you are 7 years old and don't have to go to school. Snow is terrible when you have to shovel it and drive on snowy/icy roads.
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I got into Doom in the mid-90s when it was still a relatively new game that everyone had to check out. I had always been interested in modding and making games with whatever tools I could get my hands on, so being able to build custom levels and modify assets for Doom is what kept me fixated on it indefinitely after the initial amazement wore off. Something about the feel of Doom's gameplay also just always appealed to me, I think — I tried Quake not too long afterwards, but it never managed to captivate me in the same way.
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can't even fix this fucking bug on slade
esselfortium replied to Anti-Mousetrap's topic in Doom Editing
I'm not clicking that link, but if it helps, someone already added Barney's head to the game roughly 30 years ago. -
Grungo, I do have to request that you reply in a single post when quoting multiple people, rather than posting several times in a row. Thank you! Madam is fine, thanks.
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I'm about ready to start going around to some of Grungo's hecklers' recent posts and telling them how they ought to be doing everything differently to better entertain me, their obvious target audience.
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What would Doom 2 be like if Tom Hall stayed and made maps?
esselfortium replied to Grungo's topic in Doom General
For sure. Even E1M4 was a significant evolution from Hall's earlier levels, which had been created for earlier versions of the engine that was less capable than what we ended up with. You also have to remember that at the time, there was no "common knowledge" for designing levels for a game like this, it was completely uncharted territory for everyone involved. Sure, Romero was the first to push the early Doom engine beyond its original intended limits, but I think there's enough evidence that Hall's designs were starting to evolve as new possibilities presented themselves more clearly. -
I am as sure as I've ever been of anything.