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DCG Retrowave

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About DCG Retrowave

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  1. 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
  2. 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
  3. 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!
  4. 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!
  5. 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)
  6. 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
  7. 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
  8. 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
  9. 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!
  10. 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
  11. Squonker 3 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 SQ307N011.ZIP
  12. Playing this anti-secks map will earn you extra virgin points on your vCard :O
  13. 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
  14. 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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