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Everything posted by Doomkid
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I was hoping maybe someone here could help me with this. Within the last few days, my PC has started acting a fool. After about 10 minutes of use, even after hours switched off, it will just hang and blare the most god awful sound through the speakers (assuming any are plugged in). The second time it happened there was some weird visual glitching as it crashed. No blue screen, no error dump or anything like that, very unceremonious. I don't want to fuck anything up so I haven't switched it on again, I have a strong feeling it's the underpowered / pretty damn old graphics card that's the weak link here, but I'm also wondering if maybe the PSU is the issue. I'm not sure how exactly I'd go about checking which component is the messed up one, or indeed maybe there are multiple faults here. Any ideas on how I might go about troubleshooting this kind of thing before shelling out for new gear? Any ideas greatly appreciated.
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Reminds me of the stuff I used to make when I was new to composing. A couple of these would serve as a good foundation for a complete song, especially Frontier and Loophole. Keep it up.
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I almost guarantee Jimmy composes using this sound: https://musical-artifacts.com/artifacts/724/RLNDGM.SF2_for_SoundFont-Midi-Player-Android.zip This is basically the exact soundfont Windows uses, just in SF2 format rather than DLS format. An automatic conversion between formats is sloppy as well, this soundfont is the cleaned up and properly balanced version. Musyng Kite is a cool one, I also really like SGMGuitarPlusBass (or whatever the exact filename is), GM2 Map Soundfont, and I'm also really partial to using custom drum soundfonts layered over each of them. My favorite one of all time probably has to be the basic Roland GM one though, the one linked above, due to familiarity probably more than anything else but also the fact that most GM MIDIs were likely composed using it. Even though it has a very "toy" sound to it, everything from classical to dance to rock sounds well balanced assuming the MIDI was made well, whereas some custom soundfonts have weird unaccounted for side effects. I can't remember who said this but it was compared to using HD texture packs, and I think that's an excellent comparison. Great thread! EDIT: I should also link these enormous soundfont collections: https://musical-artifacts.com/ https://drive.google.com/drive/folders/1TbLOvr6GwqrxteWH8RD7Z7Q7t8q-vsIe https://drive.google.com/drive/folders/1EI2R4QMsJI5Vzemps8wz3rq97YKxja5l https://drive.google.com/drive/folders/1492myFXb_4aG1HsQ4aNA4DcL2SUNVvYL
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Map02 is a common/classic one, the same song as Map02 of Dwango5, NIN's Head Like a Hole, although the MIDI is very slightly different.
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There’s a pack of about 20 that I’m 99% sure is called “stbars” on idgames.. I’m on my phone right now so it’s a PITA to search, but searching for that or “status bars” in both idgames and here on the forums should point you in the right direction! I also remember an old ass thread where myself and several others went and found a buttload of em, can’t remember what it was called though.
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Just load them after you load the base wad in PrBoom+ or a ZDoom-based port, so -file rudy2rc2.wad rudy2ext.wad should do it. Some ports, for whatever bizarre reason, might want them loaded back to front. If Map21 says "The end!" on the automap, load them the other way around. I'll definitely include instructions or maybe even a batch file before final release.. EDIT: Also, @Doom_Dude would you mind if I added a small handful of extra monsters to your map on UV? I won't add any to the starting cave area since I think it's cool and kind of lonely, but a few areas felt a bit sparse. Would that be okay? Also @Philnemba would you be opposed to the idea of a second cyberdemon for Cyber Factory? I think it would make that final battle just a bit more interesting, before diving into xdarkmasterx's finale. Let me know what you guys think.
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Did id really add Nightmare difficulty as a joke?
Doomkid replied to LeeMroson's topic in Doom General
To me the whole "Are you sure? This difficulty level isn't even remotely fair" quote is strong evidence suggesting it was, at the very least, a gimmick difficulty. Also, the fact is, other than maybe E1 and some super easy wads, Nightmare is still hard as fuck. At least for me..- 19 replies
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There are some annoying gaps in Doom's enemy roster (I swear I recently made a detailed post about this but it's nowhere to be found).. You can fill these gaps with cool variants. A zombieman/shotgunner who fires a slower, weaker version of an Arachnotron stream is awesome. Used these guys in Rowdy Rudy 1 and 2 and Doomed in Space to great effect. Sometimes you want a projectile shooting turret that's tougher than an imp, less irritating than a revenant, and not as huge as an Arachnotron. Variants can add a lot of spice. It's the "Doom VS Doom 2 enemy roster" argument all over again, just brought to it's logical next step. There were many holes to be filled in Doom 1's lineup, hence Doom 2's lineup. After all these years I think it's safe to say adding some fresh variants in is welcome, at least by many of us. The only bad custom monster is one where it has an attack pattern that cannot be read easily / learned an avoided, and takes far too much damage to go down. Both of those factors can be very annoying. You also don't want it to look too similar to another enemy - you should be able to distinguish each enemy type after seeing it for only a second. That stuff aside, I encourage use of custom monsters, doubly so if you can use a universal language like DeHackEd to prevent them from being exclusive to one port, but ultimately it's up to you. In that same vein, compatibility with other gameplay mods should really not even be factored into the decision making process. People are playing your wad, and your wad is it's own experience. I would have gimped some of my older wads and sucked all the personality right out if I had given a damn about mod compatibility. My mapset is also the mod, especially when I've introduced custom assets. That's how I see it!
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Original WAD Soundtracks With Distinct Themes and Leitmotifs
Doomkid replied to Michael Jensen's topic in Doom General
While I think only two songs in the soundtrack actually share a distinct riff, the whole Execution soundtrack is thematically consistent and action-packed. Surely one of the most underrated megawad soundtracks: Also, years ago while my friend Sam and I were writing MIDIs, he came up with an amazing two-part MIDI. I’m halfway responsible for the slow first half, but Sam made it epic: https://doomshack.org/~doomkid/midis/SamSwain_Rot90_Unusual1.mid https://doomshack.org/~doomkid/midis/SamSwain_Rot90_Unusual2.mid These were made for a large city map in Rot90Fix.wad. The whole wad was meant to have a custom soundtrack and leitmotifs, but it just got to be too much work, and ended up as a 20 map megawad with only half original music. Still, I think the MIDIs made for that wad are arguably the best part. I’ll have to upload them all as a cohesive video at some point. -
One thing I've noticed is that most video game worlds that took place in 3D environments, including that of Doom, felt much larger than they do today. As a kid, everything feels larger, since it is larger relative to you. You wouldn't think that same sensation would translate to the realm of 3D games, but at least for me, it certainly did. When I tried to remake maps I had last seen when I was a kid, the main thing I would always get wrong is the scale. When I found JFL18.WAD during my hunts that I talked about in this thread, it was in many respects just as I remembered it, but the levels feel downright tiny to my adult self compared to how I remembered them when I was little. All the visual aspects were right, the one thing I didn't adjust for was the sense of scale. In that same thread Andromeda showed me Eternal Deathmatch which was another wad I'd been seeking for years, and once again the maps felt so much shorter and thinner to my adult self than they did as a youngster. Anyway, this is just my way of saying yes, the IWAD maps and wads I played when I was about 10 and under definitely felt much larger and more difficult back then. Due in large part to the sense of scale, but also other factors people have mentioned such as crappier controls, worse resolutions, less familiarity, and all that other good stuff.
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For the love of god why is Keen on here?
- 212 replies
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The Ultimate Potato Mode: How Many Potatoes Does It Take To Run DOOM?
Doomkid replied to Dexiaz's topic in Doom General
Rofl I saw this the other day, so tragic the pi couldn’t do it. Looks like my post-apocalypse plan to use potatoes for Doom is shot! -
What is Romero's absolute best map if you could only pick one?
Doomkid replied to AinuTheTaken's topic in Doom General
Honestly can't pick between Circle of Death, Gotcha!, and Perfect Hatred. Love 'em. I can't think of any Romero maps that are bad. -
Is everyone seriously sleeping on this fine rear end we all know and love? I won't lie, this is definitely me when I see a fine imp struttin it's stuff:
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I know there are lots out there, but the only 3 I can remember off the top of my head are the 3 I had a small hand in: EDIT: Of course, there's also stuff like Simpsons Doom!
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The Nutty Wad... What music does it use?
Doomkid replied to MaxRideWizardLord's topic in Doom General
From idgames, the second link on the Wad-Archive page -
My Little Eldritch Horror
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It seems like all this does is adjust the palette so that every sector appears brighter than it usually does. Kind of like a "soft" version of the Lite Amp goggles (I would actually prefer if they worked this way). 1 makes it a bit brighter, 2 makes it quite a lot brighter. Based on the screenshot I was thinking it possibly also removed the fake contrast from walls that are perfectly parallel to the X and Y axes, but that doesn't seem to be the case in-game. This is a very small mod, but it will be nice for maps that are too dark to play comfortably. Actually, I'm sure there's some old .DEH out there that turns up the brightness as soon as you spawn and leaves it that way, but that's a less elegant solution certainly. Anyway, the best way to make Doom videos look nicer for YT is to bump up the brightness and contrast just a touch and make sure you render them at a decent resolution and bitrate, you don't need to use a mod that turns up the brightness. It's still cool that you made this though since I think it will have use for some people.
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Here are some! https://www.wad-archive.com/wad/150-Skins-Doomguy-Variants https://www.wad-archive.com/wad/9755fb979f49f3fdd07332b8c90eb32d https://www.wad-archive.com/wad/125-Skins https://www.wad-archive.com/wad/Monster-Skins-1 https://www.wad-archive.com/wad/Hunter-Skins That's just the tip of the icerberg, there's loads on WadArchive if you want to hunt around yourself: https://www.wad-archive.com/search?q=skins Also check out the Epidermis Emporium for some funny old crusty skins.
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“Yup, you young whipper snappers didn’t see what it used to be like around here. This whole community was orange groves Alien Vendetta, Memento Mori and Dwango5 servers as far as the eye could see. We didn’t have your fancy “Gee Zee Dooms” and your newfangled “Brutal” and “Complex” mods. The biggest modifiers we had were DeHackEd patches and poorly made skin packs - and we liked it that way!”
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Sorry I haven’t played through this yet and left feedback now that it’s fixed, I will do soon!
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FWIW, the larger pattern is the “proper” way that it appears in vanilla Doom, but I’m also used to the smaller tiles at this point when using a Z port. I’m sure it’s an option in there somewhere, I’d be curious to know about it as well.
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Thanks! Glad to know my ears were right when guessing it was Klem, too.