Showing posts with label doom. Show all posts
Showing posts with label doom. Show all posts

Tuesday, April 16, 2013

More Aubrey Hodges

As I mentioned in a previous post, Mr. Aubrey Hodges has at long last made some of his best game soundtracks available for public download. Though I'm still not in much of a blogging mood, this is something that I feel is definitely worth sharing in a follow-up post since more soundtracks are now available. Again, thank you Mr. Hodges!

Sunday, February 10, 2013

GZDoom v1.7.01

Just a quick post to pass along a bit of info to any of my fellow Doomers out there who might not have heard it already; another new version of the classic Doom sourceport GZDoom has been released. This time around it's version 1.7.01. And as always, don't forget to occasionally check for new svn builds as well. Enjoy.

Wednesday, December 26, 2012

New Kid On The Block

Any of you who follow my little blog here in interest of classic Doom stuff might also want to check out DeVloek's DooM mods. The guy has talents in several facets of Doom modding and his stuff is definitely worth a look. Trust me.

Sunday, December 23, 2012

GZDoom Marches On

To quote the DoomWorld News post:

Graf Zahl has decided to release a new official build of GZDoom. In addition to all the ZDoom updates since 2.6.1 and later, the main interest is a new shader-based lighting mode created by Korshun that replicates the original software renderer and COLORMAP's look, except smoother and with more color depth. If you do not have a computer that supports shaders, there still are plenty of interesting things from the ZDoom side, such as better OPL emulation, support for the BFG Edition IWADs, or the alt-hud now providing a berserk indicator.

1.7.00 is the latest version. Thank you Graf Zahl and Korshun.

Monday, December 10, 2012

Aubrey Hodges Delivers

I know I'm a bit late delivering this news (the DoomWorld News Post was about a week ago) but I wanted to share it here anyway as I feel it's a bit of a landmark.
For a long time now, the soundtrack(s) for the PlayStation version(s) of DOOM have only been available through controversial sources. Now, after some DoomWorld Forums participation by Aubrey Hodges himself, the soundtrack's composer has finally made the original soundtrack available to the public (for a small price). It has also been said that other soundtracks from the other DOOM and QUAKE games done by Aubrey Hodges will soon follow.

The first installment can be found here.

Thank you, Mr. Hodges.

Saturday, October 13, 2012

Development and Testing

Until now I've kept revisions of my infamous Doom Upgrade mod to myself until I've felt they were worthy of an official release but today the fancy struck me to try something different this time. I'm still working on what tentatively will be called the second edition of the mod and, while I don't feel that I've accomplished everything that I want to do before calling it a final release, the current version is very much playable and I have already made enough changes to it that in many ways it is quite different from previous versions. Thus I'm going to post a link to the current version of the mod here and, if you few readers of the blog feel inclined to do so, you can download it, do some beta testing of your own and give me feedback here. This time instead of suddenly getting a new version thrown at you from out of the blue you can let me know what you think of the development thus far and even make suggestions as to what you'd like to see in the mod in the future. So, without any lengthy descriptions of what you'll be getting yourselves into, here's the link:


This is a direct link to my DropBox file, which gets updated whenever I feel I've done enough editing worthy of saving. It's a work in progress, but at this point I think the only new additions will be monsters, brightmaps and such so the file found here should always be totally playable. Enjoy (I hope)!

EDIT:

Oh, I forgot...

For any newcomers, this mod requires either ZDoom or (preferably) GZDoom and of course a licensed Doom IWAD. I also recommend a launcher and a custom music WAD.

Saturday, September 22, 2012

Still Around, Still Doin' Stuff

It's been kinda quiet here at the blog lately for two main reasons:

1.) Lately I've found myself spending quite a bit of time playing BORDERLANDS and looking forward to playing BORDERLANDS 2. I've had more fun with the game than I'd anticipated and I find myself easily losing track of the time when I'm playing. I like the game enough that at one point I considered doing a bit of a review of it here, complete with screenshots and maybe even a video, much as I have done with other games here in the past. Then I remembered that the corporations producing these video games are not paying me to endorse their products and suddenly the motivation to blog about them left me quicker than you can say "claptrap". Thus a simple statement that I'd recommend the games to others will have to suffice.

2.) My Doom Upgrade project has not died; when not playing other games newer than Doom, I'm still working on improving the mod and I plan to release a Second Edition version at some undetermined point in the future. My efforts to further improve the thing include the additions of several new monsters of my own creation (since one of the major accusations about the mod has been that I just stole a bunch of stuff from other modders). In the hopes of insuring that said creatures will be accepted by my peers, in the process I have submitted each for approval to Realm667. This has proven to be a time-consuming process; creatures that I've submitted months ago are still waiting to be either accepted or rejected while creatures submitted by other modders just over a week ago have already been approved. (I'm told that this is simply due to the fact that the site admins just have a lot to do and I should just be patient.) Anyone interested in looking at what I've submitted thus far (and how it's been dealt with) can look up the monsters here in their respective Realm667 forum submission threads (I've also submitted some brightmaps).

So that, in a "nutshell", is what I've been up to lately. If the motivation and inspiration strike me, maybe next time there will be a blog post here that's more interesting to read.

Saturday, August 18, 2012

PSXSM

No, that's neither a Roman numeral nor am I typing in cryptograms again; PSXSM is the acronym for PlayStation Style Music and is the title of my latest Doom mod. Though the mod hasn't been fully-integrated into the DoomWorld / id Games Archives yet (i.e. it does not appear in a search with the page where it can be voted upon), it has however been accepted and added to the gamers.org archives and thus I am able to provide the direct download link found there in the first sentence of this post. The DoomWorld and other various mirrors should catch up in a week or so, at which time players will then be able to vote on the mod and post their valued comments.

EDIT: Just minutes after I published this post, the mod became visible here in the Archives as well.

So now you're likely wondering what exactly PSXSM is and what I mean by "PlayStation Style Music". To put it succinctly, PSXSM is a 94.534MB Doom music replacer WAD containing tracks in .ogg format. While it actually contains no music from the PlayStation versions of the game this soundtrack in my opinion elicits the same atmospheric mood that Aubrey Hodges achieved with his legendary score that was more ambient sound than actual music, hence the title of the add-on.

Faithful readers of my little blog here may recognize most of the tracks included in this compilation; this is indeed a re-working of a previous arrangement I had done. I've given it a new title since most of the tracks have been rearranged and at least half a dozen new ones have been added. If you enjoyed the previous version of the mod, please discard it now and download this version.

There's really not much else that I can say about it, except that I hope at least a few of my Dooming readers will enjoy using this alternate music as I have.

Thanks. Game on...

Monday, July 2, 2012

ZDoom: New And Improved!

Two years since the last new ZDoom release (SVN builds don't count), ZDoom 2.6.0 has been released. (More info can be found on the official site and forums.) At the time of this posting it is unclear whether or not this will provoke a new official release of GZDoom, but even if it does not I'd wager that the DRD Team will continue the fine work they've been doing for us for years. Thus I'll likely be checking their SVN Builds lists periodically and would recommend frequent Doomers who use these sourceports to do likewise.

Thank you Randy Heit! ZDoom (and its derivatives) are a major part of what keeps me playing this game. My gaming world would likely be Doomless without them.

EDIT:

There is in fact a resulting new version of GZDoom as well. As I'm typing this the word is that some technical difficulties are preventing it from being offered on the official site, but in the meantime it can be downloaded HERE.

Special thanks to Graf Zahl as well. Damn, that was quick!

Wednesday, May 30, 2012

Not Really News, but...

Today Bethesda posted on their blog news of a "Doom 3: BFG Edition" scheduled for release this fall. This news has me feeling a bit conflicted...

On one hand, I remember my own pre-PC days when all I had was the original XBox and thus the releases of Doom 3 and Resurrection Of Evil that included the classic versions of the game were the only means by which I had to play them. For folks who have only console platforms (which I'd wager is rare these days) this is possibly great news.

Then there's the part of me that can't help but think that this is yet another example of Bethesda trying to re-sell to me things that I already have. Sure, this time around Doom 3 and Resurrection Of Evil are supposed to be "re-mastered for Xbox 360 and PlayStation 3 in stunning 3D for an even more terrifying FPS experience" but honestly, how much better could it be? The release will also contain Doom and Doom 2 and thus is billed as "the ultimate collection of groundbreaking games that defined the first person shooter" but I think most of us know that with no Master Levels, no Plutonia Experiment, no TNT: Evilution or No Rest For The Living this actually is only two-thirds of "the ultimate collection". The only thing about this "new" release that has even the slightest possibility of making me want to buy its PC release would be that it is said to include seven new levels called the "Lost Mission". (Of what I've read thus far, it is unclear whether these new levels are for the classic game or for id's Tech 4 engine).
First screens and multiplayer features revealed for Doom 3 BFG Edition
Either way, in my opinion this is another shining example of the classic Bethesda sales formula we've all come to know so well: why sell something new when we can re-package and re-sell something we've already sold by calling it a "Game Of The Year Edition" or, in this case, the "BFG Edition"?

Friday, May 18, 2012

ANNIVERSARIES

The month of May has marked the one-year anniversaries of not only KMX E XII's Doomed blog and my own little blog here, but also the first anniversary of my Doom Upgrade mod's induction into the hallowed halls of DoomWorld infamy on May 18, 2011. What better way could there be to celebrate this auspicious occasion than to release an Anniversary Edition?

I know someone in the crowd is doing a facepalm and groaning: "Oh jeez, another new version?" Rest assured that I kinda feel the same way, but I've made some much-needed tweaks this time so it was necessary even without the new content. More about that new content after the lengthy official trailer video...



MONSTERS

What Anniversary Edition could be complete without at least a few new monsters? Besides, I couldn't resist when I saw that new content is still being added to the Realm667 Repository despite the whining opposition spewing forth from the Doom community. I hope to see Realm667 continue to prosper.

The Weakener
This guy is a Cacodemon variant that has a very unique attack. Unlike other projectiles in the game his do not dissipate after impact, instead remaining wherever they struck until some unfortunate Marine comes into contact with them. I'd hesitate to call them mines, however, since they don't actually explode; instead they work exactly like the power-up orbs in the game except that they are power-downs that temporarily weaken the attack damage the player inflicts. Not so much deadly as he is an annoyance, the Weakener is still one monster that you don't want to let hang around for too long or you could find yourself surrounded by Weakener Orbs.

Augmented Arachnotron
Also known as the Arachnotron MK2, this guy is only special because he has a double-barreled plasma canon instead of a single like his little brother. He also seems to have thicker armor plating. Just a tougher variant to help keep things interesting.

The Time Imp
Now here's a nasty little bugger. Not quite as nasty as the Cheshire Cacodemon's, his time distortion is more like an annoying stutter rather than a full stop and you might think you're having GPU framerate issues when he's doing his thing. His manipulation of time also lets him run around pretty darn fast and gives him another special ability that I'll just let be a surprise. Like the Cheshire Cacodemon, I've set his spawn rate ratio rather low (1%) to hopefully keep any random room full of Imps from becoming a total nightmare.

The Satyr
Hell really isn't complete without some goat-hoofed Satyrs, now is it? This guy has actually been around for a while but I never used him in the mod because he doesn't have anything flashy or exciting, just a simple melee attack. Then I realized that, even though he doesn't look like them, he'd fit in perfectly balance-wise with the Pinkie Demons. He does a little more damage, though, so I've set him to only appear amongst the more difficult Spectres.

Azazel
Fitting in style-wise with the Satyr and the Obsidian Statue, Azazel has a number of dangerous attacks, some of which are of the "seeker" variety. He's actually kinda tough, so he'll only appear amongst the Mancubi. Some players might think that Azazel and the BruiserDemon are too tough to be thrown in with the Mancubi or that their 10% spawn rates are too high, but there's a method to my madness. When I first played "vanilla" Doom II one of the monsters that frightened and challenged me the most was the Mancubus, but they've since become a bit boring to me. Thus I simply wanted to have some scary monsters in their ranks again. If no one's figured it out yet, this mod is designed primarily to present not only variety but also new challenges to experienced players.

I've also made a few tweaks to other monsters that were already in the mod, perhaps most notably the boss monsters. The general consensus seems to be that they are too difficult, so now when each one dies it will leave behind a randomly-spawned power-up sphere of the megacharge variety. Previously I had done this with only a select few bosses, but now I've added the item drop to all of them. This might not seem like much of a boon if you're playing a single level with a boss at the very end, but in custom maps where authors have placed multiple bosses throughout the level it should be rather helpful.

For a long while now I've observed that the Shadow Beast often gets "stucked" in alcoves where a map author has placed Revenants. He wasn't rendered totally useless since he could still throw his green projectiles and spawn his little Shadow buddies, but still he was just kinda stuck there doing the Running Man. To hopefully eliminate this issue, I've set his height and radius values to be the same as the Revenant's. This doesn't change how large he appears in the game, just how large the game engine perceives him as being so that he should be able to move around more freely now. Just for GP, I made the same adjustments to the Archons as well.

I've reduced the spawn rates of the Cheshire Cacodemon, Time Imp, Dark Arch-Vile, Death Incarnate, Cybruiser, Golem and the Malevonant to hopefully make things feel more balanced. I've found that the Cybruiser's Seeker Bazooka can be a bit oppressive and the Death Incarnate's constantly resurrecting himself can be quite bothersome if I haven't found the Seeker Bazooka yet. The Malevonant isn't so bad by himself, but once he starts spawning those invisible Nightmares a room can get crowded rather quickly. The Dark Arch-Vile can seem like he's invincible when he's throwing his black hole attack around, but rather than give away the secret of the uber-easy way I've found to defeat him I simply reduced his spawn rate as well. I've also slightly reduced the damage dealt by the Railgun Sentries because those suckers turned out to be a lot more dangerous than I had originally intended them to be. Now they can also be looted for a plasma cell.

For a long while now the attack of the Beam Zombie has not matched the attack of the Channeler gun that you get from him. This was largely due to laziness on my part, but now I've rectified the issue. This makes the Beam Zombie a bit more dangerous perhaps, but you may note that it takes him a few seconds before he can "lock on" and that delay will hopefully provide enough reaction time for more casual players.

I've re-sorted the spawn lists for the Hell Knights and the Barons of Hell; previously there were a few creatures that were in one list but belonged in the other and vice-versa. Hopefully this will help maintain the gameplay difficulty balance that my critics say I've never attempted to achieve.

No longer to be seen are the Hell Warrior and the Imp Warlord. Not entirely due to some gentle persuading, I've decided that they really aren't Doom-style monsters and I've got plenty of monsters as it is. I kinda like them though, so I simply removed them from their respective spawn lists rather than totally deleting them from the WAD (just in case I change my mind about them later). Maybe they'll appear in Herculine's Hexen Upgrade...

There's at least one more new enemy this time around, as well as more changes to a few that we already know and love, but mention of those will have to wait until I cover the new weapons farther down the page.

POWER-UP ARTIFACTS

Only two new ones this time around. I've dumped most of the various bouncing spheres into the spawn slot that randomly replaces the Partial Invisibility Orb, so adding too many more could make it almost impossible to ever get some of them. Despite what my critics might say, I prefer variety rather than overkill.

Oh, and I actually remembered to copy those Megasphere sprites so it's not invisible in Ultimate Doom now.

Guard Sphere

This handy power-up temporarily reduces the damage the player takes to 25% of the norm. I thought this would be a good companion addition to the Weakener monster.

Haste Sphere

If you can't tell by its name what this one does, there are a few D&D games I'd like to recommend to you. With things like the Cheshire Cacodemon, Time Imp and a TimeStop Sphere already in the WAD, this one seemed like a logical addition.
WEAPONS

Well, we can't have an Anniversary Edition without at least a couple of new weapons, now can we?

Fusion Canon
I came up with this one while pondering how to give our favorite Marine an attack that was in some way similar to the spread of pink projectiles launched by the Fusion Canon Arachnotron and that we should be able to loot just such a weapon from his corpse. Rather than a single projectile the Fusion Canon launches a burst of five projectiles, making it a useful weapon for anyone who has less-than-perfect aim. It also seems to be pretty good for clearing soldiers out of corridors.
Ice Canon
The rare few among you who have been following this project from the beginning may recall that in the original version I had included an Ice Rifle, an Electro Gun and a plasma Repeater. In subsequent versions these weapons were removed because I either didn't like the way they looked or the way they performed (or both). As the year has passed the mod has acquired a few monsters who have the ability to freeze the player solid, so it seemed only fair to reintroduce some sort of freeze weapon with which the player could return the favor. Unlike the relationship of the Fusion Canon to the Fusion Canon Arachnotron, it did not make sense to me to have the weapon dropped by any of the monsters currently possessing such freezing attacks; thus it was also necessary to bring back the Freezer Gun Zombie. Now you can once again fight fi-- er, ice with ice.
Flamethrower
Speaking of fighting fire with fire, I have decided to in a way cater to the masses a bit with this one. Now the Pyrotron (my custom Arachnotron variation) can be looted for a flamethrower. Originally I did not include a flamethrower in the mod because my goal has always been to make the mod as versatile as possible in its compatibility with other PWADs. As any weapon aficionado could tell you, as a rule flamethrowers are fueled by some form of combustible liquid; the flamethrowers in the Realm667 Armory for the most part adhere to this rule. This means that for them to be of any use in any given map, that custom ammo type would need to be added to each map the flamethrower would be used in. Thus having such a weapon in the mod would be totally contrary to my goal of making the Upgrade as widely compatible as possible. However, I know there are players who would enjoy using a flamethrower in the game, so this time I've included one that somehow converts plasma cell energy into conventional flame. The same weapon aficionados I mentioned earlier will surely complain that it's not at all realistic to have the flamethrower use plasma cells for ammo; I'd just like to remind those fans of "realism" that Doom also contains a chainsaw that has not run out of gas once in almost twenty years. (Or I could be really cruel and modify the chainsaw to run on plasma cells as well. Nah... the chainsaw has always been there for when we run out of ammo; such a modification would indeed affect the gameplay balance and my critics would cry like babies.)

(Just one word of caution: be careful with the flamethrower in confined spaces. Its fire can hurt us as well.)
Other weapon tweaks worthy of note include the return of the two-fisted sub-machine guns, if for no other reason than they look cool and this makes them feel less like a redundancy. I've also removed a few frames of animation from the Skulltag Minigun; I almost never used it because the painfully long pause before it could re-fire made me feel crippled and I longed for the old vanilla Chaingun. Now the Minigun feels less like a burden and more like the classic weapon it's meant to replace.

Things I didn't/couldn't do:

I still can't figure out how to keep the player from picking up the Armor Shards and MegaSpheres when they are not yet needed. But that's the way those items behave in the vanilla game so it's not a big deal I suppose.

Something that would serve no practical purpose yet in my opinion would have been really cool to see would have been including all the custom creatures in the monster roll-call at the end of the games. I've learned that such a feat can indeed be accomplished using MAPINFO to create a custom intermission, but as far as I can tell to do so would not be practical since in the end I would need to make a separate MAPINFO lump and thus a separate copy of the mod for each IWAD. Also, such MAPINFO lumps likely would interfere with any sets of custom maps also using MAPINFO. So, in the interest of maintaining the mod's flexible compatibility, such a superficial feature will not be included unless I can devise a better or at least alternative way to do it.

DISCLAIMER

I'm pretty sure that's everything I've screwed up this time around. Enough stuff has been altered in this version that I think it's safe to say saved games using previous versions will be incompatible. If you've got a game to finish you might want to do so before unzipping this file as it will of course overwrite any older versions of the mod.

And just a note to the naysayers who claim that the mod has never been tested at all: I'm currently using it to play through Nicolas Monti's EVILTECH and so far have found no bugs... just demons.

DOWNLOAD LOCATIONS

The current version, Herculine's Doom Upgrade: Anniversary Edition, can be downloaded HERE. Alternatively, it can also be downloaded from the DoomWorld/id Games Archives.

ENJOY!

EDIT: 05/21/2012

A Neko's Work Is Never Done...

While playing this morning I encountered a CyberDemon variant who upon dying dropped something like half a dozen SoulSphere/LifeSphere power-ups. Obviously that was not what I had intended to happen, so it was time to once again open the WAD in an editor. I won't bore you with all the technical details of what caused the bug or exactly how I fixed it, but suffice it to say that the bug resulted in some proactive tweaking of all the boss monster that has remedied the situation. It was in a way a fortuitous bug because the code command I discovered to fix it also enabled me to now add plasma cells that can be looted from my RailGun Sentries after they explode. That same bit of code (I think) could be used to create monsters that spawn other monsters when they die or even monsters that infinitely respawn even though the game is not set on the NIGHTMARE difficulty... but that's a particular bit of nastiness that I think I'll save for the Second Anniversary Edition or maybe a special Hardcore Edition...

EDIT: 05/24/2012

I didn't notice this post on Realm667 until after I had put what I thought was the finishing touches on all of this, but apparently many (if not all) of the monsters in the Beastiary are getting brightmaps added to their files. This includes many (but not all) of the monsters in my little Upgrade here, which means of course that you still haven't seen the final version of the mod yet. But don't do another facepalm just yet; it'll likely take some time for them to get all those brightmaps done and for me to in turn add them to my mod, so you won't be seeing another post about a new version being uploaded until I feel I've added enough new content to warrant it. As a result of this news I'm also in the process of converting the WAD to a PK3 file, which has the potential of giving me the chance to experiment with some new ideas I'm not going to reveal just yet...

Saturday, May 12, 2012

667 Shuffle

It's often said by my critics that all I do here is talk about how my mods are better than everyone else's... despite the fact that none of those critics has yet been able to point to where I've actually made such a claim and despite the fact that I present to my readers for the sake of comparison the mods of my competitors, like Aeons of Death. It has also recently been said that people would rather play Doom with Scalliano's 667 Shuffle than with my Doom Upgrade. Thus I present a look or two at Scalliano's 667 Shuffle so that you all can make your own choices without any coercion from me.

Thursday, May 3, 2012

Guilty by association?

This is the latest work of art that my Doom Randomizer is being compared to:
Like the comment says, you be the judge.
But I've been told that I don't do anything here but whine and cry about my terrible mods that nobody likes, so now I'll just go back to watching Rosario + Vampire...

EDIT: 05/05/2012

And why is it that as soon as I post in a thread about this in the DoomWorld forums the thread gets locked? And they say I'm afraid of the truth...

...should I even mention about how more comments and votes have yet again been deleted randomly from my uploaded file? Maybe Ty has a comment and vote deleting randomizer...

Tuesday, April 24, 2012

Knee-Deep in the Randomizer

Anonymous critics have said multiple times that my Upgrade randomizer mod makes Doom an unbalanced, unplayable mess. It has also been said that I didn't test it with anything, that I just threw some crap together and then uploaded it to the Archives without any thought. I realize that even after these critics see evidence to the contrary with their own eyes that they will likely still have some senseless, cowardly anonymous insults to post, but I wasted my time making this FRAPS video anyway.

This is me playing the entire first chapter of Ultimate Doom with my Doom Upgrade mod on Ultra-Violence without saving, reloading, cheating, dying or stopping to piss. If RL permits I might make videos of the other chapters as well, but to be perfectly honest I think it's ridiculous that it should be necessary to make any videos at all.

I apologize somewhat ("somewhat" because it's not entirely my fault) for the poor quality of the flash video. The original AVI file was over 60GB and if it didn't make YouTube shit itself then it definitely would have taken a month to upload and eventually would be deleted. I did my best with the resources available.

If anyone actually watches this, you may notice that the MegaSphere I picked up in the Phobos Anomaly map was invisible. That's because, after all this time, I forgot to copy to my WAD the sprites for this power-up which does not exist in Ultimate Doom. Just a small oversight which I will need to correct in a future update.

EDIT: A dozen DoomWorld comments later...

If you view this video you might also note that "My Little Pony" does not appear anywhere in the game. I'm still not sure where they came up with that one...
Well, I suppose it's better than being called a "stinky bitch"..

Thursday, April 19, 2012

Doom Upgrade Update #?

I have other games and mods that I'd like to blog about here (no, I really do) but lately my infamous Doom Upgrade has been the recipient of much attention (a few new gems have appeared in the file's "reviews" section since I last mentioned it here) and I've received some constructive feedback, all of which inspired me to open up the WAD with an editor once again.

Before I type any further I should mention that my initial attempt to submit the updated version to the DoomWorld/id Games Archives was unsuccessful. I won't bore you with the minor details, but suffice it to say that the whole FTP thing is something else I think the Archive needs to abandon and join the rest of us here in the  new millennium. As a result, the updated version of the WAD is currently only available for downloading from GameFront.

So, what did I change this time around? Well, many of my critics will be disappointed to learn that I haven't scrapped half the mod as they have so eloquently advised, but I did implement one or two suggestions that I've received. Here are the latest changes in a nutshell:

-The Hell Squire has been completely removed. Aside from making a squishy sound when he died, he really didn't do much so he got the axe.

-The Soul Harvester has been completely removed. In the company of the Spirit Imp he was simply redundant and the Spirit Imp to me is clearly the better of the pair.

-I made a few minor increases to the Afrit's speed and to the speed of his projectiles; in the company of some of the other Hell Knight and Hell Baron variants he just felt to me to be a bit inadequate.

-I reduced the spawn rate of the Cheshire Cacodemon to a 5-in-100 chance. I can't do much better than that. If the Cheshire Cacodemon continues to appear in every map or multiple times in a single map, we'll have to take it up with Randy Heit and Graf Zahl; it's their code and I can only work with what they give me.

-I reduced (but did not completely remove) the Specter Shadow lighting effect I had attached to the Blot. On my rig with its triple-core processor, 8GB RAM and Radeon 3300 GPU the effect was causing framerate stutter, so I decided something needed to be done about it.

-The plasma used by the Devastator has been increased to 100. I know, I know... that means that even if your backpack is full you'll only get 9 shots with it, but it really is a weapon that's on the borderline of cheating and this way we'll be forced to save it for very special occasions as I feel it should be. Besides, the rapid-fire BFG eats up the plasma pretty darn quick, so it seemed odd that the Devastator did not.

-I slightly reduced the knockback effect of the Hunter Shotgun, but it still packs quite a punch. In the same vein, I multiplied the mass of all the Mancubi x10 so they should all hold their ground much better now. I also multiplied the mass of the monsters that aren't intended to move at all: the Evil Eyes and the RailGun Sentries. I've noticed several times that they were getting knocked back in certain situations, but I didn't want to fire up the editor just for that so it didn't get fixed until now. (EDIT, The Next Day: While I was in there fixing the mistake I made with the Maxibus, I also adjusted the health scores of the other Mancubi; some had 1500 HP while the original Mancubus had just 600 HP -- now they're all around 1000 HP.)

For the few of you who have actually used the mod and are interested in the updated version, I need to mention that two "actors" were removed in this update so it may or may not be compatible with saved games that were recorded with the previous version. Since only two monsters were removed, there's actually a good chance that it will work with a game you have in progress, but if one of those two monsters were spawned in the map where you saved your progress it'll be a definite no-go. All I can say is give it a try; I got lucky and didn't need to restart the MegaWAD I've been playing.

Well, that's pretty much it. I'll let you know whenever I'm able to get this (and my last music WAD) accepted by the Archives. Until then, thanks again for your support and feedback!

EDIT: 9 Sailor Moon episodes later...

Tried the FTP client upload again and failed again. If you're reading this Ty, I'm in full favor of modifying the Archives to use technology from this century...


Sunday, April 15, 2012

More Doomfoolery

Here's the latest anonymous accusation posted on my infamous file upload:
So with that I issue this challenge to anyone, friend or foe: find anywhere in this blog (or anything else I've ever typed anywhere on the internet, for that matter) where I have boasted that I am "the best" or that any mod I have ever made for any game is "the best" and point us to it. I'd love to read it.

Thursday, April 12, 2012

And again...

Another glance at my uploaded file over at the DoomWorld/idGames Archives shows that the trend is continuing; almost everything spoken in defense of the file is deleted while the trolling comments are allowed to remain and no one is permitted to respond to them.

Why don't you assholes save us all some time and grief and just delete the whole damned file permanently?

Saturday, April 7, 2012

Béla Bartók Plays Doom

Since in the Classic Doom Hall of Fame I seem to be ranked right up there with prolific legends like Terry and Ruba, I've decided that it's time to release my next great Doom project. Though I've taken the project completely seriously, to others it should at least be good for a laugh or two.

I've been a fan of the compositions of Béla Bartók for many years now. Unlike the more conventional works of the famous composers one might think of when classical music is mentioned, the more contemporary pieces written by Bartók tend to be very edgy and somewhat unnerving, to me conveying feelings of mental and emotional chaos. When in the absence of an audio sample trying to verbally describe his music to someone unfamiliar with Béla Bartók, I usually say something like: "Imagine the music from an old horror movie." Bartók's 6 String Quartets are fine examples:

Opus 17, Second Movement

Thinking that Bartók's 6 String Quartets would also work well as a Classic Doom soundtrack, I decided to pack them into a WAD and test my theory. I was pleased enough with the results that I decided to upload the WAD to the id Games Archive, where I'm certain it will be well-received by my peers.

Since I did the FTP thing just a little while ago, the file is not yet available for download from the Archive. In the meantime, anyone interested in this music WAD can download it from GameFront. (Requires a sourceport that supports .ogg playback.)

It should be interesting to see what kind of "reviews" this one will earn...