-
Content count
8425 -
Joined
-
Last visited
About Quasar
-
Rank
Moderator
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Added the newest part to be finished. This was actually one of the earliest parts I started work on back in 1994. I just put the last few touches on it this morning.
-
I think I mentioned this on the forums here a very long time ago but, I've been working on a piece of music off and on for almost 30 years called "Les sons de l'été" (which is French for "The Sounds of Summer"). It's a roughly sonata-form piece for a large, but sub-orchestral, chamber ensemble: Vibraphone soloist Flute soloist Piano Strings SATB chorus + boy soprano Extensive use of percussion (idiophone ensemble, timpani, aux, drum kit, etc) It's finally relatively close to being finished after a huge push I've been doing on it since around 2018, at which time I also started dedicating a lot of time to sharpening up my skills and just getting more proficient at putting down the actual ideas I hear in my head. I've just been absorbing anything and everything to do with compositional theory and practice and I guess it paid off a bit (having MuseScore available helped too). Below is my playlist of "complete" portions (I keep tweaking stuff endlessly due to perfectionism) on YouTube. You can read a bit more about the elaborate story it tells (any plain text you see in the score is meant to be projected or otherwise displayed/described to the audience along with the music) in each video and on the playlist page. I have been updating it regularly and I just refreshed all the videos to the newest score revisions last night.
-
What do you want id to do next after Eternal?
Quasar replied to Captain Keen's topic in Doom Eternal
Earth zombies make a dog chew toy squeak sound when you make them accordion, which is literally what happens to somebody in a Looney Tunes short when an anvil falls on top of them. When you grab enemies to do a glory kill, they make (admittedly hilarious, but also tonally goofy) faces. Cacos can eat bombs and blow up their stomachs like dodongos, and spin off into the distance like a deflating balloon if you berserk them. The main character has He-Man muscles, and his evil Marauder counterpart is clearly made like a He-Man action figure that uses all the same body parts and just has a different head. Hopefully this non-exhaustive list helps. Hugo Martin himself cited "Saturday Morning cartoons" as an influence he was trying to consciously channel so there's really nothing to debate. -
I'll note that McCandless indicates that Joe Wilcox (Sillysoft) was a "semi-finalist" but that seems difficult to reconcile with the brackets as otherwise known so who knows what he actually meant by that. EDIT: he also claims Merlock had two byes. Then again he spends 90% of his article ribbing on Merlock due to the guy's notorious reputation for self-aggrandizement and trashtalk on Usenet so who knows if that's factual or just meant to make him look worse.
-
Only for the UK Heats. I have never found a complete bracket for any other portion so far.
-
They were not, I would argue, the adjustments that were necessary to fix that particular problem. That could have been done with more enemy variety alone, for example, or additional weapons. After the Argent Tower, the only new enemy to appear is the Baron IIRC. Changing the entire combat formula in the way it was done was done because that's what they wanted, not because of external feedback. Whether you think it's good, bad, or something in between, that's for id to own.
-
It's true and a good point. Sometimes he was a badass. Sometimes he was threatening to crack and go crazy. And sometimes I'd imagine he had to be frightful, because courage isn't the absence of fear, it's the willingness to act despite it. The problem is how a selective attention turned into a feedback loop which eliminated any room for competing interpretations or alternate perspectives from the game's aesthetics and playloop. What were previously spooky or atmospheric moments can no longer fit in because everything must be amped to 11 at all times. It's just an unfortunate set of blinders from my POV.
-
It'll vary in the eye of the beholder. I just know for me, some areas just gave me the creeps. I still dislike that dark maze area of Halls of the Damned, it creeps me out completely. Also, the baron's roar was something else. That corner in Deimos Lab where you see the baron pic and then there's a baron around the corner comes to mind as intimidating/dreadful. Other parts of that level were also spooky, with the flashing lights at the beginning for example.
-
Pieces Of Media You Can't Believe Were Made By The Same Person?
Quasar replied to DSC's topic in Everything Else
They also made these, back in the day: -
And the thing is, the originals were never intended as "cartoony." They weren't afraid to use primary colors, or to throw in some sick humor like a rabbit head on a spike being your "pet rabbit Daisy" but absolutely none of it was ever employed in a way meant to make you take the game's world less seriously. There was in fact a quite troubling deliberate effort in the marketing of both 2016 and even more in Eternal to recontextualize the series as "always having been about" the themes present in the new game, rather than those being the innovations of the newer games' creators. This got bad to such an extent that I started adding content to the Doom Wiki to ensure that the erasure of history wasn't being parroted there. In particular, this quote from Kevin Cloud in the ''Doom Survivor's Strategies and Secrets" official guide was quite informative and almost the exact opposite of something that Hugo tried to assert at one point: This was while Hugo was claiming that Doom has always been about the power fantasy and a roid-raging hero who is never afraid of anything. In 1993, Doom was scary as fuck. I know that's impossible for the kids to conceive of these days. People said the same thing about corny old Universal monster films though. People fainted in the theaters back then. Now they look ridiculous to us because our imaginations are blown out from decades of high-fidelity media exposure.
-
Coincidental in that the Icon of Sin is based on the sabbatical goat, which is also a representation of Baphomet; thus, its shape is due to that of a goat's skull. But then again some occultists think the resemblance of the uterus to such is exemplary of the principle of "as above, so below," which is associated with Baphomet, so, think whatever you will about that I guess! *laughs*
-
Credit sure, but permission, no. Lobotomy doesn't exist since 1999. In addition, most if not all of id Software's contractual agreements for production of console versions of their games assigned ALL IP rights back to id Software. This is why we were able to do the Doom 64 remaster, and include Quake 64 with the Quake 1 remaster. Otherwise there'd have likely been all kinds of annoying obstacles that would have killed those efforts before they started.
-
That line is from me, and there is not any actual limit there. It would allocate more than 64 KB if it didn't literally check, "is this going to be 64K?" and error out if it would be. Nothing about the code wouldn't work otherwise. I don't know that Doom itself was ever fully compiled as real mode and that probably deserves clarification, but it's quite likely this code was imported from somewhere (Shadowcaster/Raven Engine???) that was.
-
I can't say too much about it but I can confirm that NEW.WAD's association with Doom's development resources predates the Mac version and has no relationship to it in particular. At least I know what it is now, that was driving me crazy previously.
-
What happened to the term "erase" it has been "delete" since late 90's
Quasar replied to Stroggman's topic in Everything Else
"Erase" makes me think of ancient tape drives. Or not so ancient ones because some backup systems still use those.