• Doom Section Added

    Making levels for Doom has been a hobby of mine since the mid ’90s when the game first game out. Very few of my levels have ever been released, but the ones that have can now be found here: http://alexa.partition36.com/doom/

    In particular, I’m especially proud of “Extreme Terror”, a massive level I finished just last month.  Bo be sure to check that one out!

  • Astrotron 2284

    So… I’ve been doing something rather interesting and in the shadows lately… I’ve been writing my own video game: Astrotron 2284!  The game is still VERY early in development, but basically it’s going to be a semi-clone of one of my favorite classic games, Cybernoid.

    Along with the game will come a new editor for levels (based on my work-in-progress Rise of the Triad editor, RottEU, which hasn’t seen the light of day yet), as well as an editor for a data format I made called a “Sack”.  These are basically a more advanced version of Doom’s WAD files.  Unlike WADs, Sacks can store more entries (probably a bit more than 18 quintillion), and each entry has a small amount of metadata (a “type” and a textual note).  Parts of the Sack file are also compressed with GZip to save a bit of space.  Unlike the game, the Sack-Editor is already usable.

    The source code for the game and editor is here and as usual, is under the GPLv3.  Tomorrow (well… probably tomorrow) I’ll upload a tarball/zip file of the editor’s binary as well.

  • New 40K terminators to paint!

    Earlier today I was at the hobby store looking at the Warhammer 40K model kits.  As usual they had Land Raiders, various dreadnoughts, and plain old Space Marine squads.  But they also had a few boxes of Terminator squads.  These have always been special to me since they are what got me into 40K in the first place, so when I saw that they had them in stock, I had to pick them up.

    So now I have a set of Terminators to paint once my Veteran Squad is finished.  Eventually I plan to use these on the table top, but as of yet, I don’t have enough figures.  I still need to get some standard Space Marine squads, and also paint up some terrain.  But eventually I plan to use these for actual gameplay.

    Another thing I have to do is choose which Space Marine chapter I’m going to focus on.  So far I’ve been painting Dark Angel chapter marines (as seen on the left) since they’re one of the first ones I knew about thanks to the original Space Hulk video game.  They’re an extremely secretive chapter where only the top ranks know the truth of their tumultuous past, and they seem to have a fondness for wearing white robes over their armor.  But as much as I like them, I’m not sure if I actually want to play them on the table top.

    Another chapter that I’ve become quite fond of is the Mantis Warriors.  These are a descendent of the White Scars chapter by way of the Mauraders.  Their tactics seem to be based more on hit and run, guerilla warfare, and misdirection, which they’ll use to avoid major combat until they’re in a position where they can unleash their full force all at once.  So basically, exactly how I play RTS games.  It’s these tactics, combined with their interesting history and the fact that not many people know about them, that have gotten me interested in them.

    That being said, my plan is to paint these new Terminators I bought today as Mantis Warriors, which should turn out like the picture on the right.  Later on down the line I’ll chose which chapter I want to focus on first for the table top, and I’ll just keep the other chapter’s models around as display pieces.  Which is actually part of why I paint these things in the first place :-P

  • Descent Remastered

    I’ve been working on remastering Descent music lately, much the same way I did with Doom’s, and have been making some good progress.  But doing Descent’s music is quite a different experience. When I did Doom’s music, I spent a lot of time getting things to sound more realistic and full. This was especially true of the guitar parts, which sounds very synthetic on most GM synths, as well as the choirs and brass.

    But Descent’s music is more electronic based, and so the remastering is less about having better sounding instruments and more about improving clarity and mixing. For example, changing from the GM SynStrings patch on my JV-1010 to a hand-programmed patch on my ImpOSCar VST doesn’t really buy me much. Careful EQing and adding effects such as a chorus seem to do a lot more at improving the sound quality.

    More technically, the MIDI files for Descent are a lot more complex. There’s more controller messages that I have to consider, some of which I don’t encounter often, and a few files are all odd because they’ll have tracks duplicated for no reason. Doom’s files were at least pretty simple.

    Still, I’m having fun doing these remasters.