![]() ![]() You'll find my music on my Youtube channel and website. But most of my original electronic music (or studio albums) is created using FL_Studio. I have composed most of my midi files using Cakewalk Home Studio and Cakewalk Sonar with a few made in FL_Studio. I prefer mapping for Vanilla, Limit Removing or Boom Compatible. MOD Players, information and unofficial help. 314 Posts 64 Topics Last post by HKvalhe in Looking for C64 samples. My first Doom Builder maps appeared in Bella2.wad and after briefly using Doom Builder 2 before it failed due to a Windows 7 upgrade I currently use Gzdoom Builder even though the only Gzdoom maps I ever made were in Doomed Space Wars. Child Boards: MilkyTracker, NitroTracker, ChibiTracker, AHX, HivelyTracker, Protracker: Sampling. Doomcad 6.1 is what I used when making my Twilight Zone 2, Death Tormention, 2002ado maps and also Spacia.wad. I also used Edmap 1.31, especially for Death Tormention E4M4, it wasn't too bad but had limitations. Most of twzone.wad was made with Doomcad 5.1 (built nodes using BSP 2.2x or something), and then I used Doomcad 6.1 (and BSP) from 1998 to 2003 and reconfigured it for Boom features and it was easier because it displayed flats and textures while when using Doomcad 5.1 I had to write down the texture names and their descriptions on paper. I started with Waded 1.83 and Doomcad 5.1 both horrible horrible level editors, esp Waded which would delete linedefs (on Doortraks). For general use I find GrafX2 is maybe a little too in love with the idea of imitating Deluxe Paint interface though. ![]() MIDI file) and sound samples, representing different instruments that are played back according to the notes. Occasionally I'll mess around with GrafX2 (a sort of Deluxe Paint alike) mostly in cases where I want to work very strictly within a palette (one thing GIMP's not that great at, lots of functions throw a fit if you try to do them in paletted mode so you end up swapping back and forth between palette and truecolor a lot.). A MOD file is a music module file saved in the standard music module format, which originated from the Amiga module format. Once you figure a few things out there are a lot of really useful things you can do like realign a texture to make sure it's seamless, not to mention the layer-based stuff it can do. Despite a few annoying quirks it's powerful and it's free, and never having been a Photoshop user I don't have the "confusing interface" complaints regarding it. Most of my texture work and other digital graphics are done in GIMP. It's also often the best option for color swapping graphics according to a palette so I find it handy there as well. SLADE is good for WAD management though and I use it fairly often for that. unless it's in there and I've just not been able to find the instruction for it. The only thing I really miss compared to the "heavyweight" editors is being able to move floor and ceiling heights in 3D mode. Now that it supports Hexen format I probably don't have any need to use a different level editor. I've mostly settled on Eureka for map editing because it's light and unfussy and it works well on both Windows and Linux (SLADE's map editor is kind of unreliable and its Linux support is a bit iffy as well, Doom Builder is too Windows-centric).
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