Uploaded July 2012 | Updated September 2026, 3 weeks ago
This project was done and waiting to be broadcast since Saturday last week. Youtube went Apeshit when uploading, not starting the upload at all or telling me I'd removed it by myself. . .
Whatever, so I am here proud to present another example of a Youtuber who's not afraid of wasting a whole hour to get relevant footage. Okay, on a more serious note, this clip showcases what happens if you place the monster spawn destination DIRECTLY to the left and to the right of the spawner. Normally, these cubes would turn into a random enemy fighting the Doomguy. However, this won't happen in this special case. The cubes keep on flying untill they eventually come back and travel from left to right forever...
The first storyboard was easy: Creating and showing the normal slides, layering the intro of TIME by PINK FLOYD over the clip and see how two or three cubes "meet" while traveling across the screen. This was discarded as soon I discovered that if you wait long enough, the cubes will fly around BEHIND the map. Unlike described elsewhere, they don't fly straight to the right or left, more with a slight diagonal angle.
All the material recorded so far deleted, changed the choice of music and removed everything except for those slides, sat down for one full hour to wait the cubes to spawn, doing random stuff meanwhile and you hopefully see the same hidden beauty in the flying spawn cubes in the last few seconds of the clip...and the glitching automap.
This project was done and waiting to be broadcast since Saturday last week. Youtube went Apeshit when uploading, not starting the upload at all or telling me I'd removed it by myself. . .
Whatever, so I am here proud to present another example of a Youtuber who's not afraid of wasting a whole hour to get relevant footage. Okay, on a more serious note, this clip showcases what happens if you place the monster spawn destination DIRECTLY to the left and to the right of the spawner. Normally, these cubes would turn into a random enemy fighting the Doomguy. However, this won't happen in this special case. The cubes keep on flying untill they eventually come back and travel from left to right forever...
The first storyboard was easy: Creating and showing the normal slides, layering the intro of TIME by PINK FLOYD over the clip and see how two or three cubes "meet" while traveling across the screen. This was discarded as soon I discovered that if you wait long enough, the cubes will fly around BEHIND the map. Unlike described elsewhere, they don't fly straight to the right or left, more with a slight diagonal angle.
All the material recorded so far deleted, changed the choice of music and removed everything except for those slides, sat down for one full hour to wait the cubes to spawn, doing random stuff meanwhile and you hopefully see the same hidden beauty in the flying spawn cubes in the last few seconds of the clip...and the glitching automap.



![[Non-OPL PWAD Soundtrack] LIQUID CRYSTAL
** Quadruple feature - Part ONE of FOUR **
The singleplayer start is just as innocent as in 1,000 other maps. But just a few steps ahead you figure out: Something is wrong, and you find yourself in a situation you cant simply deal with... Just like in a nightmare. A Real Nightmare!
It was about time to get some new music up. PWADs often dont come with their own soundtrack, some recycle well-known tunes and yet other chose music not quite fitting. Miss Marples Theme? Really?
But there are talented mappers and musicians who work together for an awesome DooM experience. Visually stunning, with nice scripting - and an outstanding soundtrack. Of course, its a matter of everyones taste, but I want to show you my favourites of the PWADs tracked music soundtracks, too.
The idea materialized yesterday to a bunch of 1-GByte files as I have discovered this Deathmatch map collection. I was about to shut down the game a few seconds into it. If you want to get some OPL music and hear XMs and ITs, you are not very excited. But 10 minutes later the first footage was banded on my hard disk. Some of these maps are Meh, sometimes the soundtrack is better than the map itself, and some maps are not worth to be shown in terms of visuals AND acoustic. [Non-OPL PWAD Soundtrack] LIQUID CRYSTAL](https://i.ytimg.com/vi/MpR_7KedpAw/mqdefault.jpg)





![[Non-OPL] Seclusion 80s Discopop Mix as known from Alien Vendetta / or the game Fire Fight
Originally from the game Fire Fight, this outstanding song can be heard in Alien Vendetta, Map 04. Totally surprised by this song I often played around with it in the last past years. One of the soundfonts contains this OUTSTANDING super-clear Polysynth, the other this 80s bass drum. It was this morning where I finally wiped the dust off my Mac and got this done.
I didnt remix anything. All the notes are original from the midi. I just transponsed the entire pitch up by 4. The base of this song is the percussion. Its almost 1:1 used, except for that solo part where I cut out a bit (at 3:40). Based on that percussion line I added all the instruments I recorded individually from my Mac using the best matching soundfonts available. In the end, this song consits of 15 tracks and only 11 different musical pieces (from Bass to Square Wave). And with these modules I built the track you are hearing.
It was much fun to change all the instruments to fit the theme. The bass drum, the fast percussion (I even slew it down from I think 152 to 135) the polysynth and the halo pad..
The Piano turned into an E-Piano, the halo pad is originally a choir and one track I recorded twice as Sawtooth (original) and as Square Wav. In the song, they are in competition in the background of the solo (at 3:54). They got their individual channel; Square Wave to the right and Sawtooth to the left.
Apart from that I had two helpers: Reverb and Delay. Sometimes, the reverb is a simple DSP effect. The other ones, like the strings at 2:43 are reverbed, duplicated, slightly delayed by hand and given a -30/+30 stereo panning to enwrap the E-Piano.
The only sound effect I had to add is the crash cymbal at 3:39 for the sake of the listening expierence. The ping-pong bass was supposed to be a muted guitar, but it sucked, so I stuck with the original inteded instrument.
In the end, the Polysynth got some flanger / wha-wha to fade out slowly. [Non-OPL] Seclusion 80s Discopop Mix as known from Alien Vendetta / or the game Fire Fight](https://i.ytimg.com/vi/NffuAjfyx3U/mqdefault.jpg)
