Doom 1 Remastered

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Janoc Florez

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Aug 3, 2024, 5:33:31 PM8/3/24
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Hmm, this actually sounds pretty good. Though I do have two things to point out that could use fixing.

1. Get rid of the popping noise that the sawtooth makes in Demons on The Prey.

2. Use something else for the opening instruments for Sign of Evil. I think a Taiko Drum and a Tubular Bell like the 3DO version would work fantastically.

Also, may I make a suggestion for Sweet Little Dead Bunny? You should add stock sounds of children laughing and birds chirping in the happy part and transition that into demonic laughter and the sound of a roaring fire in the evil part. It would definitely make the song alot more creepy and evil.

Downloaded all of them and listening to them now. Actually rather good, I like most of the sound. Although, some of them have audio problems that shouldn't be there. The pops in E1M7 are slightly annoying, and some of the others seem to have very minor poppiness or something (like in the first seconds of the Endgame music). I really like the rocking hardcore sound, though, you did a great job on that.


You aren't remastering audio tracks here. You're putting midi data into a DAW to trigger software synths and samples, as opposed to a soundfont. There's nothing wrong with that, but "remastering" has been certainly been misused as a marketing term before.

It's not a mistake that BtSX used midi files for music by the way. It's a result of working within a project's set limitations; i.e. vanilla doom cannot play raw audio formats, such as mp3 and ogg.

You aren't remastering audio tracks here. You're putting midi data into a DAW to trigger software synths and samples, as opposed to a soundfont. There's nothing wrong with that, but "remastering" has been certainly been misused as a marketing term before.

It's not a mistake that BtSX used midi files for music by the way. It's a result of working within a project's set limitations; i.e. vanilla doom cannot play raw audio formats, such as mp3 and ogg.



actually i play the guitar on some tracks, like the second one from BtSX, if you listen carefully, you can see some mistakes that i overlooked

EDIT: also, by mistakes, i mean MY mistakes, not from the midis, and i'm doing this type of "remasterization" because i feel that if a song is perfect, leave it like that, or do a faithful "cover", and i'm saying remastered, because everything you hear, is in the song, my point here is to think like if Bobby Prince made the soundtrack today using live instrument or vst's, i know that i'm not really remastering, but if people actually enjoys it, i'll keep doing it, btw, thx for the reply, every opinion is important for me. xD

ps. if my english sucks, my bad.

I like it, as much as I miss the harpsichord. It really added some texture and... I dunno... 'sinister elegance' I guess you could say, to the track. That's my main gripe with a lot of rock/metal remixes, things tend to blend into a wall of guitars and drums.

It's a good remix all around, though you probably should've called it "Into Satan's City", to keep the alliteration intact.

P.S. Author of thread linked to it just today in another topic. Seemed pretty relevant to me.


Good point, but the album is not going to be all metal. "Into Satan's City" would've been a great name. :(

P.S. I linked in the BtSX e2 thread because i just finished my "remastered" version of the soundtrack, just look at the first post and you'll see. xD

Mods like Beautiful Doom, Brutal Doom, and Smooth Doom, as well as neural upscaling experiments and voxel packs, have been earnest attempts at visually refining aspects of Doom. The iconic music and sound effects have all been updated to modern standards. We have Knee Deep in ZDoom, an ambitious but ultimately bloated reworking of Doom's E1, with no word on subsequent episodes in more than a decade. And the less said about 3D model replacements, the better. In all examples, only parts of the games' presentation have been updated, and in some cases (model replacements and HD textures), it almost feels like a downgrade.

With all that in mind, what is stopping us from truly overhauling the original games; truly offering an HD version of sound, music, graphics, and layouts? Is it a matter of money, being that a paid team will get more done than volunteers? Is it that we can't decide on method, as there is a stark difference between HD sprites, 3D models and voxels? What precisely has kept such a project from coming to fruition?

Sometimes it is just better to leave the original game be and play the newer games (Which are great) that in part fulfil that rule with levels that are bespoke to the modern characters (both player and demons).

Doom has its own style that works well within the limitations of its tech. Modernization-for-modernization's-sake attempts usually leave it looking like an awkward bargain-bin PS2 game instead. To do it "right", you'd need consistent art direction, completely overhauled level geometry, a new lighting system, and a lot else. And considering that a big part of Doom's longevity has come from community addons with their own levels and resources (i.e. you can't just autoload "modernized doom" with them and have consistent results), putting a modern commercial game production's amount of work into updating the original levels from 1993 is a pretty tough sell for most people who would have the capability to do it.

Even the, what would be the point? I'd say the interest in a HD remaster of the original game does not exist among the game's regular players. We like Doom for what it is, not for what it could be when using all aspects of modern tech.

Doom has come along way since 320x200 is dos days, I'm sure many would agree with me, I mean now you have higher resolution, widescreen, countless wads and mods to play with, and so many source ports to play it on, Doom in HD kind of already exists to me, I grew up with this game and it has grown as well into the modern age, just my opinion however.

None of these HD packs for Doom go anywhere after a certain number of years. An example is the Doom High Resolution Pack from the early-2000s designed jDoom (now referred to as the Doomsday Engine), that has never been updated since like the mid-2010s.

A remaster akin to Strife: Veteran Edition would be great, but I don't think a full HD remaster would work as well. A remake would likely be better, if enough attention and care to the original style was given, and it has the right aesthetic. Doom remade with the style of Dusk would be interesting, with blocky 3D models and pixelation, and whatever Andrew Hulshult can come up with.

A game with Doom Eternal-like graphics but with gameplay that aligns far more with that of Classic Doom in terms of player speed and general weapon/monster functionality absolutely is possible and would be a lot of fun.

Some things would of course need to be a little different, maybe the specific animations of demons walking around would feel a little different in practice due to having smoother movement, but there would be absolutely no need to change anything drastically. It could be done in a way that still aligns with their classic Doom behaviour closely enough to not throw people for a loop.

I made a similar thread about 10 years ago by the way, and the responses were pretty similar back then, although I was told with stark, unwarranted confidence that nothing even remotely close to Doom could be done with modern tech.

Pretty much, but with some software style pixelization filter and whatever else that might make it look retro. A remake using EDuke and big Ion Fury-esque levels would be interesting too, replicating the Doom aesthetic but making the levels large and almost seamless with each other.

True, I probably should have just referenced Quake's software rendered style instead of Dusk's. The idea would be to remake Doom with a mix of Dusk, Quake, and Doom elements. Or alternatively, using Ion Fury/Build elements instead of Dusk's.

What has kept us from creating a TRUE hd remaster? I'd say the other currently-existing hd remasters. They're shining examples of just how slapping "HD" on everything simply does not work at all for a game like this.

I don't think Doom needs that. And I don't think people would care about an HD remaster of it. For games like Grim Fandango that were near impossible to get working on modern systems, that makes a lot of sense. It's a game people liked, you could polish the textures and models, bump resolution, improve controls, add some quality of life improvements, etc. But Doom lives on community content for nearly three decades. There are heaps of source ports of all flavours, replacement textures, weapons, monsters, and maps, gameplay tweaks and enhancements, controls are nicer, resolution goes as high as you like, endless options menu.. The community has already remastered Doom.

Sure as many state "we love it as it is" i can fully understand people who just want pure nostalgia. But i also like to see what if... or even things i thought about when there were less hardware restrictions.

I'm reminded of some of the discussions I was involved in with the Classic Doom 3 mod back in the 2000s. Legal issues were mentioned regarding remaking the 2nd and 3rd episodes, but a far more important reason why the team only remade the first episode was that they got bored with remaking existing maps and wanted to start coming up with products that allowed more originality. I reckon this issue, tiring of remaking existing maps after a while, is probably the main thing that has prevented a proper HD remake of Doom.

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