Category: Doom

The only game I ever play. For serious.

“Revolution! MIDI Pack” released!

See the new page!

It’s been a while since I really posted anything about my gaming and modding habits here, huh. Well now that uni is out of the way, I can focus on more personal projects. (Yes, this includes Adventures of Square for those still clamoring for that.)

But here’s a musical project that has been in the works for just under a year now and finally may see the light of day. Akin to Harmony MIDI Pack and Plutonia MIDI Pack, this pack of music was written by myself and various Doomworld community members, each one allocated its own place in the 2001 custom levelset Revolution! by Thomas van der Velden. There are 33 levels in this set, so a lot of music had to be written – and so it was, by a group of very talented musicians from across the community.

This music pack also had the good fortune of Thomas himself remaining active in the Doom scene after all this time, and gave us his full blessing to work on the project. He even designed custom artwork for it and created an entirely new bonus level which comes with the download of this pack!

You can download everything from the brand-new page here on this blog, which also has info and other links. Get it now!

Square is coming to Blighty!


Fantastic news! The Adventures of Square is coming to EGX London 2015 THIS MARCH 12-14!

All the details are here, and you can get tickets here.

If you’re around there and then, come check us out! Myself, my brother Baratus (the voice for Square), Matt “MTrop” Tropiano (the voice of the circles), and Jerry “jmickle” Mickle (our PR guy) will be showcasing the game over this period.

Needless to say, this is exciting stuff. It’s been a little over three years since I left England, so itshould be great to be back “home” again. I also get to meet two of my developers face-to-face for the first time. We’ve worked on this project purely through the power of the internet, but now it’s time to take things a step further, now that we’re pushing Square further out into the indie gaming sphere.


Here’s the link to our website, where you can try the game for free, and to our Facebook page.

The Adventures of Square BETA RELEASED!

Holy crap I’m alive and what is this.

Yep, after just over a year of solid labor, an official release of my ZDoom magnum opus has finally seen the light of day.

This thing has already been described as “a total conversion but more” and I’m inclined to see it as its own independent game. Absolutely no assets from the original Doom game are present here, apart from the game engine itself, and even that is modified greatly by the ZDoom port. It is officially now a throwback to the original Doom, rather than simply being a mod designed for it.

Anyway, enough ego-jerking, here’s the release post from Doomworld!


The brilliant Doctor Octagon has been kidnapped! Square must find him, and rescue him from the clutches of the Circle of Evil, a mysterious cult hellbent on the domination of Shape Land. He will square off against terrible monsters and impossible traps in order to prove that he’s no square when it comes to justice. Guide him to the center of the Circle’s domain, unravel their malicious plot, and win the day fair and square.

The Adventures of Square™ is a wacky and wonderful total conversion for the DOOM engine by Bigbrik Games: a new company of level designers, programers, musicians and procrastinators whose impetuous charge is to make things blow up in fun and interesting ways! Lead by James Paddock from 2011, the project began as an ambitious, one-man attempt to bring to life a hidden world of paint, puns and shapism, but soon grew to become the flagship title of a small and dedicated team, including community veterans Xaser, Alfonzo, MTrop, Pavera and Tarnsman. While the first episode is a complete and paid-for experience, it’s only a small taster of the crazy delights we have in store for later – so stay tuned!

Square makes extensive use of ZDoom’s advanced features in the UDMF format, with a unified approach to its level design, art direction and gameplay. Players can expect to find all the best elements of DOOM’s fast and frenetic pace unencumbered by a sharp focus on fun, shapely layouts and free-flowing combat, and with a variety of new and familiar mechanics that build upon this brand of play. The game is made with speedrunning and multiplayer in mind, and features exclusive deathmatch (Square-Off!) maps in which to blast your buddies. It’s the whole shebang, I tell ya!

The Squareware™ features the first episode of the game, Cornered By Circles: Radial Dawn, including:

  • 9 fully playable levels, fresh out of Shape Land.
  • 16 tracks from The Adventures of Square OST, courtesy of the musical minds of Jimmy, Xaser, Alfonzo and jmickle.
  • All-new textures and artwork.
  • All-new sounds and voice acting.
  • 4 exclusive deathmatch maps.
  • Arcade style Time Attack! Mode for single-player support in deathmatch levels.
  • Support for Xbox controllers.
  • Partial support for Mac users.
  • Really, really awful puns. I mean Jesus.

Be There And Be Square!

Also we have a website! Watch that page for all changes.

Here are the release threads on Doomworld and ZDoom forums, too.

Doom is 20


The best computer game of all time turned two decades old today.

Yep. The big two oh.

Doom is still played and modded by a large, still-thriving community, and it is still as fun as it was when it was uploaded to the university of Wisconsin’s FTP server and distributed worldwide. It’s still my favorite game ever.

Thank you so much, John Romero, John Carmack, Adrian Carmack, Dave Taylor, Tim Willits, Kevin Cloud, Sandy Petersen, American McGee, Shawn Green, Jay Wilbur, Paul Radek, Robert Prince, Mike Abrash, and Gregor Punchatz of id Software for creating the greatest game ever released.

Fellow Doomers, let’s celebrate! 😀 Here’s to at least another 10 steady years of Dooming.

“The Plutonia Experiment” MIDI Pack released!

I’m pleased to announce the completion and release of the Plutonia MIDI Pack, which is a unique project I started earlier this year. It consists of 35 new MIDI tracks, all written by various members of the Doomworld community, in a bid to write a unique soundtrack for the Doom 2 add-on “The Plutonia Experiment” – which had no new music of its own and instead borrowed the music from the first two Doom games. Its counterpart, “Evilution” did feature new music, though – and as a very musically-minded person, this is to me the biggest and most immediately apparent separator between the two levelsets. A lot of Evilution stands out in my mind more clearly than Plutonia.

Therefore I decided to ask the community for its opinion. If the music for Plutonia was all original, what would it sound like? The community response was quite enthusiastic, and after a great deal of work from many talented individuals who contributed some really great work to the project, here is the finished product.

You can see a new page has been created for it under my Doom category.

Download now!

Download from the Doomworld /idgames archives

The Adventures of Square DEMO RELEASED


Hey everyone, Jimmy here. I’m not dead.

As you may or may not be aware, for at least two years now, I’ve been working on and off on a silly little game project called The Adventures of Square, a first person shooter/platformer using an advanced version of the engine from Doom. You may have already read about it on the page I made on this blog.

I am very pleased to announce the long-awaited release of its four-level demo. Check out the screenshots below. (Click to see the full version.)

The Adventures of Square is planned to be a full total conversion for the ZDoom engine, making extensive use of DECORATE and UDMF to create a whole new world completely separate from that of Doom, but keeping more or less the same fundamental gameplay mechanics that make Doom such a fun and loveable game – as in, run into rooms, shoot enemies, make them explode, get weapons and finally beat the big badass at the end.

Expect goofiness – that particular dial has been cranked up to 11. The cartoony art style is something I’ve wanted to try for ages in a first-person shooter engine. The mod features a plethora of villainous geometrical characters, and let’s not forget that there will be geometry puns aplenty, given the nature of the characters.


Go to the page to download!

This demo showcases what will probably be its final gameplay, but knowing me, anything is subject to change at this point. Further levels are planned. It’s been a long and hard development cycle with an extensive bugfixing period, and all feedback and criticism is incredibly appreciated. I sincerely hope you enjoy the game. 😀

TwitchTV livestreaming

I now have an account on the livestreaming website TwitchTV. I will occasionally be broadcasting streams of me either composing music, or playing Doom. Fun times. 😀

Go to my TwitchTV channel and bookmark it in case you’d like to be part of the stream as it’s happening.

Below you can view something I livestreamed earlier today. It’s a 40-minute stream of me completing a request – someone asked for a MIDI sequence of Frank Klepacki’s “Radio“, a track from the game Command and Conquer: Red Alert. For my first ever livestream, it actually went really well. I’ll see if I can make this a regular feature.

Watch live video from jimmybtsx on TwitchTV

If you subscribe to me on TwitchTV, I believe you’ll get e-mail notifications whenever I start broadcasting, which will probably be around 12pm in my timezone (GMT+8). That unfortunately means about 4am for anyone in the UK/Europe, and 12am for anyone in the US. I’m afraid my current longitude and latitude coordinates on this planet are probably not ideal in terms of potential viewer count. 😡

Doom page FINALLY updated

After over a year, the crappy placeholder Doom page I had with the crappy placeholder tables for all of the crappy placeholder projects I had listed on it, has been updated to reflect my most recent and most relevant releases, plus a few that are still in development and have yet to be unleashed.

I’ve spent the last four days working on updating it and writing short(ish) descriptions for each of the projects I have listed. I’m pleased to have it finally in a working, intuitive, up-to-date condition.

Go to Doom page

Check it out! 😀 Pweese.

Two decades on this planet, also Doom turns eighteen

I suppose this is quite significant to my life so I think I’ll make a blog post about it.


(Late by ten days though it is.)

(Also that cake wasn’t mine.)

On November 30, 2011, I celebrated the 20th anniversary of my inception into this world. Two decades. 20 years. 240 months. 1,040 weeks. 7,305 days. 175,320 hours. 10,519,200 minutes. 631,152,000 seconds.

But really, it doesn’t matter how that length of time is phrased – it just doesn’t feel like it’s been that long at all. I may have existed for two whole decades, but I certainly don’t feel as though I have the same amount of experience as your average person of 20 years. I still feel like a young’un, yet my self-image should surely have graduated to “adult” when I officially became an adult two entire years ago.

I think that may be because, as I think it’s safe to say, I’ve led a rather sheltered life. I’ve spent most of my time cooped up in my comfort zone, fiddling about making music and playing games that are nearly as old as me. I haven’t exercised any of the new rights and privileges that come with being a slightly older person. I’ve not voted yet – I tend to stay as far away from the trainwreck that is our current political system as possible. I don’t drink at all – alcoholic beverages of any kind just revulse me for reasons I can’t really explain. I still can’t be trusted to drive a vehicle – lessons were taken but I soon proved to devolve into a brainless klutz whenever put in front of the wheel of a car. And you probably couldn’t give less of a shit about my sexual experiences but let’s just say they have not been that many.

My parents have gone well out of their way to make sure no unnecessary hardship should come upon me or my brother. One of the major reasons we emmigrated was to ensure we both had a good chance of further education and to open up a myriad of new opportunites, after the UK proved to be rather limited and less-than-enthralling, what with the state of decline its economy is now in.

In the coming years I’m going to try and be as responsible and outwardly proactive as possible. In the twenty years to follow, I’m going to find wealth, knowledge, love, and happiness through whatever means I possibly can. And I’m going to (try and) do it with as little help as possible.

Anyway, that’s enough of me ranting about the obstacles I’ll have to face throughout my continuing existence on this Earth. Let’s talk about something that matters a little less, shall we? 😀

Today, Doom turned 18. At least in the UK, it, like myself, is of the age where it can legally vote, drink, drive and procreate (though let’s hope not at the same time, or those privileges might well get revoked fast).

18 years ago today, the game that would forever change the face of computer gaming and set the standard for survival horror games was uploaded to the FTP server of the University of Wisconsin, and was immediately set upon by zealous gamers who, in their frantic bid to get an early copy of the game, crashed the server.

Let’s face it, Doom is arguably the best videogame of all time. Not just because of its timelessness and its technological feats considering the hardware and software available to developers at the time, but because its community is still a thriving and incredibly creative force that is showing no signs of stopping any time soon.

I for one am definitely not going to stop loving it, or making maps of my own for it, at any point in the near (or distant) future.


Also I done won a Cacoward. This was for my 32-map single player mapset “Jenesis“. This is the first Cacoward I’ve won for a project of my own (although I’ve contributed music and the occasional map to a few community-made projects which also won awards in previous editions). Still, this is a pretty happy moment for me. Jenesis took me since October of last year to complete and only hit the archives at the end of November this year. Yep, more than a years’ worth of on/off work, bugtesting, finetuning and the occasional hiatus went into this project. Of course, not all of this year’s Cacoward winners took that long to complete (in fact, Khorus’ 32-map project took him exactly a month), so I guess my next goal is too see if I can pump out something of equal quality within a shorter amount of time. Hopefully I’ll release something to match or even outdo Jenesis in 2012. Possibly even that friggin’ Chip’s Challenge remake I’ve been sitting on for a while now.