Category: Epic

Fail or win, if it ranks high on the epicness scale, it’s here.

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 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. 😀

Epic MIDI time: “The Godhood Suite”

So this is something that I’ve been working on since October last year. Like many of my projects, I took a lot of breaks from it, so it’s hard to determine exactly how long I spent on this, overall. However, it is without question my most intense and ambitious musical venture ever. It’s a progressive metal-themed suite written in MIDI, featuring some of my most complex riffs, stupidest guitar/keyboard solos, and most erratic time signature changes yet – taking a lot of cues from Dream’s Theater’s “Six Degrees of Inner Turbulence” and Symphony X’s “The Odyssey” (Opeth and DGM also helped me out). It’s also my longest MIDI track ever, clocking in at just under 44 minutes in length.

It tells the story (mostly through the crappy lyrics I’ve written for it) of a young demigod of Order, sent from the world of the gods to rid the Mortal Realm of the destruction and disorder caused by his own brother. He sacrifices his godhood and arrives as a mortal, finding the realm in complete chaos. Throughout his journey he meets a number of obstacles, but pulls through with the help of his friends. In the end, having banished his brother from the Mortal Realm, he decides that his purpose as a god has been fulfilled, and renounces his immortality permanently to spend his new life alongside his fellow human friends.

This is the same story me and my brother have been working on for smeg-knows-how-long, and now we finally have something to show for it.

The Suite:
Godhood (43:39)

I. The Eternity Fountain (Overture) (5:38)
II. Descent of Fire (4:37)
III. Terra Incognita (4:19)
IV. Wicked Gods (3:13)
V. The Serpent’s Puzzle (4:54)
VI. Bitter Visions (5:37)
VII. Temple of the Unforgiven (4:01)
VIII. The Void (4:18)
IX. Cosmic Clash (3:28)
X. Denouement (2:59)

The MIDI page has also been updated with these new tracks.

Hope you enjoy this crazy venture of mine! 😀 As it happens, I am already debating writing a sequel to this, an even more ambitious venture than the first. D:

I’ll be writing in MIDI again, of course (it’s the medium through which I am most musically able – Reason is my DAW of choice, but its lack of a staff window kind of limits me). However, I want to take it in a slightly different direction. It will again be a huge suite separated into movements, but I want to play around with some more neoclassical elements rather than the slightly less melodic (but still awesome) thrashings of progressive metal. Two of my favorite metal bands are Yngwie Malmsteen and Rhapsody of Fire – some of their tracks are made of pure, undiluted awesome, and the classical elements really shine through and resonate with me because let’s face it that stuff is genius.

I’ll also experiment around with the movement lengths a little bit more. Instead of an overture, I think I’ll have a huge, epic 12-or-so-minute movement in the middle, during which most of the events of the piece will take place. Plot-wise, it will follow the same protagonist as before, but the plot I have in mind is a lot more than a simple journey and probably can’t be expressed through lyrics in a way that won’t sound pretentious and contrived – but I can reveal that it will be a tale of love, rebellion, justice… and a wee bit of time-travel. Possibly zombie gods, too. :O

Anyway, thanks for the feedback so far, guys! Hope you enjoy it once you get through it all. 😀 This was a lot of fun to do, and I think I will continue to do it. 😀