A deep dive into the world of Doom and Doom II
KIROKAZE
i don't do bad sauce passes
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Mike Driver
One Nice Bug Per Day

Kiana Khansmith

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taylor price

Origami Around
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Janaina Medeiros
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blake kathryn

titsay

★
we're not kids anymore.
Cosimo Galluzzi
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@undeadkilobytes
A deep dive into the world of Doom and Doom II
I’m still somewhat surprised by how easily things are going together right now. Since launching my new website, I’ve managed to write several articles and upload enough new content that I’ve doubled what was already there.
Of course, I haven’t added per level commentary yet, but I’m not sure how many people are going to be interested in that anyway.
And the next update is already coming together quickly. I might include episodes 3 and 4 together in the same update, because of that.
Then again, E4M1 is brutal, and I’ve had to restart multiple times. That’s slowing things down a bit.
Slap some butter on my butt and call me a biscuit.
The most unexpected thing just happened.
In short, I thought it would be fun to make a website about an old game I’m fond of, specifically the old and forgotten player made levels that used to flood the internet.
Simple idea.
But here’s the thing. Despite this game being super popular and still relevant today, nobody in its thirty year history has ever done anything like this.
An even bigger shock is that the level packs I have from back when are actually rare now, meaning that even the bonus levels sold by the game’s creators haven’t been cataloged in any meaningful detail.
This isn’t a “small website” project. It’s a historical and archeological museum scale project that deserves its own domain.
As if that’s not enough of a surprise, it turns out that Undead Kilobytes just happens to be the perfect domain name for the project.
…the only catch is that I’d have to toss the whole “old internet remake” idea that’s currently there.
And honestly?
I think there’s a big argument in favor of the game website. We aren’t talking small potatoes here.
I’m just flabbergasted that I could be on the verge of doing something actually important for a major community. By accident.
Since there’s a ton of documentation about this game, including its data file format, I was able to code a program that can dump the level data in a human readable format.
In ten minutes.
It’ll need a lot of work to turn the raw data into a presentable web page, but this is going to be incredibly easy.
The primary issue is access to the data - which is what’s been lost outside of places like the Internet Archive.
Or my CD-ROM collection.
😎
Okay, so I’ve been super busy with this, and I’d like to announce that I’m aiming to release the new Undead Kilobytes website/project on Tuesday.
I’m very close to being ready, but there’s still some edge cases to fix and some other things to take care of.
Update: a few more small problems have come up moving the proof of concept code to the actual development website, so it’s looking like I might need a little extra time to polish everything to a decent shine.
With that said: May 1st 2026 is now the official launch date for the launch of the new Undead Kilobytes!
Slap some butter on my butt and call me a biscuit.
The most unexpected thing just happened.
In short, I thought it would be fun to make a website about an old game I’m fond of, specifically the old and forgotten player made levels that used to flood the internet.
Simple idea.
But here’s the thing. Despite this game being super popular and still relevant today, nobody in its thirty year history has ever done anything like this.
An even bigger shock is that the level packs I have from back when are actually rare now, meaning that even the bonus levels sold by the game’s creators haven’t been cataloged in any meaningful detail.
This isn’t a “small website” project. It’s a historical and archeological museum scale project that deserves its own domain.
As if that’s not enough of a surprise, it turns out that Undead Kilobytes just happens to be the perfect domain name for the project.
…the only catch is that I’d have to toss the whole “old internet remake” idea that’s currently there.
And honestly?
I think there’s a big argument in favor of the game website. We aren’t talking small potatoes here.
I’m just flabbergasted that I could be on the verge of doing something actually important for a major community. By accident.
Since there’s a ton of documentation about this game, including its data file format, I was able to code a program that can dump the level data in a human readable format.
In ten minutes.
It’ll need a lot of work to turn the raw data into a presentable web page, but this is going to be incredibly easy.
The primary issue is access to the data - which is what’s been lost outside of places like the Internet Archive.
Or my CD-ROM collection.
😎
Okay, so I’ve been super busy with this, and I’d like to announce that I’m aiming to release the new Undead Kilobytes website/project on Tuesday.
I’m very close to being ready, but there’s still some edge cases to fix and some other things to take care of.
Slap some butter on my butt and call me a biscuit.
The most unexpected thing just happened.
In short, I thought it would be fun to make a website about an old game I’m fond of, specifically the old and forgotten player made levels that used to flood the internet.
Simple idea.
But here’s the thing. Despite this game being super popular and still relevant today, nobody in its thirty year history has ever done anything like this.
An even bigger shock is that the level packs I have from back when are actually rare now, meaning that even the bonus levels sold by the game’s creators haven’t been cataloged in any meaningful detail.
This isn’t a “small website” project. It’s a historical and archeological museum scale project that deserves its own domain.
As if that’s not enough of a surprise, it turns out that Undead Kilobytes just happens to be the perfect domain name for the project.
…the only catch is that I’d have to toss the whole “old internet remake” idea that’s currently there.
And honestly?
I think there’s a big argument in favor of the game website. We aren’t talking small potatoes here.
I’m just flabbergasted that I could be on the verge of doing something actually important for a major community. By accident.
Since there’s a ton of documentation about this game, including its data file format, I was able to code a program that can dump the level data in a human readable format.
In ten minutes.
It’ll need a lot of work to turn the raw data into a presentable web page, but this is going to be incredibly easy.
The primary issue is access to the data - which is what’s been lost outside of places like the Internet Archive.
Or my CD-ROM collection.
😎
Slap some butter on my butt and call me a biscuit.
The most unexpected thing just happened.
In short, I thought it would be fun to make a website about an old game I’m fond of, specifically the old and forgotten player made levels that used to flood the internet.
Simple idea.
But here’s the thing. Despite this game being super popular and still relevant today, nobody in its thirty year history has ever done anything like this.
An even bigger shock is that the level packs I have from back when are actually rare now, meaning that even the bonus levels sold by the game’s creators haven’t been cataloged in any meaningful detail.
This isn’t a “small website” project. It’s a historical and archeological museum scale project that deserves its own domain.
As if that’s not enough of a surprise, it turns out that Undead Kilobytes just happens to be the perfect domain name for the project.
…the only catch is that I’d have to toss the whole “old internet remake” idea that’s currently there.
And honestly?
I think there’s a big argument in favor of the game website. We aren’t talking small potatoes here.
I’m just flabbergasted that I could be on the verge of doing something actually important for a major community. By accident.
As we grow older, we see the truth.
There are a lot of people out there who claim that they can tell stuff about an artist (eg, major kinks, gender, etc) by how they draw, and honestly, I get that - It’s definitely obvious for some artists.
Personally, I want to be able to produce art that confuses these people. Make them think I’m in column A when I’m really in column B. The artistic equivalent of passing.
The problem is that I’m not one of those people who can reliably detect this sort of thing. I can’t even tell what signals I’m giving off.
Makes things kinda difficult.
picnic with friends ♡
Tried to write an explanation for a mathematical procedure this afternoon. It seemed simple enough until I tried following my own instructions to provide an example of how it works.
Worth a shot, but apparently I don’t understand it enough. Like most math, to be honest.
Did some digging, and apparently the page I was working from left a step out.
Gee, thanks!
Tried to write an explanation for a mathematical procedure this afternoon. It seemed simple enough until I tried following my own instructions to provide an example of how it works.
Worth a shot, but apparently I don’t understand it enough. Like most math, to be honest.
horrendous
Tryna mix Orange-red shades and hues that Pigments blending(Mixbox) wont uh.. magenta-fy. Ended up with this abomination
itspeteski
Horse figure of the day: Breyer #712515 Swirls 'n Snowflakes Hanoverian