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Squall - probably of Scandinavian origin; akin to Old Norse skval: useless chatter (Merriam-Webster)
It's my goal to have the LONGEST blog pages around. Kind of.

Wednesday, May 26, 2010

Review - Alesis DM10 drum module

I've had this sucker for over a month now, and I think I have enough data to compose a review, and I do this after finding out something that is super annoying. But, we'll get to that.

First, a quick review for the impatient. This is, IMHO, the best module for it's price on the market today. Alesis could probably charge 50% more (and maybe more) and it would still be a good price. With extra purchasable 'sound sets', the DM10 is also expandable without having to go the full VST / Laptop / computer route, this isn't the first module to allow uploads (I have heard the ddrum modules did), but it is the first in recent years, and is definitely a feature that is unique in the current market. The triggering and editing capabilities are excellent and easy to learn. A few minor annoyances aside, I am very, very happy with this module.

The fuller, longer version for the detail gluttons:
The DM10 module is the newest offering from Alesis for their e-drums set. A full kit runs about $1000 (US) for the 'Studio' and about $1500 for the 'Pro' kit. Personally, if I were buying a full kit, I'd get the 'Studio' kit.

Since I built my own e-drums using acoustic shells, and I already own a bunch of e-cymbals, I only wanted to purchase the module. Cost $639, plus the mounting hardware of $40. (purchased from RMC Audio)

Comparison vs. Roland (functionality & price)
Functionally, it compares in between the Roland TD-9 and the TD-12. It has some high-end features which makes it a better module than the TD-9, but there are features that the TD-12 have that the DM10 doesn't, so I rate it in-between for functionality. But for cost, it is LESS than the TD-9, making it a great deal.

Comparison vs. Yamaha (functionality & price)
If you're a Yamaha edrummer, it's got a lot of the features of the DTXtreme III (layering comes to mind) and completely out classes the DTXPress IV. I think the only thing that the DTXtreme III has on it is on-board sampling (which even Roland TD-20 doesn't have!). The DM10 is definitely better than the DTXPress, but not quite the level of the Extreme.

After that, the DM10 is a very good module for low/mid-entry level e-drummers, it's just slightly short of the other companies top-end offerings, making it a great deal. For expereinced e-drummers, if you are used to a top-of the line modules, this may not do what you want, but it is cheaper, so if you are looking for the mondo kit and one more module, maybe this would be a good second / add-on module.

My experiences with it:
The good:
excellent editing capabilities - I get excellent dynamic response from my drum pads after tweaking the module a bit, and once I learned some settings, I could apply them across all my pads to get good response from all of them.

Lot's of inputs - The DM10 has 11 stereo inputs that an industrious user could use and configure 22 single-input pads. the 12th input is the hi-hat, and it is not stereo, only mono.

Hi-hat dynamics - This was the primary reason I bought this module, I wanted a newer module with excellent hi-hat reaction and definition. I can get about 5-6 different levels of 'openness' that I can hear. Maybe there are more, but I can't hear the difference. I can get a foot chik, and a splash.

3-zone ride feature - this takes 2 inputs (2 stereo cables) but you get a ride that has a bow, bell, edge crash and choke functionality.

Built-in kits - 100 pre-programmed kits out of the box. This thing sounds really quite good. Even kit 001, Fusion, is decent and I find myself using a lot of the default kits. You can modify these kits, too, if you want. But there are a lot of room to customize, read on.

Editable kits - the DM10 gives you 100 more kits to edit to your hearts content, what is better, you can copy a pre-programmed kit, and make changes to it, leaving the default kit alone, and allowing some significant tweak room to make your perfect kit.

Third party kits - the DM10 is going to soon feature down-loadable sound sets. These are specific kits that are made for the DM10 from companies like ToonTrack, FXPansion and others. These sound sets will allow you to replace the default sounds with a purchased 'high definition sound set'. Alesis hasn't quite gotten these out yet - to my current disappointment - but they are planning to have some for purchase soon.

Expandability - The DM10 has a unique feature to allow access to 35 additional customized sounds via MIDI. And this could be user-custom sounds, not just stock sounds. So, with my Trigger IO, I could build a monster kit with this option.

The Bad:
Single Zone hi-hat. tip and shank - is that really too much to ask for?

One choke-able crash - for some reason, only the input #7 for a crash cymbal allows choke. True, the ride allows choke, but only when configured as a 3-zone. I have a second crash that I cannot configure to choke, and I am slightly disappointed in that.

MIDI note editing - I just found this out, I was testing the DM10 into VST - I own Steven Slate Drums and I wanted to check out the DM10's MIDI capability / functionality. I found the that the hi-hat and Ride MIDI notes cannot be edited - and the manual confirms this. I found this super annoying, and while I am resourceful and can get around this in at least 3 different ways, the easiest way is to edit the note in the module. Why would Alesis hard-code MIDI note numbers for certain inputs? It baffles me.

That's my review, and as usual, I was long-winded. Maybe you'll find this useful, I hope so. If there are questions you have, feel free to post them, and I will answer them as best I can.
Tschuss!

Thursday, April 29, 2010

Thieves' World - Roxane


If you are just picking this up, I suggest reading the previous posts first!
Prelude : Characters : Act I : Act II : Act III : Act IV : Prince and Steel : Festival : Kadakithis & HellHounds : Sikkintairs & Portals : The Swans : Stepsons vs. Jubal


Roxane

5th of Sperraz, Ilsday
The Group decides to scout out Roxane’s headquarters to gain some ideas on how to best attack her. Gagino and Modig go to Roxane’s building; they approach from the Street of Red Lanterns and circle around to the back. Once the two get close to the building, an overwhelming feeling of discontent rises up their backs, and they hastily retreat from the building. Discussing this with the others, it is decided that Roxane probably has a magical ward around the building to discourage curious people.
Everyone rests until dusk. The Group decides to try to strike at Roxane’s Death Squads before they can even make it into the City. They find a suitable location in a copse of trees that are near a ford in the White Foal River. Their ambush is planned and set up; now they just await the victims. The Group hears the Death Squads approach from the Marsh, cross the river at the ford, and wend south towards the trees the Group is hiding in. The Group hides as best as they can, but Kalima is spotted, and the three approaching death squads attack the Group immediately.
Everyone engages with the Death Squad members, and start exchanging blows. Modig and Kalima fight valiantly, but get overwhelmed and taken down. Malkar and Nick get some wounds but manage to stay up the entire fight. Jack goes into a berserker rage, and manages to take out the bulk of them, and a very few manage to escape. The Group quickly grabs up some of the Death Squad equipment and get Modig and Kalima to the Temple of Sabellia.
On the way to the Temple, Tempus crosses with the Group. They give him a report on the Death Squads. He listens, but doesn’t seem too concerned with the news. The Group continues on to the Temple, grumbling about Tempus’ lack of concern. The Priestesses take very good care of the wounded two, and Modig is feeling much better by the next morning; Kalima will need another day of rest.

6th of Sperraz
Malkar, Jack, Akhir, Kama and Modig meet at Marta’s for breakfast. After a quick breakfast, Kama and Modig head over to where Roxane is, in order to set up some traps. The traps they are using are the explosive traps they have appropriated from the Death Squads they pounded in the fight last night. Carefully, Modig starts setting up some traps; his fingers fumble a bit while setting the first trap and it explodes! Modig gets a blackened face, and a hurt ego. The explosion alerts Roxane, and she looks out the window to investigate. She sees the two running away, and casts a spell on them. They are both engulfed in a column of fire, damaging Modig to the point of unconsciousness. Kama hefts Modig up and heads back to the familiar Temple of Sabellia. Jack meets up with Kama and helps to carry Modig. Malkar picks up on their trail and gets to the temple as well. The group discusses the beginnings of a plan to take care of Roxane, once and for all.

Malkar goes to the Happy Beaver for some rest and relaxation. One of Gastov’s men approaches him and chats him up. Since Jubal is apparently out of business, this guy is recruiting for his own gang of thugs. Malkar tells the guy he’ll think about it, and goes to his room to sleep off the day’s events.
The next morning at Marta’s, Malkar tells Jack about the man in the Happy Beaver recruiting. They discuss some of what might be happening with Jubal gone. Akhir listens in and makes comments over his breakfast.

Gagino goes to the Temple to visit the recovering Kalima; they both leave and meet up with Modig and Kama in the courtyard. They head West to meet up with the rest of the Group. They discuss their plans to attack Roxane, everyone is very optimistic about their chances of defeating the witch. Kama has her reservations about success but she celebrates the night before battle by inviting Jack to her bed.

7th of Sperraz
Akhir loads up the Group with magical enhancements: Fly, Armor, Protection, and Speed spells. The Group is ready to take on Roxane. Kama, Akhir, and Malkar get on a wall near the Palace while Kalima and Jack await for the signal to rush the building from the front door. The attack is set, and the Group awaits Roxane’s appearance.
Roxane gets to the top of her building and summons the nightly Sikkintair using a Summon spell. The Group uses this as their cue to attack from their positions; Kama and Malkar fly in magically, and surprise Roxane with a few attacks. Kalima and Jack burst through the front door and start running through the building, doors opening in the hallway as they run through. Roxane uses a Lightning spell and commands the Sikkintair to defend her. Kama, Malkar, Jack and Kalima pound on Roxane, and they manage to kill her in their swift attack. The Group finishes off the two Soul Sniffers on the roof, along with her two serpentine guardians. As they exit the building, there are more Soul Sniffers on the ground floor that had come out of the doors earlier. These are easily dispatched as well. Kama insists on visiting Tempus for a status update, and then the Group goes to celebrate at Marta’s. Kama and Jack celebrate again by going to Kama’s room at the barracks.

8th of Sperraz
With the witch dead, Kama’s duty is done, and she can’t wait to get the hell out of Sanctuary. She wakes early, but doesn’t disturb the sleeping Jack in her bed, and she prepares to leave town quickly. She makes her goodbyes to her father, Tempus. Tempus presents her with a new horse, and she rides out as the sun is starting to rise. Jack comes out of the Barracks an hour later or so, and makes his way to the usual Marta’s for breakfast. The Group meets up at Marta’s and hopes for some quieter days now that Roxane is gone.

Thursday, April 1, 2010

Game Storm 12

I know you've all been awaiting this with huge expectations. Here is my annual GameStorm report. Enjoy!

The format is basically this: Game name, followed by a brief description (could be lifted from BGG) and then my personal experience of the play.

Thursday
Snow Tails
A race game on snow using dog sleds. To maneuver / turn, one dog must be pulling harder than another. Dodging trees is interesting.

We didn't finish the race; I'm not surprised, with 3 newbie players and only an hour to play - and the person running the game showed up 20 minutes late. Still, I like the game with the unique race method of dogs and pull for steering. If you like race games, this is a good one.

Power Grid - Factory Manager
Basically, this game is supposed to be in the Power Grid family, but it doesn't really have much to do with Power Grid. You run a factory producing goods, and buy tiles (Robots, Machines, Storage, and Optimization) to increase your income. The game is 5 turns and the player with the most money wins.

I've only played this once (twice, but the first time was a rules knowledge disaster), so I decided to set up the orange cone and see who would play. I got 2 players after about 20-30 minutes of waiting, and we were starting the second phase of the first turn when another guy showed up. So, we had four, which is good - I've played with 5 before, and I was interested in seeing how (or if) it played differently. No opinion there, the players played differently, and I'm not sure if the differences were in the number of players or the players themselves, but I tend to think the latter is more true. I came in 3rd out of 4 players, but I realized I was doing poorly on the 2nd to the last turn, and I was still planning growth instead of my end game. All in all, I enjoyed the game.

Agricola

A farming game, using your people to take actions. Build your house up, get animals, fences and stables. Plow and sow fields. Slaughter animals, bake bread, cook vegetables to feed your family.

I was teaching a new player (one who just played Factory Manager with me) and we played "Family Style" without the Occupations and Minor Improvements. I still think this is a good game. I probably could have been more helpful in my teaching, but he did well learning the game.

Merchants: Lords of the Sea
A card game where you trade goods, sell them on a variable market (prices are set by players) and sell goods. Whenever you sell, all players with that item makes money. There are extra cards that give you bonus powers - dockworker, etc.

Simple game; Dave snagged me on my way out for a late night quick last game. It was fun, but I won't go out of my way to play it. A good filler game. I tied for 1st out of 3 players.

Friday
Agricola
I saw the recruiter of the game walking around the game room with the box lid in his hand to advertise the game to be played. I just walked in and was not sure what to play yet, so I jumped in and started. And began looking at what I'd play next. I did okay; I had animals and fences earlier than the rest of the players, but was late getting kids / actions. I came in 3rd of 4 players.

Power Grid: Brazil
In Brazil, power providers prefer biogas for the production of electricity. Thus, players should consider the garbage power plants as biogas-fired power plants and the garbage resources as biogas tanks when playing with the Brazil maps. The fight for scarce resources is intense and will keep the players focused during the game!

Interesting game, tho we never made it to Step 3 - the winning player built to 15 plants, and powered 13; I and another could power 12, tying for 2nd place - we didn't count money so we didn't work out the tie. Not really worth it!

Bonus for me: I had my copy of the expansion and lent it to the organizer so that he could run 2 games later in the Con for Spain/Portugal and for the tournament on Sunday. I got a Flux Capacitor power plant card as a thank you gift.. Sweeeet! (its cost is 33 1/3, and it takes 4 of ANYTHING to power 6 cities).

Middle Earth Quest

A game of adventure and conflict set in the time leading up to the creation of the Fellowship. One player will adopt the mantle of Sauron and do his best to spread his evil influence across the lands. Up to three players become heroes and will do their best to foil Sauron's foul plots, and rally the peoples of Middle-Earth to their side.

Great game; I had a lot of fun playing it. We were doing our best to defeat Sauron (played by Dave) and in the end, both sides won and lost at the same time. Both sides won because we got the victory track markers to the winning area at the same time. We both lost because neither side's 'secret goals' were accomplished. Overall, I think it was an odd outcome, but the game was fun enough I didn't care who won.

Dragon Dice - Sealed Starter Tournament

The dice represent armies of different fantasy races and monsters which battle to control essential pieces of terrain. Any number of players can share in this struggle, although it's normally only 2 players. The first player to capture two terrains wins the game immediately. You might use spells for certain kind of armies to get better attacks or defense.

Our own Stumptown Dice Rollers Guild held its first tournament - run by the Washington rep, Dave. With several games, I won some, and I lost some - a few in great fashion. The end of the tournament was called due to time (JT conceded). The new player won the tournament, and got a starter army for his efforts.

Saturday
Dungeon Lords
You are the Dungeon owner! Pesky adventurers are going to maraude your beautiful dungeon, and you need to get monsters and traps to destroy them before they destroy your dungeon. Use imps to get gold, food and other resources to manage your dungeon.

This is a fun game, and the winning strategy is usually to go evil and get the points for killing the paladin that comes in to the most evil players dungeon. This was not the case, as I won the game by 2 points, and I didn't kill the paladin. I was never even evil enough to attract his attention. I basically was able to handle the standard adventurers and limit destruction to my dungeon. I think that it's not a winning strategy every time, but would depend on the players.

Mike Pondsmith
I was browsing the GameStorm12 booklet for the weekend and saw that Mike Pondsmith was going to be a guest designer for the Con. He designed one of my favorite RPGs - Teenagers from Outer Space. I picked this game up in my late teens (over 20 yrs ago!) and played it for a while with some friends - we all went to the same high school so it was great to run a game in an area everyone was very familiar with. My first read through the book had me laughing pretty hard, and the game itself is simple and fun to play.

Anyway, I met up with Mike and we chatted for a few minutes about TFOS and how hard it is for a game to be good and funny. "Funny is hard", Mike says, "It takes a lot of work to be funny in the right way for RGPs to work like TFOS should." He signed my first edition (he hadn't seen one in years) and although the 'little dice' that came with the game were missing, I remember them in the book when I bought it. He gave me his email address for more little dice, should I want them.

With Mike was his son, who was the inspiration for TFOS - he wanted to have an RPG for the younger generation to play. His son hadn't known that, and it was neat to see that interaction.

Savage Worlds RPG
Hellride - Hellforce One

This game was a sequel from last year, although I didn't play it. The genre is modern. There is a gate to another world, which seems to be high fantasy - Demons, Gorgons, Dragons, etc. So, there are high-powered monsters, but we also have missiles, tanks, fully automatic guns, grenades, and gate magic to transport across the worlds. I played the medic, and took a gambling quirk. We were recruited for a mission to the other world, due to Air Force One being attacked by demon-looking creatures, which then disappeared. The President and about 40 other passengers were on board. We got a tank requisitioned, some guns, ammo, and a gate 'Go Back Box'. Simple. Find the President, activate box, bickety-bam, we're home.

We gate over, and the first thing I do is lay out a betting pool for what would break first on the assault vehicle. We look around and see a big column of light that is obvious enough for us to see it a few dozen miles away; we figure that's where we're going.

First thing we run into is a stampeding herd of creatures - which turned out to be Gorgons - thousands of them. We manage to duck into a cave (vehicle and all) while they pass. In the cave, an interested pack of rats emerge. The commander got a claymore mine positioned in time, however. After the Gorgons go by, and the rat bits are cleaned off the windshield, we're ready to go.

We drive into a canyon, and notice figures on the rim of the cliffs above us. We watch them, and after a few miles, they start tossing rocks down at the vehicle - one lucky hit, but no damage. We use the turreted machine gun to suppress further attacks. We round a corner and see a crudely built rock wall; we come to a stop. Rocks come down, and we decide to go for the rock wall - which is more like a long pile of rocks than a wall. The vehicle struggles through the pile - the loose rocks aren't a problem, though they do slow down progress. On the other side, there are 5 creatures standing there, with what looks like war paint. One of them is obviously the chief. Surprisingly, they speak a broken English. They are wanting us to leave; we tell them we are looking for our Chief. They are concerned that we are here for 'gems'. We convince them we have no interest in these gems, and that we need to get to the column of light in the distance. They decide to trust us and show us a short cut towards the column of light.

Driving at a creeping pace uphill towards the light, we get to the plateau where the light is coming from. The scene: Air Force One is hovering about 30' off of the ground, and there are actually 5 beams of light that make up the column. The 5 beams form a pentagram, where each point has a small ritual of dancing and spell casting - apparently keeping the magical 'threads' intact. In addition to the five groups, there is a massive Demon-looking thing, and he's flanked by two important looking smaller guys - all three of them seem to be in the middle of supporting a spell, as well. Behind these three, is a regiment of Arabs, which we're none-to-keen on seeing.

Pour on the attack! Our first shot is a LAW missile into one of the five dancing groups (I voted for the big, nasty, ugly demon-looking guy, but was out-voted) and the group goes down. So does the magical thread. The plane rocks ominously in the sky, but stays where it is, just not as stable as before. Then the vehicle starts going, we track a path around the plane, aiming to run down each group at the base of each thread. During the whole loop, various other monsters jump the vehicle, and we manage to brush them off with gunfire and grenades. The Arabs split up and start setting up rocket launchers and the Big Demon decides to fly up in the air. Meanwhile, our gate expert is starting counter spells for the threads. The Demon comes down and throws a cone of flames on the vehicle, barely scorching it; one of the Arabs manages to get a missile off, it hits but the impact was low. The gate expert manages to work the spell so that he can swing the plane around, trying to hit the flying Demon with Air Force One! The second LAW missile is targeted on the big Demon, with a direct hit. This crushes the morale of the monsters running around attacking us, and we can concentrate on the missile launchers still being set up. The plane drops to the ground, hopefully not injuring anyone inside. The Arab groups are dealt with, and we get a few prisoners to 'question'. A few minutes later, we board the plane, get the vehicle against the plane, and make it back to Earth with a mostly-intact Air Force One. Casualties are surprisingly low for our side. After the excitement of returning, we are invited to the White House for a huge highfalutin reception.

Oh, and the driver won the bet - the windshield wipers were the first thing to break.

Overall, I really like the Savage Worlds system; I bought the 'Explorers Edition' for $10 - cheapest RPG I've bought so far!

Dragon Dice - 60 point battles

I picked an army of Undead - I used the Minor Death monster for the first time - I like the Plague special ability. In the first game, the Undead rocked the other two races, and I won quickly and quite soundly. The second game, well, we called it at 12:30 am as a draw; each army had one terrain, and not much was happening at the other one. Lotsa dice-rolling, lotsa magic, and lotsa high numbers. At one point, my army in an 8th face was hit for 66 points of melee damage; I saved for over 75 points. Both numbers were pretty high!

Sunday
Dragon Dice - Dice Trade
I managed to trade a bunch of extra Dwarves, Undead and Coral elves for some Treefolk - including the Unicorn.

NeverWhen RPG

NeverWhen was converted from d20 to 4e, and this was the 4e version. Neverwhen is a campaign setting that allows you to multi-genre a D&D game. You can have lasers and swords; plate mail and power armor; horses and hovercraft. It's interesting, if you want that sort of thing. Personally, I like playing the system, but I'd hate running it. Too much stuff going on.

Our party consisted of two shape shifters (Spell caster and a fighter type), a female space Orc (fighter), a blind leopard / cat person (monk), and myself, a natural construct (android with a soul) who was a technoMage.

Our task is pretty simple - escort a delegate for negotiations. We get jumped immediately by street thugs on the way. We manage to fight them off. Once at the location, we find out that there is a part two: we need to go and recover a stolen idol, which is on yet another planet.

On the new planet, magic works, but not lasers or much technology at all. We make it to the temple where this idol is supposed to be and are confronted by two guards. We manage to scare one off (one of the party shape shifters shifted into a demon), while the other one remains steadfast to his post. We rolled amazingly poorly and it took us forever to best the guard. We finally get into the temple, and there are two more guards inside. Well, with our luck so far, I decide enough was enough, so I didn't bother with the guards, and ran up to grab the idol immediately and run out. The blind cat person decides that a stick of dynamite would work out well in this situation, so as we make our leave of the temple, there is an explosion loud enough to be heard around the city. The idol is bigger than we thought, so I cast a magic bag spell, and pop it in the bag. Good thing, too, as security has been stepped up significantly. We get through security to the gate, and step back to the world where the negotiations are taking place.

They are happy we retrieved the idol, and everything turns out just ducky. We get paid a bonus, and wrap up the adventure pretty quickly.

Wrap-up
So, that was my weekend. I spent a lot of time with my friend Jacob (aka JT); we specifically wanted to check out a Savage Worlds game, and play in the sealed box Dragon Dice tournament. We got to do both. I also wanted to play Power Grid-Brazil and Spain/Portugal - I got Brazil in, but not Spain/Portugal. Oh well, I'll get it soon enough.

Next year, Jacob and I are thinking about running some d20 Thieves' World games. Maybe we'll even do the work to convert it to Savage Worlds. We've got a year, after all.

Thursday, March 11, 2010

2009 / 2010 e-kit

I set out to build my own e-drum shells and renovate my kit to a more modern e-kit. Here were my thoughts and goals for this purpose:
  1. Implement mesh heads for quieter playing for when I am using headphones.
  2. Use my kit as a standard e-kit for my personal drumming, and to dual purpose it for 'Rock Band' / 'Guitar Hero' use. The mesh heads for quieter playing would come in handy here, too. I hear a lot of complaints from people who own them, about the plastic thwack noises from the 'drum kits' that come with the games.
  3. Utilize standard drum shells for a more pleasing look and for tom mounts on the side of the drum instead of the middle of the pad.
With these thoughts in mind, I planned on replacing my current setup with a similar shell setup. Currently, I use 8 pads in two rows of 4, all 8" in diameter, with 2 bass drums, also using the 8" pad design. The issue with this setup is it is not very mobile, as the bass pedals don't attach to the bass drums and are screwed down to the riser I built out of particle board. So, easy multi-use for me and the PS3 games was out of the question. I decided I could build a kit that could be multi-purposed and usable for both of my desires.

I want to add a huge THANKS to Don, my drum teacher / drum building mentor for his help. He provided me a loaner step drill for drilling, he guided me through the lug and drum leg layout, advice on wrapping, etc. And some good prices on the parts and various bits. Visit him here: Portland Drums and Don's Drum Studio.

I got started with 8" shells that I bought off of Keller's overstock Ebay store. I got 2 shells that were 8" in diameter and 18" deep. I figured I could cut them down myself, and get my 8 shells, and they would all be about 4.25" deep. Then I got 2 shells for the bass drums 18" in diameter, and 9" deep. I was set to do a complete replacement of my kit.

Along the way, fellow e-drummer (AxeGrinder or 'Ron') sent me a 13" shell that was used for an e-tom. I decided this needed to be my e-snare. Now, 8 toms seems a little ridiculous, since I was planning on using 2 of them as 'snares' as I do in my current layout. With the addition of the 13" snare, my layout may be too much. I guess it's always nice to have backups, eh?

Mesh drum heads

Home made mesh heads made from a fiberglass screen material found in the hardware store. I also used old drum rings from old drum heads. I trimmed out the mylar head, and used a dremel to 'route' out the old glue. I pressed in my head into the rim, and glued it. I used Gorilla Glue - which expands, so the yellow bubbly stuff is Gorilla Glue. Trim with an exacto blade, and it's not nearly as ug-o-lee.

8" diameter Tom drums

8" shells cut from the 18" long stock pieces

Gouge from me and my table saw will be hidden with some finish work (rubber hose trim). Just wanted to show some of my hardships. The finished product came out great. Just wait.

Wrapped shell - cheap vinyl sign material in a metallic copper color. Not quite the brilliance in the pic, better in person, but still nice. Also shows how the gouge is minimized.

Mounted on my rack. you can see the difference between this new one and my old ones (above it a bit) , and even the middle step of experimentation - the 'hybrid - old pad w/ mesh head - lower left in the image.

Back side, you can see the l-rod mounting on the Superstrut rack, and the jack hanging free. I need to decide how I am going to attach that jack. I'll probably drill another hole for it.


Top view, the green dot is my 'trigger foam' - a 2" Nerf bullet cut in half to a dome. This is done for the padded trigger - most drum pads on the market use a dense foam to make cylinders or cones for this purpose. I have seen folks selling these cones for $8 each. I got 10 'domes' for $5.

Bass drums!

Bass Drum shell - drilled for hardware - lugs and legs.

Bass Drum shell - drilled and wrapped in the copper wrap I found at the sign store.

Bass drum with hoops - no hardware

Hoops, no edge finish

Both drums 100% done. Electronics installed, hoop edges finished - I used some copper foil tape that Meran has. Since she does stained glass, she has scads of this in her shop.

E-snare!

Here is the 13" shell - it was used with a different lug pattern (6 lugs, I am using 8) and had a big hole in it for a tom mount or something. I used some wood filler to patch the holes and sanded it to mostly smooth. The wood is super soft, but it doesn't really matter a lot; I will be covering the drum in a wrap.


I decided to go a little extravagant on the snare, so I got rims and lugs in a black powder-coated chrome. I found some really cool hardware at Ego Drum Supply; mostly they had some really cool colors that you could get hardware in. Anyway, I figured copper and black was pretty cool, so there you are.


Electronics installed. I have a hole cut in the bottom clear drum head while I am working on it - eventually it will also be converted to a mesh head. I built this drum to be dual-zone, so there is a piezo under the head, and on the shell. I am still working on isolating them from each other. Dual zone is new to me; I am pretty content with one zone drums.

Finished and on the snare stand I bought. I bought it for the hammered brass acoustic snare I got a while ago, and will probably be buying a 2nd stand so that I can have both available.

New hi-hats!

So, I got these new electronic hi-hat cymbals. They are cool; the controller is in between the cymbals, and they work with a drop clutch (critical for double bass drumming!). I got these in trade from a buddy of mine. Sweeeeeet.


Top view - pretty. He tried to give me a set in a dark red, which would have kinda been cool, but I think the color would have worn on me. Basic black for me, thank you!



Underside, two connectors, one for the trigger, one for the hi-hat mechanism for detecting how 'open' they are.



The guts. Kind of. They are in the cylinder in the middle. Suffice it to say - it's in there!

Full Kit!
The next task was putting it all together. I went a new route on the rack - I still use the Superstrut, but I am phasing out the keyboard as a sound source, and going with a drum module (the Alesis DM10). And I am keeping the trigger IO for RockBand / Guitar Hero and for potential expansion into the DM10. Anyway, instead of having one rack that is 4 feet long, I used my mini e-kit and just doubled it, so I made 2 smaller racks at 24" long each, and angled them for a more ergonomic feel. The entire right hand side pulls away, moving easily into the media room for PS3 game playing.

Okay, okay, I need to clean up the cables. Agreed.

The bass drums will have a mesh head on the rear, too. Eventually.

Side view: 5 toms, 2 bass drums, snare, 2 crashes (with choke!), dual zone ride (bow and bell), and my newest gear, the Pintech hi-hats with the controller in between the hats.

Bird's eye view.

Squirrel's eye view of the bass drums. I still need to adjust the left pedal; it's riding higher / closer than the right pedal.

Well, that's it, thanks for viewing. It took me a long time, but since I was traveling a lot last year, I had my time split up with the game room remodel, other household tasks, and whatnot. I got this project done a little before the game room was done, but final setup had to wait until I could do it in the game room. I still am waiting for the new DM10 module, and I need to clean up the cables. The right bass drum seems to be double triggering, so I need to figure that out.

Tuesday, March 9, 2010

Gaming Room!

We decided to rebuild the room that is downstairs and in the back - it had been used as a 4th bedroom, but we decided it was to be my gaming room (and drums). It was always smelling kinda musty, and we thought there might be a mold issue.

The original layout:
The room was a long rectangle with a closet on one long side, cutting into the rectangle, making the room narrower where the closet was. On two sides, the walls are underground w/ concrete behind them; the outside wall is a short wall, with a window. The 4th wall shares with the library and has the door. We took the door off the hinges because the swing pattern was annoying. There was a 220 heater in there that didn't work, so we also pulled that (and the wires) out.

The plans:
  1. Move closet to the end of the room. This will shorten the room rather than narrowing one end. leaving more usable space.
  2. Pocket door! No swing pattern, and a door we can close to keep pesky animals out. (Cat) Soccer w/ D&D minis DENIED! (Dogs) random place in the house far from the usual use pattern to find a spot to pee in if humans aren't paying attention; after all, it is further from the main living area of the house. (dog logic)
  3. Redo outside facing window wall for mold and insulation concerns and extend the wall 1 inch inside to cover the concrete footing rather than having the drywall end on top of it, making it easy to add baseboard molding. Also add a vapor barrier and enlarge some electrical outlets from 2 bangers to 4 bangers.
  4. Seal the concrete floor and wall footer with a moisture blocker.
  5. Add a ceiling fan and better lighting. Lighting was one bulb on each end of room. Not enough light to even read. New lighting has 2 bulbs in the fixture by the closet, and the fan has four bulbs; fan is over the gaming table. Also, added a light in the closet.
  6. Install speakers into the closet header for built-in sound, connecting to built-in shelves (see number 7). This includes running speaker wire through the new walls for easy and hidden connections.
  7. A built-in shelving unit for stereo components - including a 4-plex of power outlets, the speaker connections, and generally more game room storage.
  8. Look for different shelving options for games and miniatures. (We were using free-standing cheap book shelves.)
The Build:
  1. Closet. Pretty good, some issues with plumb-ness and square-ness, but that's to be expected with my level of framing skill. Built-in shelves on one side, and the built-in unit to the right of the closet came out pretty good. Power and speaker cables were run and look pretty good. Problem is, header is waaaaaaay too small for any decent speakers to be embedded as planned. We compromised and found some Bose wall-mounted speakers that are of a good quality for the price.


  2. Pocket Door. We hired Jerry (our contractor) to help out with this. The pocket door was bought from a local builder's supply called ProBuild. They aren't open on weekends, but they are way better on supplies than Home Depot, though Home Depot is open on weekends. I try to go to ProBuild whenever I can when my planning allows for it. The key to hiring Jerry was to try to install the pocket door without removing both sides of drywall (leave the Library drywall there). He managed to do it, and we were all very happy with the results. (Library wall still shows screw heads; those will be fixed once all gaming room stuff is placed in its new home.)







  3. Outside wall. Added 1x2s to the 2x6s to add the depth necessary for covering the concrete footer. Replaced the insulation, added a vapor barrier, and added 6 outlets to the wall - 8 up from 2.(Now there are two new 4 bangers.) New drywall - used the mold proof stuff; nice.




  4. Water proofing. Drylock brand water barrier painted on floor and footer, 2 layers. Had to scrape up 2 layers of crappy asphalt tiles and clean off the glue. Also had a bunch of pock marks where floor anchors were used into the concrete for the old closet and the carpet tack strips.
  5. Ceiling fan and new lights - other than the fact that I've never seen the electrical wire pattern that was used to connect the two ceiling lights, (5 wires: red, white, black, blue and green) this went well.
  6. Built-in speakers. Unfortunately, the header for the closet wound up to be too small for built-in speakers. We found some appropriately-sized Bose speakers that will mount on the wall above the closet. Not quite what we wanted, but it'll be okay.
  7. Built-in shelf. Not only 3 built-in shelves, but an old recycled kitchen cabinet we bought from the Re-building Center for $5.00. Yup!! Five bucks, some sanding, paint and it was almost a perfect fit - within a 1/2" or so. Pretty sweet. And it has a cool slide out shelf.
  8. We found a book store going out of business, and bought some book shelves. My friend Matt helped me hang them on the wall. They are tall - 7 feet high. and we got 2 that were 48" wide, and one that was 42" wide. They were designed for paperback books, so they are only 6-8" deep. They will be perfect for all my gaming stuff, especially minis. The big blank area will be used for map display.






  9. Flooring. We decided on carpet. We put in 1/2" Celotex insulation and then 1/8" masonite board on top of that. Then, we were ready for the carpet. After a visit to Home Depot, Lowes, and a random flooring store, we found a place called Great Floors which seems to be an overage outlet for carpet; not a huge selection, but what they do have, is reasonably priced. They have full rolls of carpet and a lot of extra leftover rolls priced better. We walked in and found the exact color we wanted on one of his remnants. AND it was only about 10% too big for the room, so it was perfect. We had it installed; the first guy whined a lot about the lack of "proper subfloor", and the next couple to come out were way more accommodating and did the job well.
  10. Trim work. Trim around the closet, window and door all match trim that is upstairs in the house in one of the rooms. This has become the trend in the house.
  11. Paint. Meran did a really cool faux paint job in the room, a random pattern with 3 colors. We'll see how easy it is to touch up. [Meran says it was surprisingly easy to touch up after James installed the built-in cabinet and knicked up the paint.]
  12. New table! My 4x6 piece of plywood with fold-up table legs has seen its end. We found a really nice table and chairs at CostCo, and got it. It's narrower, so it fits better, and longer. And looks really good, to boot! And has much better chairs to sit in.
Well, that's that. it took us WAY too long to get it done, but now it is. We're ready for gaming!