probably because of how many samples in its soundtrack was played back at low octaves. it's easy to make dark ambient music this way, but i have little skill with composing such tracks, so i'm not much of help in that regard.
After a quick PM exchange with Death Egg, project lead has been transferred to me; this changes very little in the grand scheme of things (because we're almost done), so just continue on with the conversions/remakes and stuff and let's try to get this finished before the year's out.
Not that I'm putting any deadline on this, fuck pressure.
Stuff that you probably already figured out: 1.
The DeHackEd patch by Obsidian will not be used, at least not for this initial project. If someone really wants to later on go ahead and mess around changing everything so that the patch can be used, you can follow these steps:
1) Wait until the project's finished, because bugfixes.
2) Make another topic.
We're still using resources from Doom2.wad only. I'd been tempted so many times to add some new textures, but it's actually not necessary. Besides which we're too far in now anyway.
Music. Oh god music. We need to reach some sort of ideal on this one, personally I think we should go the route of (Ultimate) Doom and have a blend of styles if possible, and not down Doom II's road of almost everything being samey, uninspired background elevator music. As for the tracks themselves, I think a completely original soundtrack is a bit much to ask for (unless everyone suddenly gets interested), so music from other IWADs wouldn't be a bad thing.
Music. Oh god music. We need to reach some sort of ideal on this one, personally I think we should go the route of (Ultimate) Doom and have a blend of styles if possible, and not down Doom II's road of almost everything being samey, uninspired background elevator music.
Man I just love how similar and uninspired D_IN_CITY and D_TENSE are or D_MESSAGE and D_DOOM or D_OPENIN or... well ALL OF DOOM 2's soundtrack.
My tuppence worth on the music discussion: If this is meant to be Doom 64 in the Doom2 colour scheme shouldn't the music be ambient like Doom 64? Without the ambient music Doom 64 feels like a very different beast. You've already changed the textures and lighting if the music goes I fear it will just be another WAD...
I started on Dark Entries today. I've gotten quite a bit done, it's not a very big map, but there's a lot of macro stuff that is impossible to recreate in vanilla, for instance, the homing fireball launchers in the first area, and the soul-sphere/blue key puzzle. I'm going to have to figure out some alternative solutions to these.
Hey, looking good, Megalyth.I appreciate that you used STONE3 properly, and the entry room looks good but I think the effect would be better with a different sky than the stock SKY1. Nice and foreboding.
Also, if nobody has taken MAP02 yet I can try my hand at rigging up the more complex stuff. Perhaps we can collab if someone wants?
Another snapshot of Breakdown - physically it's nearly done. Next step is the logic and then testing.
I will use Doombuilder64 to accelerate progress.
There will be some new monster ambushes and secrets here and there to add some surprise to the conversion.
FireFish said: the interpolated middle line on the linedefs make it extra busy on those map overviews
Slade3 can generate simple, clean overview shots such as this, cutting down on visual clutter. Load your map, and in the Entries list, select the map entry, which should be named something like MAP01 (or MAP20 in Bruce's case). The window to the right should now display the map overview, and above it, there is a button labeled "Save Map Image".
I think it's a neat idea to compose a MIDI soundtrack for this with PSX-style music instead of relying on the original PSX tracks yet again. We have had that with the PSX TC already (and I think Doom64 EX kinda uses them, too) and it shouldn't be overused. Besides that, it's bloating the whole pack considerably.
Fisk's WIP track for MAP28 sounds nice already. Don't you guys give up on this! ^^
I think it's a neat idea to compose a MIDI soundtrack for this with PSX-style music instead of relying on the original PSX tracks yet again.
Yeah, good luck with that. Without new instrument patches or a soundfont, such things just aren't possible. And last time I checked, there's no real way to get vanilla Doom to use a custom soundfont exclusively. By all means I'm in favour of putting in the odd relatively creepy (or should I say atmospheric) track or so -- think along the lines of E1M5, E2M4, etc. -- but generally speaking there are going to be more 'conventional' music themes in this.
Doom 64 doesnt use the PSX soundtrack, it has its very own exclusive soundtrack.