Cacodemon
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > TNT: Revilution (Loose deadline set.)
Pages (27): « First ... « 13 14 15 [16] 17 18 19 » ... Last »  
Author
All times are GMT. The time now is 12:21. Post New Thread    Post A Reply
KiiiYiiiKiiiA
Senior Member


Posts: 1379
Registered: 04-11



D_GARG said:
rah-hurrr I have not recieved any responce of my contribution


Yeah my bad. Both Megamur and Ragnor have submitted their thoughts on the map to me. I think the three of us all really like the map, (Ragnor especially loves this map,) it is a great map in concept. But there are issues.

-It massively breaks vanilla compatibility. (In places, I have got over 140 visiplanes, fairly easily, and in other places more than 100 segs over the SEG limit too. So the reason for my slowness in getting back to you is I have been making vanilla compatible version of the map.
-The other main issue is that is is simply too hard for such a relatively early map. Having a chaingun and a single barel shotty, and a handful of rockets is no arsenal to deal with archs, arachs and mancs.
-Megamur poins out that it is a bit of a switch hunt also, running around trying to find out what switch does what.

But the idea and layout are really really good.

I will send you all the feedback soon, and sorry for the delay. :)


mrthejoshmon said:
Right, a "Playable" version of my shit contribution is going to be ready soon, who should I send it to?


Just pass it on to me, I will send it to Megamur and Ragnor. :)

Old Post 05-07-14 04:49 #
KiiiYiiiKiiiA is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
hawkwind
Forum Regular


Posts: 999
Registered: 04-04


I haven't seen these maps yet ...

Old Post 05-07-14 05:02 #
hawkwind is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
KiiiYiiiKiiiA
Senior Member


Posts: 1379
Registered: 04-11



hawkwind said:
I haven't seen these maps yet ...


Hawkwind, I am so sorry, haha, forgot about you when I wrote this post. Would have remembered when it came time to send them out tho. :(

Thank you for the reminder though.

Old Post 05-07-14 05:44 #
KiiiYiiiKiiiA is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2074
Registered: 01-08



KiiiYiiiKiiiA said:

-The other main issue is that is is simply too hard for such a relatively early map. Having a chaingun and a single barel shotty, and a handful of rockets is no arsenal to deal with archs, arachs and mancs.



Ironically, this is what I like. You need to plan your attack and the right way to break out into the outer zones. This coming from someone who struggled with Devilution's Map 6, and this set's map 6, 17 and 19 more so than any others

Old Post 05-07-14 05:58 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
KiiiYiiiKiiiA
Senior Member


Posts: 1379
Registered: 04-11


Any takers on these FIREBLU based textures?

I haven't put them in because I wasn't totally sold on them, but if they get lots of love, I will put them in.

http://i.imgur.com/bq12z3X.png http://i.imgur.com/vIbP9O2.png http://i.imgur.com/FooUNu4.png http://i.imgur.com/eZYDoPN.png


Ragnor said:


Ironically, this is what I like. You need to plan your attack and the right way to break out into the outer zones. This coming from someone who struggled with Devilution's Map 6, and this set's map 6, 17 and 19 more so than any others



I agree, I really like that style, but not to the extent of: "Oh look. I have 6% health and 30 bullets and here are two revenants and a hell knight and some chaingunners sniping off in the distance. Hooray!"

Old Post 05-07-14 10:49 #
KiiiYiiiKiiiA is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Megamur
Senior Member


Posts: 1400
Registered: 02-11



KiiiYiiiKiiiA said:
Any takers on these FIREBLU based textures?

I haven't put them in because I wasn't totally sold on them, but if they get lots of love, I will put them in.


I'm not sold on them either--not as is. Their color schemes are a bit too "binary" for my tastes. If the gray ones had, say, maybe some hints of green or white mixed in, they could make for decent marble textures. The brown one could even have kind of a rusty look with some orange or red added. But in their current state, I'm not especially impressed.

And my biggest issues with D_GARG's map, difficulty-wise, mostly stemmed from having to deal with dangerous enemies in large areas with limited cover. Avoiding revenant rockets or arachnotron plasma in a huge field with nothing to hide behind is very nasty, and if an arch-vile catches sight of you, you're completely screwed.

It's certainly a very attractive map, however (I love the forklift), and I enjoy how the overall design echoes Evilution's Map21. But it sure does kick your teeth in!

Old Post 05-07-14 23:19 #
Megamur is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
mrthejoshmon
Senior Member


Posts: 1293
Registered: 12-12



KiiiYiiiKiiiA said:
Any takers on these FIREBLU based textures?

The gray ones could pass as rock texture flats (Something Doom really lacks is freaking rock flats), I can imagine how I would use them as well (Also, the brownish one could make a great TANROCK flat)

Old Post 05-07-14 23:28 #
mrthejoshmon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Megamur
Senior Member


Posts: 1400
Registered: 02-11


I agree: They'd likely look better as flats. But I'm not sure how they'd look shrunk down to 64x64.

Old Post 05-07-14 23:50 #
Megamur is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Megamur
Senior Member


Posts: 1400
Registered: 02-11


Our MIDI composers--if they know how to create music WADs--may want to consider loading up a source port with Timidity/EAWPats to test their music. Here's a thread that says how to do it:

http://www.doomworld.com/vb/thread/50375/

As people, like myself, are forced to upgrade to newer versions of Windows (and get saddled with crappier MIDI support), more people will likely have to hear Doom's music this way. It's certainly not required that you optimize your music for Timidity/EAWPats, but you may want to give your songs a test run to make sure they don't sound completely awful with those instrument samples.

Old Post 05-08-14 03:59 #
Megamur is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 2904
Registered: 07-12


Well don't I just love the change in behaviour of the metal pad and the glitchy square lead on the story music...

Old Post 05-08-14 19:39 #
Eris Falling is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Fellowzdoomer
Forum Regular


Posts: 810
Registered: 07-13


Is there a track that sounds like E3M3?

__________________
Darkest name on the internet
spoken in hushed monotones.

Old Post 05-08-14 20:22 #
Fellowzdoomer is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Megamur
Senior Member


Posts: 1400
Registered: 02-11



Eris Falling said:
Well don't I just love the change in behaviour of the metal pad and the glitchy square lead on the story music...

Sorry, Eris. I'd really rather you didn't have to touch anything. It's really not a requirement, just a suggestion, if composers are especially concerned about compatibility.

Old Post 05-08-14 22:52 #
Megamur is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Bucket
ROCK & LOAD
COCK BEEN BLOWED
IN YOUR MOUTH,
MANJUICE EXPLOAD


Posts: 4900
Registered: 01-04


Huh? I imagine 90% of us are hearing MIDI in Microsoft SW Synth. I'm using Win8.1 and it sounds the same as it did since Win2000.

Old Post 05-08-14 22:53 #
Bucket is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Megamur
Senior Member


Posts: 1400
Registered: 02-11


Then it might be a Vista/Win 7 issue. Perhaps it's not as widespread as I'd feared.

Old Post 05-08-14 22:57 #
Megamur is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Doomhuntress
Forum Regular


Posts: 859
Registered: 08-10


i made another version of Crazy Castle Killer; beware, the size i think exceeds what is able to fit inside, and it doesn't loop properly, but i just want to know if people care enough to get it into the project:

https://www.dropbox.com/s/gwtfb83fl...%20Vers%202.mid

Old Post 05-08-14 22:58 #
Doomhuntress is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 2904
Registered: 07-12



Bucket said:
Huh? I imagine 90% of us are hearing MIDI in Microsoft SW Synth. I'm using Win8.1 and it sounds the same as it did since Win2000.


Pretty much this.
I'd say Microsoft Synth is pretty much vanilla MIDI, so unless you're not planning on making a MIDI for use as a MIDI format (i.e. converting it to MP3), it should always be balanced for the Microsoft synth.

I don't know what's causing the square lead bug on eawpats, and the only alternative instruments to my metal pads are the bowed pads. Which also had their behaviour changed in the same way. Goblins are altered to, which irks me, but it's less of an issue. Basically I can't do anything.

EAWPats just seems to be a soundfont in my eyes. A bad one.

Old Post 05-08-14 23:00 #
Eris Falling is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Megamur
Senior Member


Posts: 1400
Registered: 02-11


I'm not particularly fond of EAWPats' sound, either.

Never mind about it, then. Maybe if I'm lucky, Chocolate Doom will get some sort of volume control fix in a future release.

Old Post 05-08-14 23:05 #
Megamur is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2074
Registered: 01-08



Doomhuntress said:
i made another version of Crazy Castle Killer; beware, the size i think exceeds what is able to fit inside, and it doesn't loop properly, but i just want to know if people care enough to get it into the project:

https://www.dropbox.com/s/gwtfb83fl...%20Vers%202.mid



Sounds good to me. Eris' Map 32 track is longer btw :p


Fellowzdoomer said:
Is there a track that sounds like E3M3?

Request it from Bucket, Doomhuntress or UltimateDoomer666 and see what happens. I would also say Eris, but I think I swamped him enough recently, anymore he might never see the sun again >_>

Old Post 05-08-14 23:54 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Doomhuntress
Forum Regular


Posts: 859
Registered: 08-10



Ragnor said:


Sounds good to me. Eris' Map 32 track is longer btw :p


you're referring to the cast roll, right? that appears on map31, though, doesn't it? :p

also, i'll probably cut out the organ intro to make the song flow better, i dunno. any opinions?

Last edited by Doomhuntress on 05-09-14 at 01:31

Old Post 05-09-14 01:03 #
Doomhuntress is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2074
Registered: 01-08


He hasn't done the Map 31/cast call theme yet. You've got the full pack, both the originals and the music wad, so its one of the tracks marked EF. Don't post the track name here though, he wants it kept hidden till release, its spoilerific. Keep the organ intro imho, wouldn't be ideal to have nearly all your tracks start on the drums.

Old Post 05-09-14 01:50 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Megamur
Senior Member


Posts: 1400
Registered: 02-11



Doomhuntress said:
i made another version of Crazy Castle Killer; beware, the size i think exceeds what is able to fit inside, and it doesn't loop properly

Song length isn't the issue so much as filesize, and you're pushing pretty close to vanilla's limit, if you're not there already. I've read that MIDI files around 96kb will probably cause problems, and this is fairly close to that.

Old Post 05-09-14 02:22 #
Megamur is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 2904
Registered: 07-12


Sorry if my post earlier came off a bit aggressive, I was pushed for time.
I also didn't have time to mention that I'm a Win7 user, and the MIDI support is fine. So perhaps its just a Vista issue, which wouldn't surprise me.

And yeah, any MIDI over 96kb doesn't play in vanilla IIRC. Despite being over 7 minutes in length, MAP32's theme is rather average in size, about 33KB.
In fact I think my incomplete MAP30 and ef_midi_15 are about the same size as MAP32, despite being 3 minutes and 1 minute respectively at the moment.

EDIT: Also, Kyka, isn't the level end midi just the intermission? :P

Old Post 05-09-14 08:50 #
Eris Falling is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2074
Registered: 01-08


Heh, that bit is still there? I copied and pasted his template, removed that specific line, filled it out, and sent it back to him. It shouldn't still be there. Unless I cocked up and DIDNT actually delete the line.

Old Post 05-09-14 11:31 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
TheUltimateDoomer666
Junior Member


Posts: 106
Registered: 02-12



Megamur said:
It's certainly not required that you optimize your music for Timidity/EAWPats, but you may want to give your songs a test run to make sure they don't sound completely awful with those instrument samples.

Well...my MIDIs sound reasonably acceptable with EAWPats, some minor volume unbalances... But anyway, I think my MIDIs are fine as they currently are, since I already made sure they're balanced and sound "correct" for the Microsoft Roland GS synth (basically just a lower-quality version of the SC-55). Edit: Also, I used the Virtual Sound Canvas for testing. The VSC is an SC-55 emulator, and sounds similar to the MS Synth. However, unlike the MS Synth, the VSC has Reverb and Chorus effects, and some instruments are more accurate than the MS Synth.

Last edited by TheUltimateDoomer666 on 05-19-14 at 07:06

Old Post 05-09-14 13:32 #
TheUltimateDoomer666 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Doomhuntress
Forum Regular


Posts: 859
Registered: 08-10



Megamur said:

Song length isn't the issue so much as filesize, and you're pushing pretty close to vanilla's limit, if you're not there already. I've read that MIDI files around 96kb will probably cause problems, and this is fairly close to that.


yeah, that's a really easy fix. i'm just wondering if the other musicians, or anyone else on the team, has something to say about the song. i've thought about cutting out the first minute of intro or so, maybe make it its own E2 track (E2 was supposed to have creepy, desolate atmosphere right?), and fix the outro, which should fix the song's size considerably. anyone disagree or agree with me?

Old Post 05-09-14 14:46 #
Doomhuntress is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2074
Registered: 01-08


We still need one or two E2 midis to finish the set, so go ahead if you'd like. I'm thinking of putting Bucket's newest one in slot 20 btw.

Old Post 05-09-14 17:26 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 2904
Registered: 07-12


ef_midi_15 has stalled while I prioritise MAP30, and I don't think it's going to have anywhere to go in this project, so you don't have to worry about that anymore.

Talking of 30, I'm nearly done with it. The tie-in with ef_midi_6 (originally submitted for Devilution nearly a year ago) is fully complete, and I'm going to try and bring things to a very epic finalé.
Here's hoping 30 is a damn frantic map :P

For the MIDI list in OP:
I'm still planning on doing 24's track, and will probably be the next one I make.
MUS31 will be titled "Mysteries of the Duat."

Old Post 05-09-14 17:37 #
Eris Falling is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Doomhuntress
Forum Regular


Posts: 859
Registered: 08-10


there, it's done now i think (Crazy Castle Killer). stripped one minute or so from the intro, greatly reduced the filesize with about 45 kilobytes, and made the song loop properly. i also added a few dumb instruments to pad out the song. tell me what you think: https://www.dropbox.com/s/70v307cqk...0Killer%202.mid

Old Post 05-09-14 23:44 #
Doomhuntress is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
KiiiYiiiKiiiA
Senior Member


Posts: 1379
Registered: 04-11



Eris Falling said:


EDIT: Also, Kyka, isn't the level end midi just the intermission? :P



No. Definitely not. Definitely different things. And we must never speak of this again.

Also, on a completely unrelated note, I am off to edit the first post.

Old Post 05-10-14 03:10 #
KiiiYiiiKiiiA is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
mrthejoshmon
Senior Member


Posts: 1293
Registered: 12-12


Sorry to sound like an impatient asshat but did you get that crappy little map I made? I want to know how bad it is so I have an excuse to do something somewhat useful.

Old Post 05-10-14 18:50 #
mrthejoshmon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 12:21. Post New Thread    Post A Reply
Pages (27): « First ... « 13 14 15 [16] 17 18 19 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > TNT: Revilution (Loose deadline set.)

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.