A few months ago I was playing around with some modifications to the Doom arsenal, mostly faster weapons. My dehacked file turned out to be based on the one in Scythe 2, which I overlooked, and I loaded up map32 to test my 4x speed chaingun against a cyberdemon, because it's the Doom II map with the simplest access to the cyber. Or so I thought. If you know which monsters Scythe 2 replaces and which monsters Doom 2 map32 has, you'll know what I was greeted by, much to my surprise. My screen was full red before I could even finish thinking 'wtf'.
Today I remembered that and decided on a whim to do a casual max of map32 facing the Scythe 2 monsters. Was pretty fun.
Earlier today I finished some early versions of the music that'll be going into my Doom level. There'll be one track for each major area, plus a short "outside ambiance" sort of thing, so five total tracks.
Anyway, I put them into the pk3, wrote the ACS to fade them nicely and control them as-needed, fired up GZDoom and... holy crap it's like 300% creepier now. I'm seriously glad I usually playtest without the music.
The ambient outdoor thing isn't much, just a sound collage of some low rumbling and a recording of a creepy dog barking I found. I layered in some reverb via a convolution plugin using a canyon impulse, which makes it sound sounds pretty solid and very outdoors-y.
The outer temple area uses a song I'm calling "Drive Them Back" (named after a Vincent Price sample I use in it), which is a dark, gothic track that uses a melancholy ARP Solina for the melody. Sorta like SoTNR map 03's music, but less evil and more gloomy.
The crypt area has a track that's much more experimental and ambient. It features a droning background of noise and warmth, interspersed demonic noises, and some algorithmically generated drums that get all messed up and don't play the role of a standard rhythm track.
I'm not sure exactly what I'll be doing for the inner temple or the final area, but I noticed that Skinny Puppy's album "Cleanse Fold and Manipulate" went pretty well with the general feel so far, so I might experiment more with distorted drums and sound collage textures for them.
So I found this to be a pretty fun megaWAD. It feels familiar to the OG Doom 2 IWAD while still being and doing its own original thing. <3 I didn't really encounter any issues with it other than a spot at the end of map 20 where something didn't lower to get to the exit but I straferan and jumped to get to it so it wasn't that big a deal to me.
Still worth a shot for those of you who are into megawad's like myself. :D
For being serious now, it's one of those wads where you sit back, relax, get comfy and give blast through easy, simple maps. I rate this megawad only 4 stars, because map30 felt like a big joke (few rockects and map ends).