marxr Posted July 18, 2014 How do you midi guys make music anyway, with keyboards, or you have some program you use? 0 Share this post Link to post
Tristan Posted July 18, 2014 I still have 4 tracks to finish, and one to debug. Solid Snake: I just use a mouse. Majority of sequencing is done in Anvil Studio, and if I need MIDI effects (pitch bends, etc), I switch over to Sekaiju to do those. 0 Share this post Link to post
Varis Alpha Posted July 18, 2014 i have a kind of fear in utilizing pitch-bends, because i think it's already been mentioned what FL Studio feels about those things in MIDI files. plus, FL Studio freaks the fuck out whenever i add pitch-bend range to something. kind of really sucks. edit: oh yeah, i totally forgot to post the song here. https://www.dropbox.com/s/l3m03hfhbgvcyze/Contempt%20%28I%20Hate%20You%29.mid 0 Share this post Link to post
Guest Posted July 22, 2014 Dear everyone. The MAP 01 slot is now open. So if you want to get involved, now is the time. :) 0 Share this post Link to post
Fellowzdoomer Posted July 22, 2014 Can I call it? I really would like to do a TNT Map 01. EDIT: I started on a real rough draft of the outer area. (Using my unmerged TNT wad.) 0 Share this post Link to post
SFoZ911 Posted July 22, 2014 What kind of a map are you looking for? are you doing like "open submission" thing? 0 Share this post Link to post
Fellowzdoomer Posted July 22, 2014 Yeah I'm unofficially doing this unless otherwise said. 0 Share this post Link to post
Guest Posted July 22, 2014 How does a duel to the death with flintlocks sound to you two guys? No seriously, I'll sign both of you up. We are really trying to get as many different mappers involved as possible, and as I have stated before, I am happy enough to pull a couple of my own maps if we get submissions from other mappers of sufficient quality. Fellowzdoomer, you got in first, so I will put you on the 'official' roster. But SFoZ, if you wanna do a map, love to have it on board, and will get it in if at all possible. Thanks for the interest guys. Fellowzdoomer, you have the texture pack? Pretty sure you do, if not, PM me, I'll send it to you. And SFoZ, I will send it to you also. :) 0 Share this post Link to post
Fellowzdoomer Posted July 22, 2014 I dunno what a flintlock is, but count me in! ...no seriously, what's a flintlock? EDIT: I just redownloaded it! Turns out I deleted the merged version AND the TP. I have version 12. 0 Share this post Link to post
Fellowzdoomer Posted July 22, 2014 You'll have a spot in TNT: Rebellion xD On another note, not sure if you have a TITLEPIC, but I googled up "space", picked an image, did some edits and Ihave an idea for one. http://i.imgur.com/zgHGSaG.jpg Its bad, I know. *sighs* but I'm thinking of a TITLEPIC being something like this. 0 Share this post Link to post
Fellowzdoomer Posted July 22, 2014 Rofl. You forgot the blue marine (me). 0 Share this post Link to post
scifista42 Posted July 22, 2014 Status report on Kyka's request: I'm not happy to admit this, but I feel like I have to. I've stagnated with my map's development, and this is literally everything I have (no change for almost 2 months): Recently, I somehow can't get myself into long-lasting creative work, even though I have free time for it. I've seriously considered telling you that I'm giving up, and kindness aside - it might be for the good, I might deserve to be taken out for my procrastinating bad habits. But let's say that I still want the slot - it seems that we're in no rush yet, anyway. Sorry. 0 Share this post Link to post
cannonball Posted July 22, 2014 I've struggled too as my reply to Kyka stated, but here is an actual screen shot to prove I have done something :) 0 Share this post Link to post
Fellowzdoomer Posted July 22, 2014 Both of you guys' maps look great! . 0 Share this post Link to post
Guest Posted July 23, 2014 @scifista and cannonball. Thanks for the replies guys. That is all we really wanted for now. I just wanted to avoid having people who had lost interest and weren't going to do anything. If further down the track you get to a point where it is just not happening, we can revisit then. :) cheers. 0 Share this post Link to post
Devalaous Posted July 23, 2014 Guys, about Map 1; Just remember we are going to add a little intro section to Map 1 that ties Revilution to Evilution, it will have no gameplay at all, just for atmosphere, but still, just reminding people. Wherever your Map 1 begins, will be where the map's gameplay actually starts. 0 Share this post Link to post
Fellowzdoomer Posted July 23, 2014 Oh, great. My begins out a base (I love what I did to my map so far). I PM'd KiiYiiKiiA, not sure If he got it. Regardless, should I pm the map01 to you too? 0 Share this post Link to post
Guest Posted July 23, 2014 Yeah I did get it. I will look at it in the next day or so. :) Yeah for sure send it to Ragnor and Megamur too. :) 0 Share this post Link to post
Fellowzdoomer Posted July 23, 2014 I just made some edits so lemme send those to ya. As usual, DONT PLAY ON UV!! Unless you like a nice challenge... 0 Share this post Link to post
Tristan Posted July 23, 2014 If you're making your map difficult, you may want to question whether its suitable for MAP01. That includes all skill levels, including UV. 0 Share this post Link to post
Fellowzdoomer Posted July 23, 2014 ^ I mean under UV. I could cut back enemies on ALL skills and replace some with troopers. 0 Share this post Link to post
SFoZ911 Posted July 23, 2014 So do you guys have any guidelines for map01 other then the intro part? I mean should it be a techbase similar to the original tnt? because thats what i've started so far. i've been using stock texture. 0 Share this post Link to post
Megamur Posted July 23, 2014 Fellowzdoomer, while I appreciate your enthusiasm, the map you submitted is honestly quite poor in its current state: detail is minimal (a few skylights and an ugly-looking, asynchronous strobe light effect are about as far as you got with detail); rooms are needlessly large and constructed out of asymmetrical, inconsistent architecture (like how a couple rooms stick out further from the center on the left side than on the right, despite seeming to be trying to be symmetrical shapes otherwise; or how the revenant platforms west of the blue key have the same overall shape but significantly different dimensions); and it's extremely linear (basically just a series of hallways, with no side rooms, detours or split paths. Even Evilution Map01 had a few side areas). I understand this is meant to be a rough draft, but what you've shown is not very promising so far. Perhaps you should have waited until you had a more complete product before you sent in your submission. Regardless, you should probably try to practice and hone your craft with smaller map projects instead. This is just my opinion, however. Perhaps Kyka and Ragnor will disagree. @SFoZ911: Ragnor is generally the one in charge of overall theme for the maps, so it'd be up to him to give the final word on what you should be doing for Map01. Gameplay-wise, I simply suggest limiting your weapon selection to the shotgun, and perhaps a chaingun and/or berserk pack, saving the better weapons for later levels. 0 Share this post Link to post
Devalaous Posted July 24, 2014 SFoZ911 said:So do you guys have any guidelines for map01 other then the intro part? I mean should it be a techbase similar to the original tnt? because thats what i've started so far. i've been using stock texture. Episode 1 is standard TNT techbase. The idea for E1 is that its the same area from Evilution E3, carrying on from the ending. The intro will be the player leaving this behind, once Kyka eventually gets an altered IoS like this: The ending text: Leaving this arena, the player will return down the corridor with the floating cages, go through a broken window ("something rumbling in the distance" means the area back here collapsing) and enter one of the cages; this will teleport them into Map 1's actual start and begin Revilution. Since Hell has faded from the base, there are still dead remnants of Hell in several E1 maps. Map 5 for example has a random flesh pillar thats just there for atmosphere. Feel free to add a small dead hellish artefact somewhere if you wish to. 0 Share this post Link to post
SFoZ911 Posted July 24, 2014 Okay, i'll see what I can do about that. I already have a layout. i just need to know if there are any custom textures to which i can use to "uniform" my map. 0 Share this post Link to post
Devalaous Posted July 24, 2014 Hasnt Kyka sent you the texture pack yet? 0 Share this post Link to post