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KiiiYiiiKiiiA

TNT: Revilution . 2 small to medium maps wanted

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I am sort of picky person when it comes music in map, since it should contrast theme of map. If I could, I would do my own, but I don't have enough skill to do least a decent one. No ill intent meant to anyone.

And I don't wanna go to cherry pick stuff right now, but if the final phase for choosing midis are coming, let me know, and I give my opinions which midis would be fitting. And I leave it for you folks to do the final judgement.

And I have version 5 texture pack. But if there's more to come with textures, I'll gladly wait for (semi)final set. It's not like there is not enough textures to work with already. :P

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Yeah, I'm the same way. Thats why im the one assigning the music, Kyka admitted he isnt that great at figuring out what midi fits best with specific levels. Eris is crafting very elaborate extremely fitting specialised music for every level he does for example; He makes them specifically for the level, or for the theme, and all of his tracks in the project are nothing short of amazing.

For the other guy's tracks, a lot of theme I hear them, and a specific matching level just comes to mind. Terminate 'N' Torture from Doomhuntress for example, would be extremely fitting on Map 22 with its focus on arena fights. And So She Fell and God Ov Julenca are both tracks with a strong feel of finality and challenge to them; Both have been in the map 29 slot, with the latter replacing the former, now in 28's slot (Even though I have not seen a thing from Cannonball's map)

20 and 21 are very special maps, so its pretty hard to assign tracks to them specifically. Tell No Tales, currently sitting in 20's slot because there wasn't really a better spot for it, might be moved around or replaced. I'll send you the music wad, let me know of any of the E2 midis (aside from Map 12, that's an Eris track, thus custom made for the slot) feel perfect for 20.

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Ragnor said:

It would have been Cataclysmic Impact in V1 then.

Every track sets it individually. Strangely enough, MAP28 is the only track that doesn't set it. I have to wonder if there's anything about that song that was done differently.

You can test this yourself; I use Odamex but I assume it works the same in most source ports. While on MAP30, go to the Sound Options menu and reset the MIDI by selecting another device and then back to PortMIDI/Windows. IDCLEV to a level with one of Doomhuntress's tracks and then back to 30.

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I use GZDoom and Eternity. Ive listened to all the tracks in each sound setting that works (I cant get stuff like FluidSynth or Timidity to work, its not exactly user friendly or intuitive..) and they sounded fine to me. Guess I gotta go try more things. As if I didnt have her music in my head enough already ._.

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Bucket said:

A run through of the songs reveals that it's Doomhuntress's songs changing the bend range setting. I have no idea if FL has the option to change it, but that's a software problem. Lots of programs seem to like to obscure these advanced MIDI controllers... which is probably the reason I still use a version of Cakewalk from 1997.

If you guys aren't hearing it, you're probably on a different port (like SDL or Timidity). I use PortMIDI - essentially Windows Wavetable Synth - and the effect is most obvious if you go to MAP30.

well, damn. does this mean everyone of my tracks screws it up, or is it a particular one? what's baffling is that i don't recall using any pitch-bending in any of my songs, whatsoever, so why does the bend range change?

edit: well, i used GZdoom and went to map 30. i tested FMOD, the Microsoft Synth, and a port of BassMIDI, then i went to map 28 for each of the setups, and back to map 30. i couldn't hear any pitch-bending appear in map30's song whatsoever. should i test another port other than GZDoom?

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Doomhuntress said:

i don't recall using any pitch-bending in any of my songs, whatsoever, so why does the bend range change?

When I view them with Cakewalk Pro Audio, I can see your MIDI files have a bunch of "Pitch Bend Sensitivity" (set to 1536) events. Each track/channel has multiple identical unnecessary pitch bend range settings, even in MIDIs without pitch bends. o_0 This is something that FL Studio does; it automatically adds a bunch of pitch bend sensitivity commands to the files, and for some reason sets it to 1536. The non-FL Studio-exported MIDIs by others, such as Bucket, do not contain these problematic commands.

And yes I can confirm that those unneeded pitch bend range commands do cause trouble for other MIDIs (I tried it with Cakewalk).

Anyway, with Cakewalk, I opened a MIDI by Doomhuntress and played it. Then I closed the MIDI, and opened a different MIDI (one that actually uses pitch bends), and its pitch bends were screwed up.

To test a "fix" for this, I restarted Cakewalk, opened a MIDI by Doomhuntress, deleted all those pitch bend range commands, saved the file, played the file, closed the file, opened the other MIDI with pitch bends, and the pitch bends played correctly.

So the solution would be to delete all the Pitch Bend Sensitivity commands from Doomhuntress's MIDI files. However, FL Studio would probably just put them back in, so the MIDIs would have to be fixed with a more "normal" sequencer like Cakewalk...

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Doomhuntress said:

i couldn't hear any pitch-bending appear in map30's song whatsoever. should i test another port other than GZDoom?


TNT IWAD?
Since IWAD doesn't matter for the music WAD, you can just use Doom II, where there is pitch bending on Opening to Hell.

It played normally for me under quite a few different settings, but I think I've heard this happen before in other WADs, where the whistling sounds really fucked up.

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well, i wouldn't put it past some big DAW like FL Studio to add a lot of shit to the exported files, though it's strange, to say the least... i don't have access to a "normal" sequencer right now, so if anyone could point me in the direction of any sequencer i could use to fix this problem, i'll look into and fix every MIDI i have.

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So today I discovered that a texture and a flat cannot have the same name, or the texture gets crazy tutti frutti. I've no idea why this is, but presumably the engine tries to paint the flat on the walls perhaps?

Also @Gez. Thanks for the help. :)

CorSair said:

Just two questions:

Does revised texture pack contain any tech/hell merges?


Depends on what you mean by tech/hell. There is some stuff that might fit that description. If nothing is there that suits what you want, let me know any suggestions and we will see what we can do.

CorSair said:

And I have version 5 texture pack. But if there's more to come with textures, I'll gladly wait for (semi)final set. It's not like there is not enough textures to work with already. :P


Next couple of days, Version 8b will be up. (And no you didn't miss versions 6 and 7. They were internal versions, so I could keep on top of organising things.)

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KiiiYiiiKiiiA said:

So today I discovered that a texture and a flat cannot have the same name, or the texture gets crazy tutti frutti. I've no idea why this is, but presumably the engine tries to paint the flat on the walls perhaps?

By "texture", do you mean the texture itself (as defined in TEXTURE1/2) or the patch? It's possible it tries to use the flat as a patch to make the texture; that would explain it.

If the patch doesn't have the same name as the flat (but the texture does) there should be no problem. Doom uses completely different routines to find flats and to find textures, they are retrieved from completely different places (flats are lumps; textures aren't).

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Here's a new avatar for you. I think it better reflects how immensely pleased you are.

(Just taking the chance to show off my leet texture skillz.)

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well, Sekaiju's interface has me confused to no ends. anyone mind telling me roughly where the hell i need to go in order to edit my MIDI files events?

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Doomhuntress said:

well, Sekaiju's interface has me confused to no ends. anyone mind telling me roughly where the hell i need to go in order to edit my MIDI files events?


You can edit events via the Piano Roll editor and the Events List editor. You access them by going to the View menu or right-clicking on a channel in the Track List.

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mrthejoshmon said:

Section 1 of the map is complete:
[image]
Added extra sections and non-linear like shit to certain areas, nothing impressive.

Now, top right there is a teleport room. That teleport room can be one of two things (which ever seems better):

The exit. This would make it a short map of course (And I personally like short and sweet skirmishes).

The link to the next area. The original idea behind this map was a Wormhole like teleport sequence (Idea was cut though) so I then thought of instead of changing the time I could change the location, it would be like having two little maps in one.

What should I do?

Well, if you have any additional ideas, then make that area the link to the next part. But if you've done all you think you can, then add the exit and call it finished. More can always be added later.

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KiiiYiiiKiiiA said:



Here's a new avatar for you. I think it better reflects how immensely pleased you are.

(Just taking the chance to show off my leet texture skillz.)

Holy christ that face is scary!

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I'm getting music volume problems in Chocolate Doom now, out of nowhere. Perfect timing. While trying various things to work around the issue, I happened to hear Ionian Isolation via ZDoom's OPL emulation. Have you ever listened to it this way? It loses a few things in the translation, sure, but actually sounds quite good. The wind sounds suddenly become this rather distressing buzz that somehow makes the song even more nerve-wracking.

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mrthejoshmon said:

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

I think you'd send it to Kyka first.

D_GARG said:

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

Your Map08, I believe? I submitted a preliminary report to Kyka. I guess he hasn't done anything with it yet.

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D_GARG said:

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


I posted right here that I highly enjoyed it. One of my favourite maps out of the whole set actually, no exaggeration

Megamur said:

I'm getting music volume problems in Chocolate Doom now, out of nowhere. Perfect timing. While trying various things to work around the issue, I happened to hear Ionian Isolation via ZDoom's OPL emulation. Have you ever listened to it this way? It loses a few things in the translation, sure, but actually sounds quite good. The wind sounds suddenly become this rather distressing buzz that somehow makes the song even more nerve-wracking.


Yeah, ive listened to the whole wad in FMOD, the Wavetable whetever thing it is, and in OPL on GZDoom. Does TNT'd Love fit as well as you thought on Map 9?

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Doomhuntress said:

FL Studio screws up my MIDIs on export, and i still haven't been able to fix the problem...

Don't lose sleep over it - someone (probably me) will just fix everything when it goes beta.

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Bucket said:

Don't lose sleep over it - someone (probably me) will just fix everything when it goes beta.

it's kind of late to tell me that now, though. even if the 9 or so songs i've submitted so far (this current rough draft included) will be fixed for the project, that still leaves me with 165 MIDI files i've made or otherwise edited i have to fix myself. doesn't really help that i'm kind of lazy and good at demotivating myself from trying to do stuff such as learning how to use a MIDI editor. i'll get there someday, though.

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