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Tristan

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Everything posted by Tristan

  1. Tristan

    [RC5] EVITERNITY II - RC5 Released!

    Music from MAP06 is up on youtube!
  2. Tristan

    [RC5] EVITERNITY II - RC5 Released!

    Yeah someone added a monster alarm in the final room... rc5 let's go?
  3. Tristan

    [RC5] EVITERNITY II - RC5 Released!

    For almost the entire dev cycle, I had always thought we should keep the intermission/text music the same as in the first Eviternity, which was "Death's Toll," one of stewboy's Plutonia MIDI Pack submissions. When you posted this, it evoked the exact same feeling as that track and my mind was made up within the first 20 seconds, as it should be, given that the most important part of an intermission track is the start of it. Lol, well remembered! OG Elysium was obviously always going to look like it did in the final release, but my idea for its gameplay was probably more like halfway between how it actually ended up and Evi2 MAP01.
  4. Tristan

    [RC5] EVITERNITY II - RC5 Released!

    In addition to this, I've also started a playlist for the OST. Obviously still in progress right now but will be added to as we get around to uploading more of the music!
  5. Tristan

    [FINAL RELEASE] Eviternity

    There's no MIDI version.
  6. Tristan

    [RC5] EVITERNITY II - RC5 Released!

    At least partially; I'll be doing an album of this for all of my tracks.
  7. Tristan

    [RC5] EVITERNITY II - RC5 Released!

    Can't believe I leaked map01 5 years ago and got away with it
  8. Tristan

    [RC5] EVITERNITY II - RC5 Released!

    Oh man that's embarrassing, we knew about this one and forgot to fix it! There's an even easier softlock right next to it that never even occurred to me - both fixed on my end so that'll be in the next update whenever it is, thanks for catching that!
  9. Tristan

    [RC5] EVITERNITY II - RC5 Released!

    Yeah the MBF compat setting in GZDoom seems to ignore the MBF21 linedef flags like block players and block land monsters, which we tended to use a lot on fences and stuff so flying monsters can still pass over them but everything else is blocked. Personally all the GZDoom testing I did for this was just on default compatability
  10. Tristan

    [RC5] EVITERNITY II - RC5 Released!

    Never expected praise like this for my maps, thank you so much!
  11. Out of curiosity, what about Sunlust maps 29 and 30 (#11 and #27)? Both definitely deserving of a place on the list, but having 29 above God Machine always seemed interesting to me!
  12. I would say they're not his MIDIs so it's not his call to make on whether people can re-use them. I think a lot of time mappers would upload to idgames and check that box to say no reuse, but probably only really considering the maps themselves? or at most, any assets especially made for the project.
  13. Tristan

    Underrated WADs

    Let's talk about some gems that never got the attention they deserved, or got unfairly bashed when they were released. No examples from me because I haven't played doom in forever but like some others I'm tired of 'worst this, overrated that' threads so here's a counter. More positivity, people!
  14. Tristan

    Ripoff usernames

    Tristian
  15. Tristan

    The Dean of Doom series (companion thread)

    Pretty funny to see people in this thread talking about "personal attacks" in the videos when I've seen them do the exact same sort of thing repeatedly...
  16. I do have to take issue with this one point because there are a lot of Doom-engine based indie games now and I've seen this kind of thing a lot, and honestly I wish it would stop :P It's technically true, I guess, but to me this has always come across as pretty reductionist considering the amount of work that goes into some of these games to just call them "Doom mods" because they just happen to share the engine (and a heavily modified one at that, considering the vast majority run on GZDoom). It's like calling TF2 a Half-Life 2 mod. Heretic or Hexen aren't thought of as Doom mods, so stuff like Square or Selaco shouldn't be either!
  17. Tristan

    Doom wads similar to Doom 64/PSX Doom

    Threshold of Pain
  18. Once again I think having played PSX Doom first allows me to give a less obvious answer. Obviously the competition is tough because pretty much every level in the game can be considered spooky, but I have to hand it to E1M4 (or rather, Level 4 in this case) for the maze behind blue door. I think this still I grabbed from zdenda's playthrough speaks for itself... If I had to choose from the original PC version though, none of them feel very spooky by comparison, but it'd be E1M5 solely for its music.
  19. Tristan

    The DWmegawad Club plays: The Rebirth

    Of course! Naturally, now that I know I can use them and still use my usual method of converting the MIDI to WAV, the first thing I've been doing since figuring this out is writing a MIDI that's basically "oops, all expression events." It's so much more convenient and flexible than using volume changers for the same effect. Something I realised at some point this month that never occurred to me before is that over 75% of the Rebirth MIDI Pack comes from just three composers: Jimmy, Varis Alpha, and myself. I don't remember exactly how the pack's development played out beyond my own tracks and the fact it took a few years to reach a finished state, but comparing it with other community MIDI packs (even ones before the 2020 composer boom), and seeing the general thoughts on the WAD this month, I wonder if maybe Rebirth just didn't generate that much interest :/ I still like the tracks I made for this though (except 21 which I'd probably approach differently now), and some of them are among my most re-used in other WADs.
  20. Tristan

    MyHouse.wad (split: ???)

    I wasn't going to post in this thread again but I think it's worth reiterating that the author doesn't want people to know who they are right now, so please, let's not start stirring this pot again. Some of us know already, and we should keep such information to ourselves for the time being.
  21. I made my picks on the assumption that the PS1 maps are slotted in between the original ones; in this scenario Hell Gate would be immediately before Tower of Babel (PSX Doom bumps it to the end of episode 3, but this isn't needed if Dis is still there), so while having Nobody here could work, it does mean it'd be used on two consecutive maps, which is something I think it's better to avoid. Same deal with Redemption Denied, "Getting too Tense" works, but The Spirit World is still here. As you said, RD is the finale of PSX Doom, specifically it follows Monster Condo so if The Spirit World isn't right next to RD, there would only be one map (The Living End) between them, and to me that's too soon to be repeating tracks.
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