Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

HexenMapper

Members
  • Content count

    222
  • Joined

  • Last visited

Everything posted by HexenMapper

  1. HexenMapper

    Vanilla Music Limits and Oddities

    Very interesting... I completely forgot about .MUS files. Also interesting to see the way tempo is handled too - would explain why things are acting as they do for the 6/8 track. Thanks for the post links - lots of good info!
  2. HexenMapper

    Vanilla Music Limits and Oddities

    I'm trying to compile a list of limits and oddities for vanilla compatible MIDI files. One of the limits I encountered when writing the REKKR score was the file size limit of 99 KB - any larger and Chocolate Doom won't play it. Upon further investigation I made a MIDI file exactly 100 KB large, and Chocolate Doom played some kind of weird, single-note piano thing (nothing like the original track). Another interesting issue I've found recently is that the OPL synthesizer on chocolate doom doesn't seem to support pitch bend all the time (only on some instruments, and only some of the time). The OPL on zdoom seems to work fine for pitch bends, just chocolate doom seems to have the issue. I'll check it out on prboom over the next few days. An issue I've also encountered just today is that a song in 6/8 seemed to be played slower by a factor of 0.6571 when played by both zdoom and chocolate doom. Speeding up the song by a factor of 1.52 solved the issue - but none the less it is curious! Anyone have any other strange vanilla MIDI facts or limits? or know of an old thread that covers these?
  3. HexenMapper

    IMPatience [Doom from an imps perspective - 21 maps]

    Quite the necro bump... I'm still around, but not doing any mapping or modding these days, focusing on doing music. The instructions for how to convert maps to IMPATIENCE are listed in the zdoom link in the OP of this thread, but beyond that I don't think much is going to happen with this mod unless someone else takes over.
  4. Some crazed UAC marine is running amok through our facilities! One imp is tired of waiting around... Impatience: Doom from a new perspective Player plays as an imp, starting in classic imp positions. Primary fire is melee attack, secondary fire is a fireball The enemy is the UAC marine, who will run through the levels killing your buddies! Kill him 3 times to advance to the next map (5 times in later levels) 21 maps done so far. Alternating between doom1 and doom2 maps. 4 player starts for co op play Player can pick up weapons, becoming a sergeant imp, to lead the masses! The marine starts with better and better weapons, but loses them after being killed, being forced to pistol start. The marine starts with the shotgun by map2, and rocket launcher by map 6. By map 6 he also respawns with a shotgun Note that the imp can't activate buttons or doors, but most of the doors in each map have been opened, and some platforms have had walk-over triggers added so that imps and the UAC monster can activate them. Difficulty levels are not what they used to be! Higher difficulty means more allies for you, so UV becomes easy mode, and HMP becomes pretty hard. ITYTD is kind of easy, but far fewer allies for you, and HNTR Is a rough ride, but feels pretty commando Also the map names are screwed up until I add in the MAPINFO to correct them (is there a way to do this without having to redefine the skies?) DOWNLOAD: http://www.mediafire.com/file/kpklp9jk5hy4kc5/Impatience_52.rar Runs in zdoom and Gzdoom with the doom2.wad I Have discontinued work on this mod, but feel free to take over: If anyone would like to help with this project, the steps to converting a map to IMPatience can be found here: http://forum.zdoom.org/viewtopic.php?f=19&t=51988&p=908642#p908642 [b]Screenshots:GameplayImp demon image by FinoRaptor http://finoraptor.deviantart.com/
  5. HexenMapper

    Perdition's Gate Resurgence (Alpha available for testing)

    This project is looking great! Looks like I might be coming on board to do some egyptian-esque metal MIDIs...
  6. HexenMapper

    REKKR - V1.16

    I'd be happy to do new music tracks for the 4th episode, might be fun considering we have plenty of time now our country is in lockdown for the next 4 weeks at least. I'll flick you an email some time Revae
  7. HexenMapper

    REKKR - V1.16

    Also while we're on the topic of music, someone released an HD version of the REKKR score on ModDB last year... Not sure if it has been posted here or not (searching DW for it seemed to find 0 results) https://www.moddb.com/mods/rekkr/addons/rekkr-hd-music/#7288709
  8. HexenMapper

    REKKR - V1.16

    Great work! thanks for your time / diligence :) I listened to a few of the tracks and they seem fine - no noticeable changes (and there shouldn't be if you're just removing redundant controller messages)
  9. HexenMapper

    REKKR - V1.16

    Its interesting that only some tracks that go over this limit seem to have trouble playing - most of the tracks go well over 8 voices simultaneously. I generally wrote with a 16 channel limit, and 16 voices simultaneously being around the max that regular MIDI could play. If we can work out a cause / solution I'd be happy to take a look at the offending tracks, since there's only a few of them.
  10. HexenMapper

    The Music of REKKR

    The REKKR Soundtrack is now available on Bandcamp! https://tomjensen.bandcamp.com/album/rekkr-soundtrack-2 2 Years ago I was browsing a certain forum when I saw a screenshot of what would become REKKR. I immediately volunteered to write some music for the project, posted a MIDI file and emails were swapped. Now that REKKR has been released, I thought I'd write a little bit about my process for the soundtrack. The Premise & Aesthetic Going on the original screenshot, I figured REKKR was some kind of viking / fantasy style mod. It being a Vanilla TC, anything but MIDI was out of the question. I fired up my DAW and quickly selected some instruments I thought would be appropriate: Percussion, choir, strings, harp/lyre and bagpipes. I went with my gut instinct and wrote this: The project lead Revae seemed happy with the direction I was going in so I wrote a few more gut-instinct tracks, trying out some more ideas and sounds. I ended up having free reign to write what I wanted in this score, except for some small timing things like getting the title track to end before demos start, so plenty of room to experiment. Researching Scandinavian Musics Then I started thinking more critically about what I was doing - This was a Norse inspired setting, so I needed to research Norse instruments and tunings. I started looking for Scandinavian folk music and instruments, and came across some key pieces that would provide important elements of the score. This video in particular had a striking effect on me: What was this ethereal, natural sounding instrument? It was a Bukkehorn - a natural horn carved from the horn of a goat. But there was something else going on in this piece, it wasn't just a beautiful sounding instrument, but the musical Scale was different to our regular western scales. This is due to the horn being made by drilling holes in it, often without too much precision (and certainly the natural shape of each horn would have an effect on the exact pitches it would produce). And so I went about trying to recreate not only this sound, but the kind of natural scales that we hear in the piece above. I would make these scales using Microtones - a way of retuning notes so they sit in between the usual notes that we might play on a piano. I wouldn't retune all the notes, but just a few of them in a given scale. I would retune them enough to give the melodies a unique and unusual sound. Listening to some more of these pieces, some were very 'sour' sounding - the pitches well outside our usual piano keyboard. This one for example: You can hear some of the notes just sound 'off'. This was the kind of sound I wanted to make use of. It sounded ancient, perfectly natural, yet aeons away from our modern music. Other Scandinavian folk music such as dances and instruments like the Tagelharpa were also noted and their styles put in the 'bank' of things I would make use of in this score. Tagelharpa: Incorporating what I had learned So I set about attempting to recreate these ancient Scandinavian sounds in my DAW. I even began naming the instruments after the ye olde ones. I used solo violins or violas for Tagelharpa, and a soprano saxophone seemed to work well for a Bukkehorn (I'm still limited to MIDI sounds here - no going out at getting a high quality Bukkehorn library.... assuming one existed?) I wrote this, my spin on a Bukkehorn melody: And this, my take on a tagelharpa piece, with drone and folk percussion and in with a folk dance feel: You can hear I'm trying to accentuate the roughness of real played instruments - there are bends in the strings as a player bends up to the note, also featuring are the microtonal scales I devised in order to give the melodies an ancient, natural sound. The scale I used for the Bukkehorn piece (Hops Harvest) was as follows: A relatively straight forward E aeolian mode (also known as E natural minor), but with 2 notes altered. One altered downwards (flattening) by an amount of 25 cents. Cents you say? how many cents to a dollar? One of my first teachers asked me this at primary school and I replied: "How many what cents? How many 10 cents? how many 20 cents?" I couldn't understand that she meant "100 cents in total". I was thinking in blocks of 5, 10 or 20, rather than imagining a dollar being made up of 100 individual cents (I was like 6 give me a break). How does this relate to altering notes and micorotonal tunings? well - in the same way I was thinking about cents in blocks, most people today think about musical notes in blocks too - the keys on a piano. Thats all the notes there are right? wrong. The distance between any 2 notes on a modern piano is measured as "100 cents". I don't know where the name 'cents' comes from, but that's just what they're called so we're going to run with it. You could have 100 different notes between any 2 notes on a piano. They would be incredibly close together, and most people would not be able to tell them apart unless you played them all in sequence (you would hear a weirdly rising scale than never seems to actually get higher) You can kind of hear this effect in this video: That video is in quartertones - so 50 cents between each note. (lets not get into why they're called quartertones...) Back on Topic Anyway, back to my scale , I altered 2 notes, one downwards by 25 cents, and one upwards by 25 cents. This is enough of a change that the human ear can easily recognize that something aint right, but small enough (only 2 notes out of a 7 note scale), that I could still write regular melodies and have the tunes work and for the regular western person to be able to relate to them. Some areas such as India and the middle east use much smaller intervals (the distance between 2 notes), and so could easily write in much more complicated microtonal scales and even sing them, but for me the 25 cent alterations were enough to give the music an ancient feeling. This effect seemed to work most of the time when I used it in the score, the melodies sound relatively normal, but sometimes the effect is quite pronounced, which could well be a shock to some western listeners (a recent twitch playthrough of REKKR commented that this track was "awful" and laughed at how bad it was.) This was the 'sour' microtones hard at work, sounding like someone was torturing a cat 2000 years ago: And looking back I think I did go a bit far on this track. I could have removed the alterations and the track would be much nicer to listen to. But hey - I think one nice thing about REKKR is it's uncompromising - the maps are hard, so imo the music should be hard to listen to at times. Only the first section of this track uses the microtonal scale, the rest is relatively straight forward (so I give the listener a 'rest' from the sour notes...) More Microtonal scales: Its not all Vikings and Camp Fires So that covers the main unusual aspects of the project - researching and utilizing natural scales and instrument types. But REKKR isn't all Norse strongmen living in huts - there is much more to the setting. As I started seeing some of the city maps come around, I figured it was time to introduce a more refined, ""cultured"" element to the music. So I drew on my favorite musical inspiration: Baroque and Renaissance period classical music. I introduced the Organ, more structured polyphony (many melodies interweaving), and more refined harp parts. I spent quite a few tracks trying to really nail the most "crunchy" organ sound possible - I wanted really dense chords and clear but overwhelming harmonies. I think I finally nailed it in this track, which I believe was unused until I mentioned that it was, and it then became the intermission track (a great choice by Revae): Russian Girls on a Train Inspiration came from sources other than just Scandinavian folk music and baroque fugues and counterpoint, traditional songs - especially vocal-only songs (known as acapella) were a good source of the kind of music that could be made even without any instruments - perhaps by a bunch of viking woman on a boat, or some Russian girls on a train, as shown in this song: The track above and vocal songs like it provided the inspiration for some of my own: As an aside, if you want a few really great female vocal pieces, look no further: These 2 tracks also feature quite microtonal vocal parts - making them sound partially middle eastern or indian. REKKR, But different As the mod went on, more styles and variety were required, I wrote a more standard metal / rock track for a dungeon map, and even managed to sneak in some Black Metal for the claustrophobia map in the 3rd episode. There were synths used, especially in the first map of E3, coinciding with the change of scene in the 3rd episode (bright purple + smooth futuristic looking walls). Some other styles and genres cropped up, a swamp map, a map for a city (heavily inspired by Edgar & Sabin's Theme from FF VI), boss music, episode end screen music, and a final "credits music" (taking the shape of a bittersweet waltz), and HELL maps. I had a great time writing in this variety of styles, while trying to keep a rough harmonic language consistent throughout. I've loved working with MIDI since I was a teenager, so its always fun to work within those limitations. More metal dungeon track: Regal city music: Then a request came through that made me go ooooooooo: (slight spoilers ahead) Special Effects I used a few small things to help make the MIDI a bit more lively, namely layering solo instruments with a very slight staggering in the parts, to make it sound like they were playing in a reverberating hall. So I would have 3 bagpipes all playing the same notes, but one slightly after the other, and the other slightly after that. There are also plenty of seashore sounds used, lots of pitch bending, and very careful attention to volumes and fading in / out. Sometimes I would put so much automation (programming how the volume / pitch / etc. will change over time) that the file sizes bloated above 100kb (preventing them from playing in chocolate doom), so I had to go back and 'simplify' automation, which had very little effect on the quality of the sound. The difference between a volume curve with 500 points and a volume curve with 10 points is minimal when you have other instruments playing. This was purely something I've been used to from writing non-doom music: being able to draw smooth curves and never have to answer for those extra kb. END GAME - RIP REKKR_3 And so that's the story of the music of REKKR, I haven't uploaded all of the tracks to my youtube yet, I will do a bit of a rearrange now that I know what has been used and what hasn't, and include some of the more recent tracks (such as the metal tracks, the swamp track, end titles and a few others). For now I will leave you with the end game title music (the bittersweet waltz). This track pushed my available voices to the absolute limit: I hope this has been of interest, thanks so much to Doomworld and all its users and admins for existing and creating a great place to store / share and work on new stuff.
  11. HexenMapper

    The Music of REKKR

    Uploaded the remainder of the soundtrack to youtube (8 tracks I hadn't got around to uploading yet) You can hear them as the last 8 tracks of this playlist (from Chained Remains onwards), there's some metal, a FFVI inspired regal track, and a mash-up of every iD/Raven starting track (Begin - (E3M9)). You can click on the top left icon to get a drop down of all the tracks (not sure how to make a playlist start at a specific track here...) Well done to Revae and team on the cacowards! honored to be mentioned as well :)
  12. HexenMapper

    Editing map names in Heretic

    yeah MAPINFO / ZMAPINFO is the way to go for altering map names and intermission stuff, HHE should only be used for Vanilla targeted projects. Here's an example of the .HHE file from Hump-mini: @Mikolah made this .HHE file (which is just a text file) and I just edited it. I think you can just use notepad to create these .hhe files, then rename the filename from .txt to .hhe The list of strings is here (the 4 digit numbers are the identifiers): https://github.com/chocolate-doom/chocolate-doom/blob/master/src/heretic/deh_htext.c#L47 Each string has a 4 digit identifier, as well as a number indicating the length of the title. Map titles cannot exceed the length of the original title (unless the original title was shorter than the nearest multiple of 4, in which case you could go as long as the next multiple of 4 .... iirc). The numbers indicating length must be exactly correct or the whole thing will fail to parse and/or you'll get errors. Vanilla modding is very fiddly and complex, I would certainly advise using MAPINFO for map info unless you're specifically making a mod for chocolate heretic. I attached the .hhe file from hump-mini HUMP_mini.zip
  13. HexenMapper

    heXen Upstart Mapping Project (RELEASED!)

    Now on idgames, link is also in the OP :) https://www.doomworld.com/idgames/levels/hexen/v-z/xump latest version is 1.4
  14. XUMP is now Released - 12 brand new maps from new and old mappers! Get it here: https://www.doomworld.com/idgames/levels/hexen/v-z/xump Or here: http://www.mediafire.com/file/lu36rtwbvxubomg/xump.zip/file Runs on GZDoom or Zdoom. GZDoom recommended. Requires the HEXEN.wad Screenshots: XUMP Mappers: Original Post:
  15. HexenMapper

    Community Chest 64

    I did some forested areas in my Earth mapset (on the doom64ex forums) - using animated linedefs to make the trees gently sway in the breeze... Not as full blown forest as what you have there though, more like rural outskirts. The trees looked like this:
  16. HexenMapper

    heXen Upstart Mapping Project (RELEASED!)

    That's not a door iirc - just a door texture on a wall :)
  17. HexenMapper

    Community Chest 64

    Hmm that's interesting, but may not help that much. You could try the attached track in a map and see if it sounds like the original in the post you quoted. I can't even get Doom64 to run properly at the moment otherwise I'd test it myself. D64T.zip
  18. HexenMapper

    Community Chest 64

    Something with EX in the title? Doom64: EXile Doom64: EXecration Doom64: EXtinction Doom64: EXecution Doom64: EXtermination Doom64: EXsanguination
  19. HexenMapper

    Community Chest 64

    Getting switches to work can be fiddly - I would recommend looking at the Doom64 maps in the editor, or at Antnee or my maps from the Doom64EX forum - look at how our switches are set up. Or you can watch this tutorial:
  20. HexenMapper

    Community Chest 64

    Re: music, you can make new MIDIs, provided you download the DOOMSND soundfont and write your MIDIs using that as a reference (as those are the sounds the game will use to interpret your MIDI data with). There are a few big problems with it though - they may have solutions, but I haven't put a lot of time into solving them :) Tempo - seems much slower in-game. could be an easy fix - work out how much slower, and speed up your track after writing to compensate Some samples do not trigger, some do not register 'note ends' and so linger much longer than intended - this might take a bit longer to work out why things aren't working properly and what to do to fix them. Here is an example track I wrote using the DOOM64 soundfont. This is what it sounds like in my DAW: https://clyp.it/1gdjd1tt And this is what it sounds like in-game. you can hear some of the problems: https://clyp.it/3pgdabvt With regards to non-midi files, iirc you can't use them in DOOM64EX
  21. HexenMapper

    Community Chest 64

    This is from the Doom 64 bible which I think was posted earlier in this thread - essential reading for Doom64EX mappers :)
  22. HexenMapper

    heXen Upstart Mapping Project (RELEASED!)

    Glad you enjoyed Gideon020. XUMP works with Wrath of Chronos and should work with any other gameplay mods as there aren't really and "structural" changes that might break mods.
  23. HexenMapper

    Community Chest 64

    Great idea for a CP! Good luck everyone, mapping for DOOM64EX is a lot of fun, enjoy those sweet 5 part sector lights :) Might be worth mentioning it here? https://www.tapatalk.com/groups/doom64ex/wads-and-mods-f3/
  24. HexenMapper

    heXen Upstart Mapping Project (RELEASED!)

    Did a few very minor edits, mostly some co op fixes. Latest version is 1.3 (same link)
  25. HexenMapper

    heXen Upstart Mapping Project (RELEASED!)

    did you actually play the wad @d-Illasera? Or just examine it in slade / doom builder?
×