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Johnny Cruelty

[COMMUNITY PROJECT] (MUSICIANS NEEDED) Amalgoom, Combining Doom 1 and 2

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I've got an idea for the music, in case you can't get someone to mash all the tracks together.

 

I remember when Decino played that "Doom 2 from Memory"-WAD pack, one of the maps had messed up music, so it used the instruments of the track that previously played. That led to some pretty interesting combinations.

https://youtu.be/5Ll1E9mz-p0?t=1099


So what if you just use the soundfont/ instruments of one of the tracks and put them on the other track? So imagine "At Doom's Gate" but with the instruments of "Running from Evil", or vice-versa.

I don't know how you can force something like that, but it could be a good alternative if there's no original music!

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@DankMetal updated the map, i might be going insane, either lifts have their activation delay based on ticks, or there is some sort of difference in delays between GzDoom and Boom. but i made the lift from the last room activate in the first seconds of the map playthrough.

SpaceCat_2001map06_0.5.rar

Edited by SpaceCat_2001

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31 minutes ago, Johnny Cruelty said:

Yeah these are great 

So should i add them into the texture wad? And if yes how should we tell everyone involved that new texture pack dropped?

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2 hours ago, SpaceCat_2001 said:

So should i add them into the texture wad? And if yes how should we tell everyone involved that new texture pack dropped?

Eh let's add yem further in development when we compile the megawad

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2 minutes ago, Johnny Cruelty said:

Eh let's add yem further in development when we compile the megawad

Yeah youre right. Why i didnt think of that lol

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6 hours ago, GermanPeter said:

So what if you just use the soundfont/ instruments of one of the tracks and put them on the other track? So imagine "At Doom's Gate" but with the instruments of "Running from Evil", or vice-versa.

I don't know how you can force something like that, but it could be a good alternative if there's no original music!


The using of the instruments is also a good solution for repeating songs (in this example MAP01&MAP15) as you just flip from say at dooms gate with rfe instruments (MAP01) to rfe with adg instruments (MAP15).
I've been playing around with this concept for map17, trying to go with either waltz of demons instruments into Healer stalks or the other way around.

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33 minutes ago, Max-ko-khan said:


The using of the instruments is also a good solution for repeating songs (in this example MAP01&MAP15) as you just flip from say at dooms gate with rfe instruments (MAP01) to rfe with adg instruments (MAP15).
I've been playing around with this concept for map17, trying to go with either waltz of demons instruments into Healer stalks or the other way around.

Btw how is your map going?

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1 minute ago, Johnny Cruelty said:

Btw how is your map going?

Going good, having no ssg has made me think about combat a lot more, but still got quite a bit to go before it's done and getting the midi right.
Merging Romero with Peterson and Tom Hall is more tricky than i expected.

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50 minutes ago, Max-ko-khan said:

Going good, having no ssg has made me think about combat a lot more, but still got quite a bit to go before it's done and getting the midi right.
Merging Romero with Peterson and Tom Hall is more tricky than i expected.

Got any screenies to share?

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34 minutes ago, Johnny Cruelty said:

Got any screenies to share?

yeah
I tried mixing Tenements with areas that you'd recognise from E2M7, The storage area of E2M7 in the style of tenements with regards to texturing, the start area being mixed with the starting area geometry of tenements and some texturing cue of e2m7 and the open area being a collage of those with it being the main area you might be going to and from. That's what i interpreted from the premise you provided in the og post and went with it.

Spoiler

49261604_Screenshot2023-10-11201029.png.49cf020fa253ac3a6e7c6c665f30179f.png1031194172_Screenshot2023-10-11201106.png.8a9cc97137606cf4c3c27ea608284617.png889135930_Screenshot2023-10-11201142.png.eb2fc4e8d61bd03a33927c33cc812bb5.png

 

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21 minutes ago, Max-ko-khan said:

yeah
I tried mixing Tenements with areas that you'd recognise from E2M7, The storage area of E2M7 in the style of tenements with regards to texturing, the start area being mixed with the starting area geometry of tenements and some texturing cue of e2m7 and the open area being a collage of those with it being the main area you might be going to and from. That's what i interpreted from the premise you provided in the og post and went with it.

  Reveal hidden contents

49261604_Screenshot2023-10-11201029.png.49cf020fa253ac3a6e7c6c665f30179f.png1031194172_Screenshot2023-10-11201106.png.8a9cc97137606cf4c3c27ea608284617.png889135930_Screenshot2023-10-11201142.png.eb2fc4e8d61bd03a33927c33cc812bb5.png

 

Yeah looking good, but I recommend the starting room to have rocky and concrete textures just like e2m7

 

Also don't forget the computer rooms

 

Other than that, nice job so far

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23 minutes ago, Johnny Cruelty said:

hey how is everyone tonight?

Good, i played your map 02 and recorded a demo on ultraviolence.

I gotta say, it's better than your map 01 discarding the textures changing abruptly, it looks good, the combat is fun, i love that the level it's full of monster closets, i don't know why.

The only problem i have is (again) the apparition of hell knights. I think you should make a new rule for this Community project: Respect the original game's roster on every level. It's the best way we can maintain an scalling difficulty with some spikes, but far in between.

And talking about the door softlock: it's one of the weirdest bugs i encountered playing wads. This particular door can be opened by a monster or a switch, but the player can't open it pressing "use" or shooting at it. And if you open it from the other side, it will start working normally. It's really weird, idk if the geometry of that particular area have something to do with it.

Here's the demo file:DEMOEPICO02.zip

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3 minutes ago, DankMetal said:

Good, i played your map 02 and recorded a demo on ultraviolence.

I gotta say, it's better than your map 01 discarding the textures changing abruptly, it looks good, the combat is fun, i love that the level it's full of monster closets, i don't know why.

The only problem i have is (again) the apparition of hell knights. I think you should make a new rule for this Community project: Respect the original game's roster on every level. It's the best way we can maintain an scalling difficulty with some spikes, but far in between.

And talking about the door softlock: it's one of the weirdest bugs i encountered playing wads. This particular door can be opened by a monster or a switch, but the player can't open it pressing "use" or shooting at it. And if you open it from the other side, it will start working normally. It's really weird, idk if the geometry of that particular area have something to do with it.

Here's the demo file:DEMOEPICO02.zip

is it the teleporter room in the brown building?

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Just now, Johnny Cruelty said:

is it the teleporter room in the brown building?

No, it's one pf the doors that leads you to the blue key room , sorry if i can't send any screenshot, i don't have access to my pc yet

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Just now, DankMetal said:

No, it's one pf the doors that leads you to the blue key room , sorry if i can't send any screenshot, i don't have access to my pc yet

ahhh grey doors? hmm maybe I forgot a linedef

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10 minutes ago, Johnny Cruelty said:

ahhh grey doors? hmm maybe I forgot a linedef

This one door right here (ignore the out of place switch)

doom08.png.ee64ea5bcb225ea35d25eea280d7f089.png

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9 hours ago, Johnny Cruelty said:

Big map?

Combining a very good map with a bad map without it turning into shit is very challenging even if its fun as hell

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1 hour ago, DankMetal said:

This one door right here (ignore the out of place switch)

doom08.png.ee64ea5bcb225ea35d25eea280d7f089.png

And @Johnny Cruelty why in this map area under the roof is the same light lavel as under the skies? Its just looks weird. Its always good to make lightning varied no matter what, especially when theres a clear logical boundry between sectors.

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15 minutes ago, SpaceCat_2001 said:

And @Johnny Cruelty why in this map area under the roof is the same light lavel as under the skies? Its just looks weird. Its always good to make lightning varied no matter what, especially when theres a clear logical boundry between sectors.

yeqh I will fix that

 

also sorry if I constantly ask, but got any new screenies?

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2 minutes ago, Johnny Cruelty said:

yeqh I will fix that

 

also sorry if I constantly ask, but got any new screenies?

Nah, i didnt make much progress, unless you want to look at new singular rock in the middle of the wasteland

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1 minute ago, SpaceCat_2001 said:

Nah, i didnt make much progress, unless you want to look at new singular rock in the middle of the wasteland

hmm fair...

 

also I have a feeling this might be the longest map in the wad lol, but you don't have to make it TOO long, you have my permission

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40 minutes ago, Johnny Cruelty said:

hmm fair...

 

also I have a feeling this might be the longest map in the wad lol, but you don't have to make it TOO long, you have my permission

I won't make it as long as the damned sewers, I will make some rooms and corridors more compact

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