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SPECTACLE CREEP - Doom 1 UDMF Remaster WIP - [MUSICIANS WANTED]


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Ok ignore me. I got it working after editing the ini in gzdoom. 

 

EDIT - Played through the first two maps. Wow. Just wow. The visuals actually made me feel like I'm in a real tech base. Fantastic lighting in my opinion. The shotgun sounded a little anemic and the way the left arm seesm to be bent out of shape holding the shotgun bugged me. 

 

Now I wish every Doom map looked like this. Thank you for the hard work! 

Edited by MaddenedK

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On 6/3/2023 at 11:41 PM, MaddenedK said:

the way the left arm seesm to be bent out of shape holding the shotgun bugged me. 

 

Oh god dangit now I can't unsee it.

 

It's just an artifact of the wrinkles on the sleeve model I was using, but yeah from the angle you're looking at it, it does look bent kinda weird. I'll try and fix that next update.

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  • 4 weeks later...

I wanted to briefly share some screenshots of the new artpass I've been working on for map 1 of Spectacle Creep. Mostly this update is going to focus on adding decals for blood and things like that, but since I found out about the 32in24 texture pack during RAMP, I'm also going in and adding a lot of those textures where applicable. Also have been experimenting with the "Doom 64 - style" colored lighting, which looks to me like it has a lot of potential.

 

pobNAfE.pngMuphHpc.png9CJZm4d.pngHHMVJON.png

y4W9Sj2.pngVtGk8e4.png

Ge0sSZu.png

 

Other things planned for this update: I intend to fix compatibility issue of barrels not blowing up walls when using certain gameplay mods, some new tweaks for the Addon Mod, and...  MAYBE I'll have E1M6 done? We'll see.

Edited by HQDefault

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I have come to announce...

 

THE GREAT HUNT FOR NEW AND ATMOSPHERIC REMIXES

(AKA: HQDefault begs for music like the little goblin man he is.)

 

So, as I mentioned in a previous post, I'm removing all of the 3DO music from the mod because it turns out the composer for those, Randy Scott, turned out to be a sex predator... so I don't really feel like having his music in my WAD anymore... Although it is kind of a shame, as I genuinely preferred the 3DO versions of E1M4 and E1M6, I think they just added an additional layer to the music that the originals were lacking. But in the meantime, I'm using the higher-quality versions of the original tracks as placeholders while I look for new music. (Except for the really short stinger in E1M1, I replaced that with a snippet from DX Invisible War)

 

So to anyone reading this: If you have a remix in your portfolio, have heard one that you think would fit, or would be interested in contributing some new music to Spectacle Creep, please let me know!

 

What I'm looking for is remixes of the original Doom tracks that feel mostly faithful to the originals, while adding to the atmosphere in any way it can. What I'm not looking for is the really aggressive metal remixes that are used for something like Brutal Doom. Those just don't fit the tone I'm going for with this mod. I'm aiming for a darker, moodier atmosphere that's somewhere in between Doom 1 and 3. So slower and more subdued tracks are preferred.

So far, I only have remixes chosen for E1M3 and E1M5, because I just happened to have found them on youtube beforehand.

I also use the Quake 3 victory music for the intermission screen, but if you think there's a track that could fit better, let me know.

 

If you happen to be musically inclined and would like to volunteer to create new remixes for Spectacle Creep, please shoot me a DM. I can't pay you unfortunately, but if you have the free time and are interested in being a part of the mod, I would absolutely love to see people contribute.

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~ S T R A W P O L L     T I M E ~

 

I can't avoid it anymore, I need to finally decide how I want to rework the BFG for the Spectacle Creep addon mod. I'm not a fan of the BFG's attack being a big energy projectile while having 95% of the damage come from invisible tracer rounds that stem from the shooter. I want to try to rework it so that it's either a big energy-projectile shooting weapon, or it's a big energy shotgun thing. One or the other.

 

But since I'm split on which route I should take, I figured I'd let people vote on how it should be done: https://strawpoll.com/kogjkBP93Z6 That being said, this poll is really just for what I'm going to try implementing first. If I try it and it just feels bad to use, I reserve the right to try something else.

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IDK if you're still looking for music but give these a listen, credits are included in the zip, i tried to do a full suite for E1, but it was a challenge getting the songs to line up for just these three, and the remixes i wanted to smash together just didn't line up
 no matter what i tried, so i only ever managed these three triple mixes...
 

tibstriplemixes235.zip

Edited by TiberiumSoul
context

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7 hours ago, TiberiumSoul said:

IDK if you're still looking for music but give these a listen, credits are included in the zip, i tried to do a full suite for E1, but it was a challenge getting the songs to line up for just these three, and the remixes i wanted to smash together just didn't line up
 no matter what i tried, so i only ever managed these three triple mixes...
 

tibstriplemixes235.zip

So these are like hybrid mashups of various Episode 1 remixes you found?

 

While I already have music for E1M3 and E1M5 (not that I don't love what you've included), I do *really* like what you've included for E1M2. Thank you for the contribution!

Edited by HQDefault

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i should point out the track has meta looping enabled meaning in slade you'll see LOOP_START and a timestamp, do not mess with that... at all. the song loops perfectly ingame

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  • 3 weeks later...

I wanted to share some more progress I've been making on the newest update. I've been chipping away a lot at trying to improve the existing maps and find new ways to utilize GZDoom to make things look as polished as possible.

 

In my latest experiment, I've discovered the power of sprite-based lighting effects! Turns out simply adding cones of light under a light source can immediately add some visual interest to a setpiece. But also you can stack a lot of them together and create this really awesome pseudo-volumetric lighting. I should also mention that I got the idea from Tormentor667's map, Sapphire: Orbital Research. Man, when I booted that map up I felt like I needed to take notes. While I think some the detailing may have gotten a little intrusive in one or two spots, it was seriously one of the best looking maps I've ever seen in Doom.

9Uz6K3O.png   hYYq7vA.png

 

i4amhRd.png   AxcL1di.png

 

 

I apologize if it seems like I'm teasing you guys with a bunch of WIP stuff, I'm just very excited about how this latest update is shaping up. It's turning out to be a pretty substantial jump in quality.

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Question... could one contribute sectors to be added to an overall map, i feel like i could manage that far better than a full on map... if you'd like to give some ideas for me to attempt

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33 minutes ago, TiberiumSoul said:

Question... could one contribute sectors to be added to an overall map, i feel like i could manage that far better than a full on map... if you'd like to give some ideas for me to attempt

No, I intend to do all the actual mapping stuff on my own, but thank you for offering.

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  • 3 weeks later...

Just popped in to say that an update is coming very soon. I just need to do some finishing touches on E1M6 (Namely add support for the Hard+ mode and create an intermission screen for it)

 

In the meantime, much like what I did to tease E1M5, here is a comparison of the layouts for the remake vs the original.

72083577_E1M6layoutcomparison.PNG.51839630ceb81bcaadf1c20f2a0d4c7e.PNG

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UPDAAAAAAATE!

 

E1M6 IS OUT BOIS!

https://www.dropbox.com/scl/fi/jcxfou5qbjm7a8erup6q9/spectacle_creep_build7.zip?rlkey=1w18841m87sne0iu7ukngpsjk&dl=0

 

Other changes include:

-A whole slew of added environmental effects + enhanced lighting

-Blood, gore, and dead bodies galore! There is now actual decals and blood marks surrounding corpses for a more sinister atmosphere.

-A laundry list of improvements to detailing. Most notably an overhaul to the E1M1 courtyard that I encourage you to check out for yourself.

-Finally fixed the destructible environments not triggering in other mods... I think? I tied the trigger to an object that can only be destroyed via splash damage, so it should work, although I have not had a good opportunity to test it yet.

-New E1M2 remix compiled from various other renditions of the theme, courtesy of Tiberium Soul.

-I've added some tracks from Shane's HQ Doom Music pack for E1M4 and E1M9, although since they're mainly just enhanced instrument swaps, they are likely to be replaced later down the line.

-BFG has been added to the Addon Mod. It's now basically just a gigantic rocket launcher that deals a bunch of splash damage (even ignoring bosses' splash damage immunity). But it also slows you down briefly while firing, and the large plasma cell packs only give you 80 cell energy instead of 100.

-The SMG previously would give you 50 bullets as opposed to the 20 you'd get from a chaingun. Now I knocked that back down to 30.

-Bullet boxes will give you 60 bullets instead of 50.

-The addon mod now also has a subtle amount of recoil + screen shake effects to give the weapons a bit more punch.

-Added a new firing sound for the shotgun.

-Changed the menu theme from the Quake 4 theme to the Doom PSX theme. Considering I always kinda considered that as the "true" theme of classic Doom even if it's not as iconic as At Doom's Gate, I have no idea why I didn't think to use that first.

-"Crud-Buster" difficulty has been renamed to "Hell to Pay" difficulty. Which is a much... MUCH better name, lmao.

-Probably some other changes too, I'm not good at documenting this stuff lol.

 

 

PS- I'm aware that a lot of the intermission screens now use out of date screenshots of the maps, but since I imagine I will continue to iterate and improve on what's already here, I'm going to wait until I'm close to the final release of Episode 1 before I update them.

Edited by HQDefault

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I noticed a bug in E1M9. In the hidden room near the end where the radsuits are, I noticed they only spawn on higher difficulties. Since they also have "ambush player" set I assume this wasn't intentional behavior.

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7 hours ago, YouAreTheDemons said:

I noticed a bug in E1M9. In the hidden room near the end where the radsuits are, I noticed they only spawn on higher difficulties. Since they also have "ambush player" set I assume this wasn't intentional behavior.

Good catch!

 

I will make sure that gets fixed in the next update.

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On 8/26/2023 at 5:47 PM, HQDefault said:

-Finally fixed the destructible environments not triggering in other mods... I think? I tied the trigger to an object that can only be destroyed via splash damage, so it should work, although I have not had a good opportunity to test it yet.

heads up playing the mod with hideous destructor and barrels exploding didn't trigger the wall dissapearing. managed to get around this by a combination of using shotguns to destroy the wall segments and kicking the door.

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1 hour ago, Underqualified_Gunman said:

heads up playing the mod with hideous destructor and barrels exploding didn't trigger the wall dissapearing. managed to get around this by a combination of using shotguns to destroy the wall segments and kicking the door.

...Does...

 

...Does Hideous Destructor not use splash damage...?

RossIsConfused.png.904991cbea8470904ac5456998d95681.png

 

Actually, can you check if there's anything in HD that uses Doom's Editor numbers? It's possible the entity is just being overridden by coincidence.

 

Otherwise, that means Hideous Destructor is using a custom system to calculate splash damage. In which case having parts of a map that can only be destroyed via explosives is just full-on impossible to make compatible with Hideous Destructor. Unless I set it up to specifically recognize that mod's explosive system... and... I'm not doin' that.

Edited by HQDefault

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Hey, I heard you were still looking for some musical talent. After testing the most recent version of this pack, I kind of wanted to suggest Ashley Carr/Dj Redlight's old work (May they rest in peace)

 

E1M1

E1M2

E1M3

E1M4

 

While they are sadly long since deceased, their remixes were some of the oldest and most commonly used back in old media. I feel it would be kind of nice and honorary having their work in this, especially with the "atmospheric" type of direction you were trying to aim for with the OST. 

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8 hours ago, Mario123311 said:

Hey, I heard you were still looking for some musical talent. After testing the most recent version of this pack, I kind of wanted to suggest Ashley Carr/Dj Redlight's old work (May they rest in peace)

 

E1M1

E1M2

E1M3

E1M4

 

While they are sadly long since deceased, their remixes were some of the oldest and most commonly used back in old media. I feel it would be kind of nice and honorary having their work in this, especially with the "atmospheric" type of direction you were trying to aim for with the OST. 

 

Going through these and some of the others I was able to find... uh... man, it's close. It's really close... I love the vibe, and you're right in saying it absolutely fits with the more atmospheric mood I was going for. But... I dunno, it's just not all there. Like in "On the Hunt" it kinda seems like the chord progression that was in the original just doesn't happen for some reason (which is a problem considering I've stated that the original version of that song feels like it needs something), and in other songs I'm pretty sure some of the riffs are just missing.

 

I don't know much about this person, but it makes me really bummed out that they've passed away. I'm definitely hearing a lot of potential in these tracks, I just wish they had the opportunity to go back in with some more experience and polish them up some.

deus-ex-deus.gif

Edited by HQDefault

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New, very small update: https://www.dropbox.com/scl/fi/l0gqybzypj8djsn2b12xq/spectacle_creep_build7A.zip?rlkey=6yn4j333oqzrdqvrgyp8ihx42&dl=0

 

It's primarily a hotfix for 1: Removing scripting I had tied to keycards because those also break Brutal Doom and Project Brutality. And 2: The aforementioned rad suits that don't spawn on difficulties below UV.

 

On top of that I also did a few detailing touch-ups here and there, especially in that last arena section of E1M6.

 

But in really cool news, I did get the all-clear from Nemistade to use his E1M1 cover for Spectacle Creep! 

 

 

 

I also want to say that this is a top-tier example of what I'd like to see from a remix that's intended to sound more fast & aggressive. I don't really have the musical knowledge to fully explain why I prefer this over most other covers of E1M1. It just feels like it has a level of restraint that lets it have a creative implementation of some other instruments (namely those strings) rather than fully leaning on the drums & guitar while keeping it from feeling like it's trying too hard. And also the more unique segment they add towards the end I think really helps the track stand out and gives an opportunity to pump up the intensity without going in too hard on the main part of the song. I dunno if any of that made sense, I just wanted to give a brief explanation of why I think this still fits the vibe of Spectacle Creep, even if it seemingly doesn't match my initial request of slower, more atmospheric remixes.

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  • 2 weeks later...

Okay, so I've recently had an idea but I wanted to get some feedback on it before I move forward.

 

I'm thinking about adding some short starting areas with more ambient music, similar to what I did with E1M1. I got the idea after doing a Doom 3 replay and really appreciating the moments where the game chose to slow down and let you take in the atmosphere. (Here's some screenshots I took for inspiration):

Z9OjfMr.jpgvRAolb6.jpg

EzqE55k.jpgUvsHGSe.jpg

 

I think having these segments be at the beginning of each level would probably be for the best, as it segments it out and allows me to stay faithful to the original once you get into the main chunk. The music would be one of the ambient pieces from Doom 3 or perhaps some other game, and then would shift into the real track for the level as you make it through the entrance. Furthermore, these opening segments would be very light in terms of combat, instead gameplay would focus on a short and simple puzzle, if even that. The bottom line is I wouldn't want too much action going on before you get into the actual level, as I think that would dilute the idea of being "Classic Doom maps remade".

 

I do really want to get people's thoughts on this though, as I'm not sure if I should go through with this idea, how I should handle it, or how significant these portions should be. Because while I think the opening segment in E1M1 is really good for setting the tone of the mod, having it in all of the levels might make the experience feel like it's straying too much from the original. It also might be that having these short segments devoid of significant content might get monotonous by the end. I might end up only doing something really small for a couple of the levels where I feel it's most appropriate. Or, the most extreme extent I'd be willing to take this idea is to try and have these areas bridge the gap between the exit door in one level to the entry door of the next. Like you exit the Hangar and you'd get to physically walk your way to the Nuclear Plant. I think something like that could really enhance the experience of the mod by making it a full unbroken journey, or it could water everything down by reducing the percentage of time spent in the actual remade stages. I don't know. I'm really conflicted on this idea, as you can see. Let me know what you think.

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On 9/14/2023 at 9:12 PM, HQDefault said:

Okay, so I've recently had an idea but I wanted to get some feedback on it before I move forward.

 

I'm thinking about adding some short starting areas with more ambient music, similar to what I did with E1M1.

 

 

~Snip~

 

Actually, y'know what... fuck it, I'm gonna do it. I'm gonna go with the plan of "making the start of each level connect directly with the previous one". I'll create a rough version of this idea and pass a pre-release build around with some playtesters. 

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I wanted to comment on your Thursday post and then got distracted with other things and forgot. I like the idea of a short "connective tissue" segment before the map kicks in, and if what you've already done with E1M1 is any indication I'm fully onboard with it. I loved the atmospheric, combat-less beginning in a completely unfamiliar map segment, then walking in the iconic room but everything is dark and moody, looking for a way to turn the lights on, finding the generator switch... and then the familiar riff comes on and the maps look like an HD version of what I expect. I think it's a great way to inject a bit of unknown into a map we can all probably play with one hand tied behind our back, it reminded me of playing the July 1994 version of Doom II MAP01, finding myself in a room I'd never seen in 27 years, going through a door... and there's the Entryway that I know. There are also so many E1 remakes (I just looked through my wad collection and counted eight...), I think having a unique gimmick that distinguishes yours is not a bad thing. If you're worried about straying too far from "Classic Doom maps remade" as you put it, I think a small one-minute segment like you did with E1M1 is so far removed from say KDIZD, which I do think diluted the maps with additions (though that was also part of their goal). In short, I like what you've done, you've got at least one vote for "do what you like and we'll follow" :P

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  • 2 weeks later...
On 8/31/2023 at 4:26 PM, HQDefault said:

...Does...

 

...Does Hideous Destructor not use splash damage...?

 

Actually, can you check if there's anything in HD that uses Doom's Editor numbers? It's possible the entity is just being overridden by coincidence.

 

Otherwise, that means Hideous Destructor is using a custom system to calculate splash damage. In which case having parts of a map that can only be destroyed via explosives is just full-on impossible to make compatible with Hideous Destructor. Unless I set it up to specifically recognize that mod's explosive system... and... I'm not doin' that.


 

My apologies for the delayed reply, but HD has it's own explosion code since it has mix of fast moving projectiles to represent fragments and heat. however HD is very good about passing on thing specials as i've relied on using thing specials to do a similar effect with ACS in my own UDMF projects. I did check though to make sure there wasn't a conflict with 15013 as an editor number and found no issues. it's not a major issue though since HD allows you to break level geometry in the same contexts as your breakable walls.

Edited by Underqualified_Gunman
accidently wrote in the quote space

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  • 1 month later...

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