Rudolph Posted January 2, 2022 (edited) Never got the opportunity to play Betray, so I was pleasantly surprised to accidentally find myself sent to its recreation! Which reminds me: does D1TWWRI feature a recreation of Sewers? EDIT: Speaking of MAP33: Betrayed, the BFG room appears to be missing a sky texture. Edited January 2, 2022 by Rudolph 2 Quote Share this post Link to post
Engired Posted January 2, 2022 (edited) Quickly made a soundtrack video for the wad, making the trailer now. Edited January 2, 2022 by Engired 8 Quote Share this post Link to post
Engired Posted January 2, 2022 Here's the trailer for it. I will release the thread without comparison shots so I can get it out a bit quicker. Comparisons take a while. 6 Quote Share this post Link to post
Somniac Posted January 2, 2022 8 hours ago, Engired said: Quickly made a soundtrack video for the wad, making the trailer now. Damn, my MAP18 is still just all piano. I thought it was just something to do with the default soundfont settings in SLADE and it would turn out fine at the end... 3 Quote Share this post Link to post
Dexiaz Posted January 2, 2022 38 minutes ago, VisionThing said: Damn, my MAP18 is still just all piano. I thought it was just something to do with the default soundfont settings in SLADE and it would turn out fine at the end... Actually, piano sounds really good. It makes an interesting feel. 3 Quote Share this post Link to post
deleted-account Posted January 2, 2022 (edited) 1 hour ago, VisionThing said: Damn, my MAP18 is still just all piano. I thought it was just something to do with the default soundfont settings in SLADE and it would turn out fine at the end... This is a very common (and frustrating/annoying) problem with Sekaiju and MIDI in general. What I've found to be the problem in most cases is that the editor isn't making the correct 'Program Change' in it's Event list, so the editor immediately relies on a piano when it doesn't know what instrument to use. Here's how I fix that problem in Sekaiju. First I go to the afflicted instrument and right click on it, selecting "Show this event track's Event List window" as shown. Spoiler Afterwards, you should see an Event Kind called "Program Change" with your instrument name in Value 1. Make sure there's only one Program Change, otherwise you need to delete the other. Spoiler What we want to do is move that Event Kind up to the top of the Event List, so that it immediately registers the instrument change before any other Event takes place. You do that by clicking the up arrow in the top left corner also shown here. Spoiler If you want to stay on the safe side, you can also do this for every other instrument in your track. Hopefully this is helpful! Edited January 2, 2022 by Robo_Cola 3 Quote Share this post Link to post
Somniac Posted January 2, 2022 1 hour ago, Robo_Cola said: This is a very common (and frustrating/annoying) problem with Sekaiju and MIDI in general. What I've found to be the problem in most cases is that the editor isn't making the correct 'Program Change' in it's Event list, so the editor immediately relies on a piano when it doesn't know what instrument to use. Here's how I fix that problem in Sekaiju. First I go to the afflicted instrument and right click on it, selecting "Show this event track's Event List window" as shown. Reveal hidden contents Afterwards, you should see an Event Kind called "Program Change" with your instrument name in Value 1. Make sure there's only one Program Change, otherwise you need to delete the other. Reveal hidden contents What we want to do is move that Event Kind up to the top of the Event List, so that it immediately registers the instrument change before any other Event takes place. You do that by clicking the up arrow in the top left corner also shown here. Hide contents If you want to stay on the safe side, you can also do this for every other instrument in your track. Hopefully this is helpful! I actually did all of mine with an SC-55 plugin in a DAW, then exported it as a MIDI file which played back correctly on my computer, so I assumed everything was legit. I was going to use Sekaiju but for the sake of ease decided to go with the programs I'm familiar with. While it might work alright for MAP18 the ones I've done for The Ultimate Doom from memory soundtrack definitely will not sound remotely correct and may have to be redone...thanks for the tips though! 3 Quote Share this post Link to post
Pixel Fiend Posted January 2, 2022 Oh my gooood. I felt so uncomfortable trying out those distorded Doom II levels. I think I would be more intrigued by humorous recreations after all. 2 Quote Share this post Link to post
deleted-account Posted January 3, 2022 On 1/2/2022 at 12:04 PM, VisionThing said: I actually did all of mine with an SC-55 plugin in a DAW, then exported it as a MIDI file which played back correctly on my computer, so I assumed everything was legit. I was going to use Sekaiju but for the sake of ease decided to go with the programs I'm familiar with. While it might work alright for MAP18 the ones I've done for The Ultimate Doom from memory soundtrack definitely will not sound remotely correct and may have to be redone...thanks for the tips though! I'm right there with yeah, I use my own native DAW too for ease of use and just load up the SC-55 .sf2 file as samples for each instrument. Truth be told, I only use Sekaiju for final mixing and to make sure there's no Event problems as the final step before exporting. 4 Quote Share this post Link to post
mexkain Posted January 4, 2022 I'm playing it in GZDoom and in Map03, if you don't open this door at the beginning And then raise this bridge If you fall and take the teleporter You are teleported to the room where the door is closed and is not possible to open from the inside Leaving you locked here 3 Quote Share this post Link to post
Engired Posted January 4, 2022 2 hours ago, mexkain said: I'm playing it in GZDoom and in Map03, if you don't open this door at the beginning And then raise this bridge If you fall and take the teleporter You are teleported to the room where the door is closed and is not possible to open from the inside Leaving you locked here There is a linedef that opens up the door, right in the middle of the room behind the door. 0 Quote Share this post Link to post
mexkain Posted January 5, 2022 15 hours ago, Engired said: There is a linedef that opens up the door, right in the middle of the room behind the door. I recorded a video where I walked on the room several times and the door didn't open https://www.mediafire.com/file/fzdbqei4lgsmlyb/map03_locked.wmv/file 2 Quote Share this post Link to post
mexkain Posted January 7, 2022 Sourceport: GZDoom Map: 17 Issue: There isn't a map exit 1 Quote Share this post Link to post
Engired Posted January 7, 2022 6 minutes ago, mexkain said: Sourceport: GZDoom Map: 17 Issue: There isn't a map exit In the current release there is an exit, but it probably wasn't fixed in the version posted here. 1 Quote Share this post Link to post
DeathmarUltimaX Posted August 17, 2022 Hey, sorry for the bump, but I just want to know if anyone has all the music files available? These remixes are so silly yet good I can't pass up having them. 1 Quote Share this post Link to post
Wavy Posted August 17, 2022 6 hours ago, DeathmarUltimaX said: Hey, sorry for the bump, but I just want to know if anyone has all the music files available? These remixes are so silly yet good I can't pass up having them. You can use SLADE to extract them. Just open up the WAD in it and sort by audio. Oh and by the way, a certain pumpkin has begun a playthrough ;) 6 Quote Share this post Link to post
DeathmarUltimaX Posted August 18, 2022 19 hours ago, Wavy said: You can use SLADE to extract them. Just open up the WAD in it and sort by audio. Oh and by the way, a certain pumpkin has begun a playthrough ;) Thanks, the reason I even know about the wad is from the squatting gourd. 1 Quote Share this post Link to post
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