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Hell Cartel 2 [Community Project!]


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16 hours ago, R0rque. said:

Of course. Can you give me the exact title of your game please ? Because I found many soundtracks from the same franchise and I dunno which one to choose. I don't freaking know this game ! :P

Spoiler

 

every song in the game does this. but i would say this shows the sound the best

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On 9/30/2022 at 12:45 PM, R0rque. said:

Honestly, I haven't listen to the BGM.

@Johnny Cruelty BTW, just a quick report, the map is almost finished. Just need some retouching. Yet for some reason I feel really uninspired and can't think of something. Not even for my project too. Which is quite annoying.

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16 minutes ago, Rycuz said:

Honestly, I haven't listen to the BGM.

@Johnny Cruelty BTW, just a quick report, the map is almost finished. Just need some retouching. Yet for some reason I feel really uninspired and can't think of something. Not even for my project too. Which is quite annoying.

Hey, mind posting the layout (Linedef/sector view)? Or the wad file in it's current version? Maybe we can coconspirit something.

 

 

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5 hours ago, Rycuz said:

Honestly, I haven't listen to the BGM.

@Johnny Cruelty BTW, just a quick report, the map is almost finished. Just need some retouching. Yet for some reason I feel really uninspired and can't think of something. Not even for my project too. Which is quite annoying.

its fine lad!

take as much time as you need!

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1 hour ago, Johnny Cruelty said:

heyaa fellas! sorry been busy in highschool, just got some grades up

how are youse?

pretty good

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10 hours ago, Johnny Cruelty said:

heyaa fellas! sorry been busy in highschool, just got some grades up

how are youse?

fine

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@Johnny Cruelty Updated map (Bugfix 1): https://doomshack.org/uploads/MAP09_Cyber_Castle_v1_5.wad

 

Story: After countless hours of testing, i found a couple of bugs, that needed to be squashed. I also have found out that the Doom 2 original midi suits far better than @R0rque. midi (Feedback below, Rorque). so I would request the usage of original doom 2 lvl 9 midi (D_IN_CIT). (in other words, don't add the R0rque.'s midi to my map. I have removed it from v1.5.  Let the default game music stand. 

If you change the maps position, change the music to D_IN_CIT

Bugfixes:

  • Easy difficulty has highly reduced monster count.
    • Now perfect for casual playthrough while having a fever.
  • All sequence breaking events are now working as intended. 
    • Arch vile jump to the front gate teleporter from the building now requies perfect timing. (You could do that via a double arch vile jump before).
    • Soul sphere platform now does not get stuck in a limbo, if a monster is on top of the platform.
  • Removed Lower Unpegged flag from a lift.

 

Changes:

 - Removed custom midi from the map file. It does not suit the nature of the map. 

 - Original midi works well with the map.


Request: Use "Into Sandys City" (D_IN_CIT) for this maps music. 
 

=====================================

Feedback to midi:

 

@R0rque. The midi you composed has a couple of high pitched sounds (FluidSynth midi reader in GZDoom has same effect as the midi reader in boom and doom engines). While those sounds are a bit disturbing, they are not the reason for removal.

When comparing   In_Da_Cit (In Da Citadel) Midi to the midi you composed, the original Doom 2 midi suits a lot better.

 

In Da Cit composition (For reference, here's the soundtrack: https://www.youtube.com/watch?v=DPsb2kkLP-s&ab_channel=ShitfaceMcGee ) :

  • Moderate tempo.
  • The introduction has medieval vibes in both it's music pattern as well as mid pitched tones.
  • It never goes above the mid frequencies
  • It loops well
  • It is at a walking, jogging pace, thus suiting the citadel/fortress theme. 
  • Drums are used only as a beat, to enhance the tempo. 
  • Main instrument is a harpy (from the looks of the midi on the video), but it sounds more like a guitar or bandzo. 
  • The instrument that is doing the music is always at mid or low dones, it never goes high pitch.
  • Drum plates are used to highlihght a certain note or tempo change. Same with drum beats. However, despite that, the whole composition stays in moderate tempo, favoring exploratory gameplay with fighting. 

Your composition:

  •  Very fast paced
  • Some high pitched sounds, closer to street music.
  • Multiple Instruments are carrying the song, yet none of them stand out in a significant way, outside of few high pitched sounds, that distrupt the gameplay.
  • Drum is the main instrument, doing a lot of damage to the midi.
  • None of the instruments are used to highlight a change in compositions tone. 
  • Instruments blend into a the other sounds at 00:27 mark, causing the whole composition to have high pitched tones. that are trying to serve as an elevation, but instead serve as a distraction. Only at 01:22 mark the elevation attempt stops, allowing for the drum beat to carry the compositions.
    • To Fix this:
      • Use the drum as a solo instrument, since it is carrying the composition.
      • Used medium pitched instruments and notes to highlight the escalation. However, don't use them during the hole composition as one or 2 long tones. Instead, use short, medium pitched tones, since this composition favors fast paced action.
      • Make sure none of the tones contrast with the low tone drum beat. It needs to enchance, not contrast.
      • Long tones ended up silencing the drums. As a result I would get rid of them completely.
  • More suited for a hectic fight that starts off right when you enter the level and since the midi actually never has any tempo change and is always fast paced, it's good for 1 room maps, but only after the long tones are removed from the composition.  The fact that the whole midi got silenced by the long tones and is otherwise way too fast paced for the level is the reason I decided to ultimately remove it.

 

Edited by IcarusOfDaggers

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@IcarusOfDaggers

 

That's not necessary to fix it because I took that from another wad that I composed for. So, I felt like this will not fit well for your map for some reason. That was a Poker hand and I lost. :P

Moreover, I've no time for this because the new project's taking all of my time and I fixed all of these mistakes since this track. I can lead correctly the drums then. B)

 

However, I usually use high-pitch sounds because I originally produce some ambient music and not action music. This is a new experience for me. So it's a bit complicated sometimes to not use this kind of sound. Here it is for the explanation. You can use "Into Sandy's City" for your map if you want. :P 

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1 hour ago, R0rque. said:

@IcarusOfDaggers

 

That's not necessary to fix it because I took that from another wad that I composed for. So, I felt like this will not fit well for your map for some reason. That was a Poker hand and I lost. :P

Moreover, I've no time for this because the new project's taking all of my time and I fixed all of these mistakes since this track. I can lead correctly the drums then. B)

 

However, I usually use high-pitch sounds because I originally produce some ambient music and not action music. This is a new experience for me. So it's a bit complicated sometimes to not use this kind of sound. Here it is for the explanation. You can use "Into Sandy's City" for your map if you want. :P 

 

Compining ambience with soundtrack is always hard. Ambience needs to be at the back of the soundtrack to have a great effect. So, when the beat has a pause, the ambience shines through, and when the beat resumes, the ambience doesn't take over. 

Speaking of poker, we played the hand, and eventually had to give in to the genius that is Sandys city :D.

It's okay, I asked Johnny to use the Into Sandys City for the music

 

 

Edited by IcarusOfDaggers

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16 hours ago, IcarusOfDaggers said:

 

Compining ambience with soundtrack is always hard. Ambience needs to be at the back of the soundtrack to have a great effect. So, when the beat has a pause, the ambience shines through, and when the beat resumes, the ambience doesn't take over. 

Speaking of poker, we played the hand, and eventually had to give in to the genius that is Sandys city :D.

It's okay, I asked Johnny to use the Into Sandys City for the music

 

 

sure your map your rules.

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On 9/8/2022 at 1:06 PM, Rykz said:

Arresting Cartels Map Progress: (Strikethrough is fully done, Italics is almost done)

Area 1 - Bar:
Inside:

  • Bar (itself);
  • Kitchen;
  • Storage;
  • Toilet.

Outside:

  • Parking Lot;
  • Back Alley (this is hardest part, I need to make the fake RoR go smoothly);
     

Area 2 - Hotel:
1st Floor:

  • Lobby;
      o Elevator (to floor 2)
  • Dining Hall;
  • Kitchen;
      o Storage (yellow key located here)
  • Public Bathroom;
  • Bar (if possible).

2nd Floor:

  • Rooms;
    o Bedroom
    o Bathroom
  • Elevator (to lobby)

(Maybe Imma add Highways if there's more time available)

Area 3 - Depot:
- Storage
  > Level Exit

Area 1 combat seems done. Area 2 needs more refinement, and Area 3 seems can be leave alone until Area 2 done.

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On 10/25/2022 at 1:29 AM, R0rque. said:

@not shion I've done one extra track when I was "working" on this project. If you're interested, I can send this to you for using in your map. 

sure!

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On 10/25/2022 at 12:29 AM, R0rque. said:

@not shion I've done one extra track when I was "working" on this project. If you're interested, I can send this to you for using in your map. 

sure go 4 it!

On 10/23/2022 at 7:17 PM, RastaManGames said:

@Johnny Cruelty I want to know too if slots in this CP are closed...

sure you can join

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2 hours ago, Johnny Cruelty said:

sure go 4 it!

hold on. i didn't add a thing in the OG post... forgot to add it when i realised how well it would work.

i want it to be a secret map. it would be map06 to mapS1 basically... or where ever the secret map would be placed.

like map31 would be odd because there is no... 15 even...

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I believe boom format has secret maps done by UMAPINFO lump.

As for the project getting more maps, well, that's up to you, since you'll be the one compiling it all together. This also means the project will last longer and longer. make sure it finishes, instead of ending up on life support or dieing.

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12 minutes ago, IcarusOfDaggers said:

I believe boom format has secret maps done by UMAPINFO lump.

As for the project getting more maps, well, that's up to you, since you'll be the one compiling it all together. This also means the project will last longer and longer. make sure it finishes, instead of ending up on life support or dieing.

yeah it's done by UMAPINFO

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On 10/28/2022 at 6:34 AM, Johnny Cruelty said:

sure you can join

Then, count me in! I am big fan of city-themed maps and I think that I can made one particular for this CP!

By the way, I've made an "ANIMDEFS" lump for this "DukeTex.wad" and can make an "ANIMATED" lump too, so we can have some "moving" textures in the bright near future. Shall I do that?

Edited by RastaManGames

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so i have been doing the same thing for since 11:30 or so... here is the middle of the map. it is not going to be "open" just have more space for movement basically. and air... ya'know... the sky... makes this look like it will be bigger [edit-ur view BTW]

Spoiler

160471368_Screenshotfrom2022-10-3000-46-13.png.810db9652c97079a174eb1855d0379e5.png

Edited by not shion
added spoiler and more info

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On 10/30/2022 at 8:48 AM, not shion said:

so i have been doing the same thing for since 11:30 or so... here is the middle of the map. it is not going to be "open" just have more space for movement basically. and air... ya'know... the sky... makes this look like it will be bigger [edit-ur view BTW]

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160471368_Screenshotfrom2022-10-3000-46-13.png.810db9652c97079a174eb1855d0379e5.png

 

Emirates  called, they want their Prime Minister back xd

Nice skyscraper

Edited by IcarusOfDaggers

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