Ariander Posted August 13, 2009 This looks pretty darned nice, just keep going with the work! 0 Quote Share this post Link to post
MikeyScoots Posted August 13, 2009 Need a music guy? I can do anything you need from slow melodic to fast paced kick you in the balls rock/metal. 0 Quote Share this post Link to post
myk Posted August 13, 2009 Yeah, just send him a sample. His email's on his profile. 0 Quote Share this post Link to post
Erik Posted August 19, 2009 Progress report: Maps Maps 01-08 100% finished. Map09 - 60% finished. Music Map01-02 music finished by Bloodskull. 0 Quote Share this post Link to post
pcorf Posted August 19, 2009 I'm going to start work on 10 midi files of different themes soon and send two at a time and you can choose the ones that fit in perfectly. 0 Quote Share this post Link to post
Erik Posted August 19, 2009 pcorf said:I'm going to start work on 10 midi files of different themes soon and send two at a time and you can choose the ones that fit in perfectly. I can pm you the episode themes (the ones that are decided) if you want to. 0 Quote Share this post Link to post
pcorf Posted August 20, 2009 Erik said:I can pm you the episode themes (the ones that are decided) if you want to. Yeah, go ahead and do that! 0 Quote Share this post Link to post
DeletedUser Posted August 21, 2009 From the few yet highly anticipated screenshots you have shown thus far. I find that your current choice in mapping style appears to be strongly influnced by 'One Bloody Night'. A wise choice in deciding to instigate a linear flow in level design, merely because many a player must be utterly exhausted and perhaps even frustrated at the amount of delicious BFG slaughterfests in Scythe II. While they were indeed considerably hectic and thrilling I found the last three maps to be very short as a result, if only their had been a combination of 'Huy Pham's' grand architecture coupled with the vast amount of deviously inserted hordes. Nevertheless I thoroughly enjoyed Scythe II and look forward to your future work Erik, you have an exceptional gift for crafting hauntingly beautiful architecture coupled with inexorable odds. 0 Quote Share this post Link to post
Erik Posted August 23, 2009 Map09 was a real pain to pull off, but it's more or less finished now. Screenshot is a bit dark... 0 Quote Share this post Link to post
Insane_Gazebo Posted August 23, 2009 Erik said:Map09 was a real pain to pull off, but it's more or less finished now. Screenshot is a bit dark... http://img190.imageshack.us/img190/1358/screenshotdoom200908231.png I assume what was 'painful' for you will only be revealed on release? :) 0 Quote Share this post Link to post
Solarn Posted August 23, 2009 Am I correct in assuming that the first two episodes will have techbase and industrial themes, respectively? 0 Quote Share this post Link to post
Erik Posted August 23, 2009 Solarn said:Am I correct in assuming that the first two episodes will have techbase and industrial themes, respectively? Well, the first episode is techbase. The second is a space station but with a darker texture theme than usual, I guess you call call it industrial space station. Insane_Gazebo said:I assume what was 'painful' for you will only be revealed on release? :) It was just a bigger than average map for me, I also tried actively to diversify the theme a bit. It seemed to get a bit too consistent with map07 and map08 looking very similarily. 0 Quote Share this post Link to post
Demonologist Posted August 23, 2009 Erik said:The second is a space station but with a darker texture theme than usual, I guess you call call it industrial space station. That screenshot reminds me alot about the Vrack series... :-) I just wanted to say that I'm happy to see that Scythe's getting another sequel, since I'm a huge fan of your work. So, if you'll need another tester - I'm at your service. =) 0 Quote Share this post Link to post
Julian Posted August 24, 2009 Arf, too bad you limit yourself to midi for the music. Most limit removing ports can handle mp3s or oggs and I would have been delighted to participate. Good luck on eveything anyway ;) 0 Quote Share this post Link to post
myk Posted August 24, 2009 I agree MIDIs have their advantages: They can be remixed or edited, they're small, their sound can be customized, and nearly any engine will play them. 0 Quote Share this post Link to post
arrrgh Posted August 24, 2009 myk said:I agree MIDIs have their advantages: They can be remixed or edited, they're small, their sound can be customized, and nearly any engine will play them. Nearly any? Doom2.exe 1.9 will play them ;) 0 Quote Share this post Link to post
Jimmy Posted August 24, 2009 arrrgh said:Nearly any? Doom2.exe 1.9 will play them ;) And it's at that point that MUS should have become totally obsolete. Yet I still see fairly recent WADs using MUS format for their original MIDI songs. Really good level tracks like Oniria's, and those by B.P.R.D. for the Community Chest and Nuts series of levels were converted into MUS format for little reason (that I can see, anyway). (Sorry for the thread derailment, Erik.) 0 Quote Share this post Link to post
Vermil Posted August 24, 2009 Well, it was never listed in any of the offical changelogs was it? Also, Doom95 doesn't have midi support. It only supports mus. 0 Quote Share this post Link to post
Jimmy Posted August 24, 2009 I guess not, but Community Chest and Oniria were Boom and ZDoom projects, respectively. :? 0 Quote Share this post Link to post
myk Posted August 24, 2009 Jimmy91 said: And it's at that point that MUS should have become totally obsolete. Not really, because while Doom (from v1.5 onwards) supports the MIDI format, only MIDIs that are convertible to the MUS format will be played back. Others will be ignored or may cause errors. Composing MUS tracks or MUS compatible tracks also has the advantage that they may later be used with any engine, even if they were originally for a WAD relying on an advanced port. (Sorry for the thread derailment, Erik.) I bet he'll forgive you if you submit some great music for the project :) 0 Quote Share this post Link to post
Jimmy Posted August 24, 2009 Heh, I'd love to, really, but I've already got WAY too much on my plate right now. Once I ease my workload a bit we'll see. :P 0 Quote Share this post Link to post
Erik Posted August 25, 2009 Progress report: Ep1-2 are now in beta. 0 Quote Share this post Link to post
Erik Posted August 29, 2009 Music for E1 AND E2 is shaping up well now that pcorf submitted a bunch of midis. What I really need now is a couple more E2 midis and title and intermission midis. 0 Quote Share this post Link to post
Doom64Marine Posted August 30, 2009 cool, music always makes a good wad. 0 Quote Share this post Link to post
Erik Posted September 1, 2009 Testing is coming to an end soon. Music is starting to finish up, open slots for the first release: map08 music (industrial space station map) map10 music (dark industrial space station map) title screen music E3 construction has not yet been started. Edit: Title screen and map08 music slots filled. 0 Quote Share this post Link to post
Erik Posted September 2, 2009 Probably only a few hours to release now, just have to make sure that everything is purely limit removing compatible. Already found a few instances of the "max 20 lines per moving sector" limit. 0 Quote Share this post Link to post
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