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Dragonfly

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Everything posted by Dragonfly

  1. I agreed earlier on in the thread, just need to get around to testing and adding it. 👍
  2. Outside of the intensity discussion, it's a bit crap that each sector will flicker separately from eachother, ruining the impression of it being the same light source that causes the flickering. 😅 We will look to handle this issue though, it's clearly quite a serious concern since it's been voiced so many times.
  3. Interesting question! I find that it's easier to explain retrospectively - had you asked this question shortly after I'd written that track I wouldn't have had a particularly good answer outside of "lol i made song" or something equally dismissive. As with most MIDIs I write, I started it with no purpose, no goals... Just noodling about with Sekaiju and seeing what happens. As part of that process, naturally, my emotional state impacts what I'm doing and this MIDI is definitely one of the pieces where that had some amount of impact. At the time I was in a "state of recovery" for want of a better way to word it - I'd lost my step-grandfather earlier in the year, and then only a couple of months prior to writing this piece I also lost my last remaining grandfather - both in a single year. I was definitely still feeling the grief of that loss, so naturally the somber tone was reflected within the music in this case. I started off with the intent of writing something ambient or drone-like, using different instruments pulsing the same chords one after another over and over and over and... you get the point. I felt that despite it being a cool "minimalism" experiment, it was lacking any real reason to listen to it, so I toyed around with giving it a chord progression, and eventually settled on which instruments I liked coupled together (95-Sweep Pad, 102-Echo Drops, 53-Voice Oohs and 88-Fantasia in the end). After that I started experimenting with a melody, and before I knew it there's a finished piece in the end. So, despite how The Innkeeper (originally titled "Minimalism", heh) started out as a piece intended to be a minimalistic, monotonous and relatively dreary track, it grew into something more whimsical and uplifting as the track progressed. That's generally how most of my compositions grow; they might have some underlying concept, emotion or idea, but if the piece evolves in a different direction than what I initially expected, I don't fight against that and instead try to see where those ideas take me. After I initially composed this track I posted a video of it up on my Discord server, where Tristan then suggested that maybe this piece should be used as the intermission music in Eviternity II. Honestly I'm so glad he had suggested this, as it feels like an absolutely perfect fit to me!
  4. Because of the reaction it could cause - we anticipated a lot of "woah, what the hell?" kind of responses and the prospect of this was extremely exciting. Better yet, the reaction we actually got far surpassed expectations and was worth every bit of pain and difficulty endured to keep this a secret! CRAZY run, holy shit! GG, WP, thanks for taking the time to check it out and explaining your feelings afterwards. :D Thank you!! [EDIT] STARTING RIGHT NOW is the premier for the first official piece of OST releases, see here:
  5. Please don't report this going forward, as we can't really do anything about this. For the most part, this is an engine limitation. Any global fix we could do would cause detriment overall (trees having larger hitboxes and interfering the playspace, for example), and any map-specific fix (such as joining the sector the tree is in with other sectors that would be visible elsewhere) would: be a colossal-scale chore actively increase lag throughout maps be noticed by next to nobody So as much as I'd love to solve for the tree pop-in issue, all solutions I personally know of are not solutions we're willing to explore. That said, if there's other methods or ways to prevent sprite culling, then sure, I'd be open to it. Lastly, thank you for all of your other reports! The same goes to everyone else - reporting bugs, misalignments and even the most insignificant little things that could be improved is super helpful and will help us refine Eviternity II even faster, so thank you! [edit] Oh, also! See spoiler:
  6. Pretty much this yeah. Though it's Doom, do what you want! We wouldn't have a single percentage of the cool maps and mapping techniques we have today had people not experimented and gone against the grain. :)
  7. Thanks for the offer! However there's no need to over-engineer a solution with ZScript... plus parity between ports is a better outcome. We have a Monster Alarm actor that was waking them on level start, I've changed it now so this monster closet specifically recieves the alert when the player reaches the final arena, achieving the outcome you've asked for and also achieving port-parity. :) This will be present in RC3.
  8. Hopefully you'll eventually convince them to come join the community! (Though in my experience, nearly 20 years of dooming and talking about it later, I can still count on only 1 hand the amount of people I have managed to convince to check doom out heh)
  9. Which closet(s) are you referring to? Also the ping should be for @Tristan or @Guardsoul as they're the primary mappers for this level Solution in spoiler:
  10. I drew quite a few lines over the last few years.
  11. *3x3 (total 9, I see how you got there.) :P Aurelius originally made it a 4x4 tile puzzle before deciding to simplify it!
  12. Extra elaboration on Antares' post. Again, don't look if you've not beaten it yet!
  13. ...or running the correct wad, even? Eviternity II should work absolutely fine. Eviternity 1 does not have leaves etc.
  14. ...Yeah, that's a fair point. 😂 I will say though, I miss posting in the Doom Pictures thread and participating in the community as a whole, so I think I'm done with secrecy for now. :P Continuous play is a hard thing to balance for when Pistol Start also needs to be balanced for. From my own observations it seems commonplace that people who actively want more challenge in their gameplay typically lean towards pistol starts, and I think the balancing is fine in continuous play. You are only on the second episode after all, trust me when I say there's plenty more bite to come in future levels. ;) I'm not sure I follow - are you failing to see where the exit signage is, or are you complaining that levels... have exits?
  15. Uncertain yet. We're more concerned with updating Eviternity II itself and finishing the music than we are with distribution atm 😅 We'll post an update when we know more. 👍 Luckily theres no plans to make evi3 😂 Thanks again! I just finished going through the previous list last night for RC3, appreciate the time you've put into it! This map has some quirks for sure. Be sure to do the six outer challenges to gain every advantage you cna in the final encounter, and if that's still too hard, consider lowering the difficulty or looking for all the secrets. 👍 You're the 2nd person to report this. I wonder if something is a bit busted in the pre versions of GZDoom? For now I'd advise going back to version 4.11.3 as this is the version we can confirm works as intended.
  16. You're right to bring it up! I even suggested the same during development and we all agreed "that looks a bit goofy, especially when IDCLEV achieves the same" in the end. I'm not personally writing the idea off entirely, it's @Bauul's map, so they get final say on the matter. :D
  17. IDCLEV15 will have the same effect in this case, since you pistol start MAP33. I will note that Bauul went to extra lengths to ensure the conveyor is slower on lower difficulties, and the explosions that chase you are either slower or not there at all on lower difficulties. :) We knew it'd be polarising, yes, but to say "loved by few" is a reach when it seems to be one of the more commonly complimented maps (from what I've seen of various Twitch streams at least! 😅
  18. I'm putting this here in the hopes that all those looking to release the OST on our behalf might see this - no, please do NOT upload the soundtrack to YouTube or other platforms. We are not finished with it yet, and the musicians themselves will handle distribution of the music. Thanks for cooperating.
  19. @DarkQuill If I may ask - what are your computer's specs, what port are you playing in, and what rendering mode are you using within that port?
  20. That was the first map I made for Eviternity II. :)
  21. Thanks for the compliments! :) Regarding the issues you posted, some are already fixed in RC2, but equally some hadn't been reported yet - the ones still outstanding we'll look to repair for RC3. Thanks! lmfao, that file name. As if impostor syndrome wasn't kicking in enough already.. 😅 Thanks for the list and the precision with which you've listed the various issues, we will go through and make changes where appropriate! Good catch, this will be fixed in RC3 This is a good point; I'll see if there's anything we can do to mitigate the strength of the pulsing while retaining the ambience it presents. Thanks for your kind words!! I do have a PayPal link should you wish to donate, I'll forward it on to the rest of the team.
  22. Oh God imagine that, you want to test a section 40 mins into the midi, you sit, you wait and watch everything occur for 40 straight minutes only to realise that one lineef action missed the mark by a couple of tics... Hell nah. 😅
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