I wont bore anyone with a long and pointless bio so here is the quick version. I love to listen to music, I love to make music, I love to watch anime, I love to write and I am extremely passionate about my two projects ^_^.
Very excited for this. If you need a good ambient track or two, I'd be tempted to contribute :)
Complete Vocal Version for anyone interested: Soundcloud.com
This is fantastic!
"Updated the main_menu.ogg file to fix a noticeable skipping issue that was giving our Music Guy a brain aneurysm everytime he played the game"
Finally, my brain is at peace. I also remastered the main menu theme so it sounds a lot better! :D
That's what....he said?
I can help with music if I have some spare time. No More Room in Hell keeps me busy.
New Work in Progress!
Bonus Track: Soundcloud.com
I believe that is being held back until 1.08 so we can make sure to implement it with the amount of depth and polish that we are aiming for with that implementation. 1.08 will not take nearly as long as 1.07 since most of the hold up stems from getting everything worked out with Valve and working on 3 getting versions (Linux, Mac and Windows) launch. Maxx could tell you more or correct me if I am wrong lol.
That player model is modeled after John Goodman from the Big Lebowski. :D
Soundcloud.com <- Teaser Theme
There is an Idea & Suggestion section on the NMRiH Forums (http://www.nomoreroominhell.com/forums/). The whole team is on there daily and we love talking ideas with fans.
After ME3 I question if I should stay in a group that defines me as a ME fan. I was in love with the universe but it was all shattered by Casey Hudson.
Damn you Casey Hudson....
Keep the beauty alive!
I would really suggest using this as a foundation and trying to evolve off it with some Synths, strings or pads, etc. Mess around and see how much you can evolve the song, but also keep in mind that less can be more. That's something I still have to remind myself of haha.
I actually really like that. Gives me a Sonic on Genesis vibe!
I check this for the first time in 2 years and I'm literally shocked in awe that two of my older more newbie songs are still in the top 10 downloads. Flattered but surprised.
Now I am Lead Composer and Musical Director of No More Room in Hell (nmrih.com), which made gaming history as one of the first 10 games ever Greenlit on steam. I owe a lot of motivation to this group when it was active and bustling with daily traffic so I am bummed to see it is not very active right now.
Anyhow, this is my current WIP: Soundcloud.com
Jesse's music has always been great :)
This song is phenomenal. I provides an image of a very deep and emotional story to come!
Name wise or sound wise? Because I could post a video of how that song was made and it involves absolutely nothing from Zombie Panic.....
Did you by chance mean "Cloud of Sorrow" or "City of Soul" from the Zombie Panic Soundtrack? Because neither sound anything close to City of Sorrows....
The 3:00 mark in time to run and gun is my person favorite :D
Game only requires Source SDK 2006 or 2007 I believe. Free!
Я использовал Google Translate, чтобы написать это!
Awesome Music! Woo :D
Got my Vote ;)
Figured i'd post this for the fans. Menu Theme I made :)
I would call him "Emosowt." (it's twosome backwards)
There is a place on the website's forums to apply. I would suggest hitting that up!
I don't witness moddb comment trolling much, but it amazes me just how much someone sticks out as an ******* compared to forum trolling. Weird. Anyway, Henry, can I call you Henry? I saw your name when I clicked your profile. I was expecting a huge list of accomplishments that would set the bar for other mods to compare themselves to in order to determine their level of shame.
That is pretty badass. I really like how it retains a new feeling, but the old spirit so to speak.
Yeah it was originally a sample when I had first exported it. I think I found its save file but sadly back then I made a lot of the sounds into wav files and sometimes used other programs other then the main one I use now. I have the core strings, so I think I am good to go. Within the next couple of weeks there will definitely be a badass version of this song out.
Hi! Yeah it's been a while since I have posted up a song. Been working on a lot of other things but I finally have time for music again. Also working on the Grey Mod for HL2. Hope you liked the tune.
(part 3-WOW) A lot of games miss that queue. Not only does the music calm the player, but it also makes them emotionally invested in the story and character's progression. Silent Hill's game play is not very....varied, by any means, but I definitely believe that aspects such as the music helps keep you glued to your seat. Resident Evil tried this concept with the save rooms, but it didn't seem to have the same affect since you were always guaranteed to never be attacked in a safe room.
As I type this I'm listening to one of two songs I made that could fit that category (it's a nice break from all the creepy stuff) so with any luck i'll get to share some soon.
Hopefully my post made some sense, I went on a home brewed beer tasting spree tonight :D. Best way to ensure each bottle is alcoholic is to try it myself haha.
(Part 2) In Grey I am definitely keeping it creepy, but I feel with any game like this some kind of peace is required. It's far more effective to scare someone a few times, then allow them to get comfortable, only to scare them again. Like I mentioned before, if you are just aiming for rapid fire scares, eventually no one is going to care (I think I just made up a new motto). I still have to run this all by Ashkandi, but with any hope there will be a place or two in game to shove in some cool break moments. To jump back on the Psychology subject, you are completely right. An understanding of Psychology is a generalized understanding of people, and that's exactly who's playing your games! To know what makes people tick is basically your blueprint to how to achieve a desired outcome them. Of course, this is all my opinion but I certainly would argue that it helps a lot. One thing this relates to is I find a lot of games that try to be scary over saturate a certain department. Be it "BOO" type frights, to the sound work or lack there of, to the lighting in the game. It's another reason why I appreciate the Silent Hill series. One thing they have done that almost no other horror game has tried to do is calming you down from time to time. In Silent Hill, it does it with the music. If a game is just rapid firing the same kind of scares at a person left and right it becomes predictable and a person adapts. After that, the game gets really stale, really quick. Silent hill knew it didn't have a concept that would allow for a lot of calming moments, so they did it through audio.
(Part1) Thanks for the compliment with Fond Memories. It's funny you mentioned that description for it because when I made it for a small project, it was for the following situation:
A girl is in a nightmare where she is trapped in a Silent Hill'esk world. Through all the horrors and trails, she made it to a room which was shaped in a disturbing way, but had all of her childhood pictures and fondest memories on scattered over all the walls. You, as the player, were technically safe in this room, but it was a very momentary sense of safety. That's pretty much what you described and you nailed it on the head!
I absolutely loved the Remake to Resident Evil on the GameCube. I re-purchased it on the Wii because it supported progressive scan, but sadly that was literally the only improvement if you don't count being able to use a Wii controller with it. I was so bummed. Even on a widescreen TV you are just left with big black bars on the side as it's still forced to be 4:3. I was hoping at least like....inventory management or map or something. I was just expressing my love for the GameCube Remake to my cousin who is just getting into the RE series: Dl.dropbox.com
You are quite welcome TheShadowCookie (nice thief game reference btw :D). I wanted to give some kind of response to let you know I checked what you said, but at the moment all my allotted computer time has been going to music. I promise I will give you a large response sometime today or tomorrow. ^_^
(part 2/2) Another method I am fond of is making a melody out of sounds that are played in reverse. My prime example of that is my song "Fond Memories" (found here: Moddb.com) where most of the song is played in reverse, except a flute that compliments the reversed melody. When your mind processes that there is something about the song that is "off" but you the player are focused on other things. You're left playing with the sense that something isn't right, which leads you to be more susceptible to other scare introductions. It's not that these are the end all be all tactics, but they are one piece of an intricate puzzle that works together to create a creepy atmosphere. I'm definitely not the first to use the two tactics, but they do contribute when done right. I could go on for pages and pages but that's just two examples of many right there.
I'll see if I can add some songs or sound demo reel on the next update. This is definitely an area of passion for me, so I am more than happy to talk about the subject as long as you want to. :D
(Went over 2,000 Characters, Part 1 of 2) I couldn't agree more TheShadowCookie. One thing I found very interesting with scare tactics was from an interview with Akira Yamaoka. He stated he always started his music off queue in Silent Hill, so when you expect to hear it and it starts either early or late, it immediately throws the player off without them knowing.
A lot of the scare factor in a game is anticipation. It's ultimately the most frighting enemy in any horror game. The fear of an encounter is a lot more frightening than an actual fight. That's why a game like Left 4 Dead, which had all of the ingredients that would be sought out for a horror game, was nothing more than an action game. There was nothing scary about it, and that's because it lacked the necessary execution for that outcome. Of course, I know it wasn't meant to be slow and scary, but with a little more sound work and probably 3,000 less zombies, players would actually be taking their time in anticipation for the encounters. It's amazing how just one factor like sound could change the way people play a game.
I love the idea of toying with the mind. Psychology is a fascination of mine and it gives a lot of insight into how you can achieve so much, with something so subtle. There are so many small methods that you can do to achieve some sort of uneasiness without the player actually becoming fully aware of it. Just as an example: One ambient song I have made so far features distorted vocals which blends in with everything else that mocks you and your chance for survival. You can hear it, but only if you REALLY try. You don't consciously pick up on it, but your subconscious does and that makes a person become uneasy.
Colle look at these screens:
That's the source engine. Enough said.
A soundtrack like this deserves many more comments than just 1. I really enjoyed your Remixes. Sadness and Sorrow was always one of my favorite themes, and the remix did justice to it. Thanks for that.
Orochimaru remix v2 was great too. I would honestly love an epic version with the vocals in there. I have a good feeling you would do it great justice.
Dance of Leaves was awesome. I absolutely love the violin mixed in. I try to do this with a lot of my music too. The whole chaos vs peaceful harmony thing. Awesome stuff.
Yeah it definitely needs some variation. That's where I am stumped haha.
Thanks! I appreciate the compliment. I am working on a Beauty Overture from this song. I am also working on a pure Beast version.
Haha listen it to plastered in a club. It will seem awesome XD
Yeah I was going to skip the peaceful and go all out with the hardcore beats but I just kind of liked this path a bit more.
Sure thing! Tonight when I get home from work at 7pm (its 7:03am here by me).
Oh shoot I litterally just listened to this and realized I uploaded the wrong version. This is the short version not the longer one.
Nice character model!
Oh man, the end of this video got so much better about 20 minutes after I made this video. I'll email you the new end.
Ah Feillyne no matter what time of night, I can always rely on you to reply. Thanks for that ^_^. I appreciate the advice and at this point your right. Right where it cuts off I am actually going to have it get a bit more..."active" I guess I would say. Nothing that would ruin the mood and story of the song but enough to give it a good ending.
Thanks again for the reply Feillyne it's always appreciated! :)
Don't worry about rushing back, this is the same theme you heard on Musicians of Moddb. The one that came before "The Two Assassin's Meet." Just wanted it under my personal profile.
It's going to be able to be looped. Also it's going to be expanded with a bit more depth put into it. This was just a start.
Its a small part of something that is going to be about six minutes long, so no worries! ^_^
I have ableton and Reason but I always return to Flstudio. You always return to your first love.
Sorry haha. Message me on MSN right now and i'll send it! ^_^
Thanks ^_^ I love the choir buildup personally.
Essentially its a couple of strings and synths playing backwards with a flute playing......forwards?. Anyhow it was short ambiance meant to enhance a a part. It fades in and out and helped the "less is more" clause of good ambiance ;)
I really like it. 18 minutes can start to get stale with ambience but you kept a decent amount of variation. If the game you are making is a diablo mod maybe you could incorporate a violin or cello? Not one that would overpower the song but a light one with some catchy strings. Like ambience, violin, ambience, cello, etc. Give them almost a mock chorus to look forward to. I loved rogue encampment from diablo 2. The violin was a larger part of the song but it was subtle. Just a thought but what you have is a very solid 18 min or ambience.
I meant to post this days ago but got side tracked with uploading my new song. My bad!
Yeah that dang string haha. This is more or less my outline and I can cut things and add things to make it more varied (Which your right it does need to be). The program I used is 100% FLStudio. It's all I know haha.
You and I would make a killer TimeSplitters soundtrack. ^_^
Oops I should have been more specific in my description. First let me say thanks for responding so quick though. The song is only about half way done so it ends suddenly because that is all I've made so far before I thought, "okay I need some input." I was thinking off adding a lot more orchestra and maybe giving it a Lord of the rings meets Enya vibe. I made a LOTR type song years back but haven't since (battle for middle earth 2 came out on 360 and I was all over that. Here's a sample of that song I made for an example of the instruments: Dire.g2mods.net'ish%20-%20sample.mp3
The beat that starts right at the end will likely be used because it's intense. I'm just curious of in the instance a character the player liked was watching someone die to this song, what direction should it take? I'm definitely thinking strong orchestra strings and intense drums with what I had so far layered in the background to help harmonize. What do you think?
Ty very much. Just to specify this song does not belong to a mod. Same with almost everything I've uploaded! If a mod wants it, just message me. Otherwise it stays on my IPOD for my own listening pleasures which doesn't help anyone out (except me I'd suppose).
As much as I am bummed that your current project is coming to a close, i'm curious if any members still in the mood to work on a project would like to assist with the Dire mod. Here is a link to our MODDB page.
Actually it isnt suppose to be protruding but I can see what you are talking about. We can get that changed.
Shes actually suppose to be in perfect shape lol
It is news and it is posted under the news section?
AVI? Like a videoclip?
To be a bit realistic about it, try using some decals to make the walls look a bit used or aged. Also, maybe give them lockers of some sort in the sleeping area or a Table, etc. I doubt anyone would believe a couple spread out beds to be a realistic sleeping and living area.
Cool concept! I like the weapons. The problem that I have is the lack of details in the maps. That last map screenshot looks like it is from HL1.
It's actually rather simple if you just look at it a for a minute. This level is Deathmatch, it will be smaller than the others but still big to normal standards.
I would love to have an anime artist for my Dire concept. Lucky... :)
Hes a Talented SOB. You should see the guns that I havent put on display yet! ;) What would really blow your mind is how small the polys are on this gun. That of course means, it looks great while not bogging down your game. Score!