A massive demonic invasion has overwhelmed the Union Aerospace Corporation's Mars Research Facility, leaving only chaos and horror in its wake. As one of only a few survivors, you must fight your way to hell and back against a horde of evil monsters.

Post tutorial Report RSS adding music to an existing map in doom 3

adding a lil background music to a vanilla stock map (or custom one) in doom 3

Posted by on - Intermediate Music

1-locate the map you wanna add music too,
example the popular Lost facility map by BJA, now locate the "bja_lost_facility_part1.map", theres others in there ending with .cm, .script etc but we only wanna focus on the ".map" file,
now scroll all way down, by default it ends with "entity 1682" and three "}" signs, right? Well what you wanna do now is to add an entity, consisting of a "speaker" command, like this -
"// entity 1683
{
"classname" "speaker"
"name" "speaker_999"
"origin" "-129 -588 181"
"s_omni" "1"
"s_global" "1"
"s_looping" "1"
"s_shader" "sound/ed/ogg/alphalabs2/ge2"
}"
The nr 1 rule here is that your inserted entity nr must be above the last one, in this case entity 1682, which then is followed by 1683 (theoretically you could put "entity 9999" and it *should* work, havent tested), what this inserted entity does it to play "ge2.wav" as a loop until you quit playing this map, "ge2.wav" is a custom musicfile of mine but theres already a cpl of soundfiles to choose from in that folder of "sound/ed/ogg/alphalabs2", "scape1" to "scape7", various music that the proggers uses for various parts of the game, if you dont like them you can replace them with whatever music you prefer, myself i use music from the underrated Doom64 Nintendo game, suits the Doom 3 game perfectly imo :)
When youve chosen your music and edited the
".map" file, just save and then go back to playing :p Im assuming youre playing doom with open folder structure, as a mod, otherwise you have to repack those .pk4 back again, such a hassle in my opininon

Post comment Comments
GunmanProductions™
GunmanProductions™ - - 251 comments

You don't actually need the entity number (i.e. // entity 1683) as it actually has no effect on the map itself.
Obviously, it's even commented out. ^^
There's no need to worry about the entity count, all you need is an actual entity of a desirable class and further properties. (I tried, and it worked)

Reply Good karma Bad karma+1 vote
ice_trey Author
ice_trey - - 1,106 comments

i know the entities are superfluos but they ARE there, so i see no reason to confuse it further, and if one puts an entity number already present, itll crash

Reply Good karma+1 vote
Guest
Guest - - 689,475 comments

how create a simole minimap like gzdoom in doom 3 engune?

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: