The ideal "final level" music

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic
Contact:

Re: The ideal "final level" music

Post by Oberron »

(Bump)
I know this is talking about final level music tracks, but replacing D_STALKS and its backups would have an Eric Serra styled track.

He is awesome.
Or replacing D_RUNNIN with the Super Turrican first level theme.
User avatar
DaMan
Posts: 727
Joined: Fri Jan 01, 2010 7:14 am

Re: The ideal "final level" music

Post by DaMan »

User avatar
BFG
Posts: 603
Joined: Tue Feb 17, 2015 5:54 am
Location: Germany

Re: The ideal "final level" music

Post by BFG »

to me something like Castlevania music, or something upbeat like Live and Learn (Sonic Adventures) is a perfect for final stages/bosses, it is almost cinematic, your heart is racing and the song is encouraging you to move forward and beat it, it's like "yeaah i'm gonna beat this thing!" and the music reminds you of the journey you took to get there, almost like a montage in your head, and now it's coming to an end and you reflect on everything you've accomplished to get here and feel proud.
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic
Contact:

Re: The ideal "final level" music

Post by Oberron »

But if you beat it, a story screen is shown and you hear surf music (I use the surf remix of No Mercy), just because you beaten the final secret map. Then, the cast rolls and the credits roll as well.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: The ideal "final level" music

Post by wildweasel »

Oberron wrote:But if you beat it, a story screen is shown and you hear surf music (I use the surf remix of No Mercy), just because you beaten the final secret map. Then, the cast rolls and the credits roll as well.
Making a mental note to replace the ending music with Surfin' Bird in my next project. =P
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic
Contact:

Re: The ideal "final level" music

Post by Oberron »

wildweasel wrote: Making a mental note to replace the ending music with Surfin' Bird in my next project. =P
Heh... or anything done by Dick Dale.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: The ideal "final level" music

Post by wildweasel »

No, it's gotta be Surfin' Bird, solely for the absurdity factor.
Gez
 
 
Posts: 17833
Joined: Fri Jul 06, 2007 3:22 pm

Re: The ideal "final level" music

Post by Gez »

User avatar
Beed28
Posts: 598
Joined: Sun Feb 24, 2013 4:07 pm
Location: United Kingdom

Re: The ideal "final level" music

Post by Beed28 »

wildweasel wrote:No, it's gotta be Surfin' Bird, solely for the absurdity factor.
Someone should use that as a final boss theme. With the boss being a still image of a seagull that bounces around the room and you've gotta avoid it.
User avatar
Shadow Hog
Posts: 173
Joined: Fri Aug 14, 2015 8:56 pm

Re: The ideal "final level" music

Post by Shadow Hog »

These days I tend to think of Sam and Max's surfing music, ever since discovering it was amongst 2002: A Doom Odyssey's music lumps for some reason.
User avatar
Hexereticdoom
Posts: 652
Joined: Thu Aug 08, 2013 1:30 pm
Graphics Processor: nVidia with Vulkan support
Location: Spain
Contact:

Re: The ideal "final level" music

Post by Hexereticdoom »

This would be my Final Level music combo, classic perhaps but quite potential... :3:

Prior moments to final battle, before entering Big Boss room:



And when the Big Boss awakes, music change into this:



What do you think? :rock: :rock: :rock:
User avatar
Hellsmith1
Posts: 913
Joined: Sat Jan 17, 2015 12:17 am
Location: Jasper county Indiana
Contact:

Re: The ideal "final level" music

Post by Hellsmith1 »

I've got 4 different final level music right now I don't know if there's are any good a or not but I think they might work out really nice.



This one on top can be used as a final level music or final boss fight.
User avatar
Reactor
Posts: 2091
Joined: Thu Feb 03, 2011 6:39 pm
Location: Island's Beauty, Hungary

Re: The ideal "final level" music

Post by Reactor »

This one I found recently, and it DEFINES the term "final level music". It is so perfect, so epic and dramatic, it cannot be more fitting than this one! Action-packed, ominous, yet still sorrowful. It has everything!

https://www.youtube.com/watch?v=UsQBmMGdFck&t=744s

Now I have to wash my pants :roll:
User avatar
Graaicko
Posts: 531
Joined: Tue Jun 17, 2014 11:22 pm
Graphics Processor: nVidia (Legacy GZDoom)

Re: The ideal "final level" music

Post by Graaicko »

All depends on the theme of the mod.
This would be perfect for sci-fi mods. And it has a very dramatic sounding rythem.
https://www.youtube.com/watch?v=EO3j4oS4f1Q
User avatar
Chris
Posts: 2940
Joined: Thu Jul 17, 2003 12:07 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: The ideal "final level" music

Post by Chris »

As mentioned previously in the thread, it really depends on what you're going for with not only the style of music, but also the theme of the level. A really well-done soundtrack should even be able to play off itself, incorporating poignant bits of previous themes and tracks to give a sense of culmination for a final act.

However, going on a dramatic, ominous, and action-packed orchestral style, something like this would work well.
https://www.youtube.com/watch?v=PYKMDUo_Y_I
Post Reply

Return to “General”