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 Post subject: Contact info for Dan Wentz...
PostPosted: Tue Aug 04, 2015 9:00 am 
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DBB Ace
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Joined: Sat Mar 09, 2013 2:27 pm
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I'm building Doomsday Warstation (the conclusion to Descent 1 1/2), and I knew it had to be the most epic level ever. Out of the blue came a real stroke of genius: What if I brought the legendary Descent composer to create the final track?

There is a slight problem though. I need some way to contact and ask him. Anybody know how I can?

Should I even do this?

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 Post subject: Re: Contact info for Dan Wentz...
PostPosted: Tue Aug 04, 2015 10:18 am 
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On the "should" - it's Xfing's mission so it's going to be his call what the music will be.


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 Post subject: Re: Contact info for Dan Wentz...
PostPosted: Tue Aug 04, 2015 11:26 am 
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Dan Wentz is currently busy writing the music and sound effects for Descent:Underground. See https://soundcloud.com/daniel-wentz (which also has links to other ways to reach him.)

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 Post subject: Re: Contact info for Dan Wentz...
PostPosted: Wed Aug 05, 2015 8:36 am 
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Xfing and I already have the music thing figured out across the board, and we've got a plan that works very nicely... there are posts about it in the thread if you look there. No guarantee that this would fit in with that. No guarantee that it wouldn't, either, but that's how these things go. As someone who actually knows what the music plans are... I would say you shouldn't do it. There. Straight answer. :)

Honestly it's the level that needs to be stellar anyhow... music and sound fx and all that is good stuff, but it's not the actual level design.

Nice avatar btw.

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 Post subject: Re: Contact info for Dan Wentz...
PostPosted: Wed Aug 05, 2015 11:51 am 
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I also like how you came out of nowhere with that "making Doomsday Warstation" thing. No warning, no nothing. I'd think that making the final level for a long mission, one that requires great creativity and craftsmanship, not to mention experience, would be something you'd inform us all of beforehand. Or just like, you know... ask "is it right for me to try and make that level?"

As of right now I'm thinking only some of the most seasoned community mapmakers should even think of approaching this level. It should be very large, very memorable, very tough and inhospitable looking like nothing before it. I'm honestly not sure you're up to the task - and even if you are your excessively liberal attitude is really trying everyone's patience.

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