[Immersion Mod] Might and Magic S&M - Complete Edition
Tue Nov 17, 2020 2:23 pm
"HALT! ...Who goes there?!"
[Enter]
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"His Grace, Lord Valthyr,
Harbinger of the Undead, Grand Maestro of Sound, High Necromancer of Enroth!"
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HAAAAHAHAHAHAHAHA!!!!
Aahh... Greetings, adventurers...
This is my Music Mod and Skills Revamp, a tribute to this wonderful game and to accompany the MMMerge.
This project is designed to act as and emulate a 'remastered rendition' of the Might and Magic soundtracks.
Done in virtuoso style, extending upon the songs as if there were part two and three of the original tunes;
similar to the second and third movements of a symphony, meanwhile keeping the original spirit and idealism intact.
Be prepared for a spellbinding, soul rendering journey of the highest caliber!
DOWNLOAD LINK
https://www.moddb.com/mods/might-and-ma ... -music-mod
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They are for the most part STILL the original tracks to start in a normal area, (so you if go to a town to turn in a quest and leave quickly, there's no difference). While in the event that you roam the scenery on a map,
or access inventory for a long time, you'll no longer hear one same song in an area.
Instead, you will hear multiple tunes on each map, after the original,
with appearances from various games and epic soundtracks.
All themes are diversified, no song is played out, and each track is delegated to just a few locations.
The new music is the previous songs redone with amplified harmonics and enhanced ambiance,
and then evenly matched with a musically progressive counterpart to themselves.
All to build a bridge of creativity to inspire deeper immersion and potentially... map modding ideas.
(Speaking of which, many previous mod projects kept dying because I believe map modders had no 'food of inspiration' while building dungeons to continue working. This music will hopefully give players and modders inspired ideas to keep their works alive.)
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-Album symbols-
]†[ : MM6 Soundtracks
)°( : MM7 Soundtracks
}‡{ : MM8 Soundtracks
]x[ : Bonus Album
DOWNLOAD LINK
https://www.moddb.com/mods/might-and-ma ... -music-mod
[Final Edition and includes 3 bonus tracks:
my improvised arrangements of Isles of Terra, Clouds of Xeen, and Darkside of Xeen.]
(if you downloaded before Nov. 30th evening, download again.)
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Notes :
* The songs from different areas within a continent have been merged together to extend their durations
making room to add more immersive music, also to alleviate the issue of music not looping on newer Windows.
All the original songs are present, extended, and made HQ.
** The tracks have been audio-enhanced and adjusted to the appropriate kbps for them to be looped,
with necessary files included so that they will play at correct locations and replay endlessly.
Do not open the files with standard Windows media players, as that will tag the files with ID3v2 tags,
causing potential looping issues.
*** Do not change the names of the tracks, else they'd play in wrong locations,
the list begins with 1 and ends with 52, like a deck of cards.
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-Highlights-
Think of the tunes as having undergone an evolution, for example,
"Dragonsand Desert" became Dragonsand Epitaph,
"Temple of Baa" evolved to "Grand Cathedral of Baa",
"Dwarven Barrows" built into "Dwarven Tombs Aria",
"Castle Harmondale" upgraded to "Castle Harmondale Legend",
"Chapel of Eep" grew into "Monastery of Eep",
"Shadowspire" mystified to "Ancient Shadowspire", etc.
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- Dragonsand Desert area now truly has a desert feel to it, and should bring more epicness while fighting dragons.
- Mire of the Damned is boosted, lengthened, now totally doomed and haunted.
- Blackshire has wolfish howling in the background, Kriegspire improved, more driven and less droning.
- The previous track entitled 'New Sorpigal' was never played in New Sorpigal, instead it was the track 'Castle Ironfist',
they are now combined into one, enhanced, and dubbed "Realms of Enroth". The beginning music of MM6, as well as many towns are no longer medievally cheesy, the theme now gradually builds up from a serene hamlet atmosphere.
(This folk tune was very difficult to enhance and almost needed bagpipes to deliver... good thing panflutes could make it.)
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- Gharik's Forge is made jolly and upbeat, so you don't go insane in the dungeon from trying to figure out its bridge levers.
(it isn't a large place but it's deep and has lots of spirals, with the new theme you should still feel energetic after the dungeon.)
- The cult of Baa has gotten more intense apocalyptic music. - Werewolves got organized, made Alphas, and even more ruthless. - Duke Osric Temper drafted new legions of knights, rocking Free Haven with the tune from Emerald Island mounted on mighty steeds.
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- The Tomb of Varn now packs a piano solo to die for, it rocks so hard you're already dead before hearing it.
This is actually one of the largest areas in MM6, it's a spaceship that transported colonists to safety from the Kreegans.
Thus the music will personify as such; the first part is boarding the ship, second part is flying through space, and third part is landing on Enroth. This pattern of the lore also fits a type of novel character's evolution, Errant Knight->Outlaw->Dark Lord persona. Varn refer to a place and also denotes an individual.
- All castles' music made epic and lengthened for longplays, no more hearing the same 2-3 minutes repeating, or whole tune not replaying. - Annoying dungeons elevated in atmospheres for a smoother experience, awesome dungeons augmented in audio themes for a more memorable journey.
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- Bracada shares with Deyja's music and they should have been two songs. Done, with a moorish and desert vibe to them.
- Tatalia and Avlee now both have their own themes.
(Darkside of Xeen medley in Tatalia, Clouds of Xeen improvisation in Avlee!)
- Evenmorn Island is now how that war-ravaged godforsaken island should have been.
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- Emerald Island got hit by a heavy storm, meanwhile the tune is sieged by ominous winds and does not start blaring right off the bat.
- Entering Harmondale area should fuel you with a full blast of Nostalgia, because, "I will give you the choice I never had." ;u
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- Them Dwarven kings knew how to play the key-boards before they bit the dust. - And don't even think about going into the Titan Stronghold, it's an epic battle through and through.
- The Gregorian Warlocks in Antagarich now rival the sages on High Hrothgar. They have found the true Way of the Voice, and once you climb Mt. Nighon you will rarely come down. The tunnels themselves are also made into a religious experience.
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- School of Sorcery... wizards look like they're in league with the Horadrims...
Hmm, I'll stay awhile and listen...
DOWNLOAD LINK
https://www.moddb.com/mods/might-and-ma ... -music-mod
- The Shoal should drive you to battle sharks in fear and wonder, while building up to The Lincoln's cosmic experience,
putting a true climax to the endgame stage.
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- Celeste and The Pit go all out, 8:18 and 8:28, Celeste is more grandeur while The Pit is more sensual.
- Celeste is more divine than ever, making sense of angels flying around and Gavin Magnus' God complex.
With dual chants hitting the highest notes in the heavens, carried by flying harpsichords and winged cellos,
there's no comparison, definitely a good religious experience...
- It's an evil medieval porno, The Pit is still spooky while highly romanticized, making Queens of the Dead more gorgeous, so that come-hithering Dragon Breath will wreck harder than ever. As a matter of fact, it's a never-ending striptease of the highest caliber, those Necromantic cowbells will summon all the Speakers for the Dead.
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- The beginning of MM8 is how it should have started ages ago.
- Shadowspire is now spookier and remastered with an extension mate, like Necromancer met Vampire.
It also takes you back in time to when the Cults of the Sun and Moon battled, where you'll hear the blast of magic that blackened the land.
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- 'Chapel of Eep' should sound like a bunch of mice got together and made a religion.
It's four ratmen of the apocalypse, and the second movement gets the cheese.
(At deeper observation, previously in the MM8 game, the OST entitled "Chapel of Eep" was never played there.
In the Chapel of Eep (Ravenshore), the ost 'Plane Between Planes' was played, in the Church of Eep (Ravage Roaming), the ost 'Escaton's Crystal' played instead, and in the Grand Temple of Eep (Garrote Gorge), it was the ost 'Regna' that played. Idk if they did that on purpose to "hide" the mouse, but a full song enhanced is available in this mod - that which was the track "Chapel of Eep" (the one in the game's OST that did not appear), for a yet-to-appear gathering of Eep). Wtf.
(Update - issue solved!)
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- Dungeons and tombs now carry serene and foreboding waltz and melodies, driving you to keep exploring further.
- Garrote Gorge should portray a dragon fighting experience with its colossal movements, and Ironsand area is now trolltastic,
after you recover from strong desert winds to hear a saddening guitar intro painting a picture of a rural village afflicted by disasters.
Ironsand and Regna now both have different themes and no longer using same ones from other towns.
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- All dungeons within a region are diversified in themes, no same tune playing at many locations in one area's dungeons.
- 4 heart rending killer suites for the Planes, and don't tell me you're not in a dream when you arrive at Ravenshore.
- Finally, There's no denying the breath consuming flute solo in the Plane of Water, mixed with real underwater sounds.
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(...And much more.)
Rank the file at the download site if you like the work!
Cheers,
~Vaulth~
V""V