XCOM 2
Not enough ratings
Taz Wanted Music Pack
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
598.758 MB
Mar 24, 2021 @ 12:48pm
Mar 26, 2021 @ 12:36pm
2 Change Notes ( view )

Subscribe to download
Taz Wanted Music Pack

Description
Finally, the music pack nobody asked for! This was a project for me to learn how to work with the Music Modding System (which is required, btw) and modding in general. Let me know how I did.

Taz Wanted is a platformer released September 17, 2002, developed by Blitz Games and published by Infogrames. Its music was composed by Marc Canham, and all 30 regular level themes, plus 5 boss themes, plus 3 hub world themes, plus the main menu and credits tracks are included here - 40 tracks in total. Install the Mod Config Menu for your version of the game to allow this pack to play alongside others - this was made with vanilla tools so it works without WotC.

  • The game is notable for its dynamic soundtrack: each level has 3 variations of its theme that it switches between based on whether the player is spinning, tip-toeing, or doing neither. The consequence of this is that most tracks average only a little over a minute long, but to offset this I've configured the mod to switch between the normal variant of a track on XCOM's turn then over to the spinning variant on the alien turn, and the tip-toe tracks are set to Explore (when there are no enemies on the map.)
  • Hub themes will play on the Geoscape and since the boss themes are a bit longer than the level tracks I've set them to loop regardless of whose turn it is. Hindenbird is insanely fitting for this game
  • I've also assigned environment requirements so that you'll get Wile E. West tracks during missions in the shanty environment, Sam Francisco tracks in the city centers, and Yosemite Zoo tracks in the wilderness, with a couple surprises. This should also lower track repetition if you're using other soundtrack mods.

Remember to leave feedback so more people can find this! I plan on making more packs, including a particularly ambitious one, in the future. (And disregard the framerate in the preview video, no idea what happened as I was recording but my game was at 60fps the whole time. That's what I get for hastily downloading ActivePresenter)

Many thanks to Steam users nintendoeats and ∑3245[docs.google.com] for their excellent guides, to robojumper for making MMS, and to the Blitz Games team for making Taz Wanted which my dad and I spent so many hours on in my childhood.
7 Comments
Jackass  [author] May 26, 2022 @ 11:52am 
this game is one of Marc Canham's first gigs - haven't listened to his other work but he went on to do the soundtrack for Infamous: First Light and Second Son and now he scores films. glad he's thriving
SMmania123 May 26, 2022 @ 12:03am 
Why does it sound so good though its a Tasmanian devi game for pete sakes lol
UnmotivatedZombie May 28, 2021 @ 2:35pm 
i forgot that game existed
Jackass  [author] Mar 25, 2021 @ 2:10pm 
I'm pretty sure you're right about Mix Indifferent, was playing with that option turned on and one of the tracks from my pack played outside of the environment I assigned it to
SabaraOne Mar 24, 2021 @ 8:13pm 
Allow Fallback does exactly that. I think Mix Indifferent ignores the situation assignments and just selects music cues purely at random.
Jackass  [author] Mar 24, 2021 @ 7:06pm 
I'll be honest, I still haven't gotten an answer on that. I assumed "allow fallback" means that MMS will fall back on default music if it doesn't find any cues for whatever situation the game is in in a custom pack, but now that I think about it I don't see why it wouldn't do that anyway. Pretty sure "mix in indifferent" just allows multiple music packs to shuffle together but I also don't see why it wouldn't do that anyway if it detects multiple packs.
nerddroidcav Mar 24, 2021 @ 6:38pm 
what does "allow fallback" and "mix in indifferent actually mea in the music modding system config? never actually got a straight answer on that