<!--quoteo(post=1766954:date=Apr 14 2010, 08:38 PM:name=NeoSniper)--><div class='quotetop'>QUOTE (NeoSniper @ Apr 14 2010, 08:38 PM) <a href="index.php?act=findpost&pid=1766954"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are "stingers" something like the music that play in Left 4 Dead when a Tank is coming or a Witch is near/startled?<!--QuoteEnd--></div><!--QuoteEEnd--> Seems more like the short riffs(?) that are played when a Hunter/Smoker/Boomer spawn, though many never notice them in the middle of the moody music l4d has otherwise.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--quoteo(post=1766946:date=Apr 14 2010, 07:15 PM:name=Genomaxter)--><div class='quotetop'>QUOTE (Genomaxter @ Apr 14 2010, 07:15 PM) <a href="index.php?act=findpost&pid=1766946"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you mean you will or will not have background ambient type sound tracks/loops? (aka white noise) something to be played at low volume?
I guess I'm not understanding what you saying you <i>will</i> be releasing.<!--QuoteEnd--></div><!--QuoteEEnd-->
What's happening is that David is creating a regular game sountrack. This will then be be used as the basis from which the elements of dynamic/ambient music that you'll actually hear in-game will be extracted. The idea is that it will be more responsive and less intrusive than a regular soundtrack, but retain a consistency of style. We'll also release the original soundtrack separately for you to buy.
<!--quoteo(post=1766986:date=Apr 14 2010, 05:19 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Apr 14 2010, 05:19 PM) <a href="index.php?act=findpost&pid=1766986"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What's happening is that David is creating a regular game sountrack. This will then be be used as the basis from which the elements of dynamic/ambient music that you'll actually hear in-game will be extracted. The idea is that it will be more responsive and less intrusive than a regular soundtrack, but retain a consistency of style. We'll also release the original soundtrack separately for you to buy.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds like you're modeling something like a toned down version of the <a href="http://www.gametrailers.com/video/developer-diary-dead-space/34942" target="_blank">Dead Space soundtrack</a>.
I really liked that soundtrack. So anything that works like it gets my seal of approval.
As much as I liked the music from NS1, it was really hard hearing the Skulk footsteps when a game started and the music was still playing, so you pretty much had to turn it off. I really hope they try and fit as much music in there where it will not become intrusive, such as the ready room for example or the first 10-15 seconds of a match, before any confrontation.
a "stinger" is more like a single short atmospheric and musical sound so , like in doom3 when an imp jumps out from under the stairs, there is a horror metalic screech that acompanies it.
the l4d music is more like a motiff or musical theme for each character,
Like I said in the getsatisfaction feedback site, the main menu theme makes me think of Diablo when the singer starts coming in alongside the stringed instrument. Despite a genre difference, this is a good thing.
I like the idea that there will be a full NS2 soundtrack, and how clips will be used in the game. It's almost like we're getting an awesome soundtrack "inspired by NS2."
I'll admit I'd rather the stingers be kept short for the most part. Would add a nice touch when a skulk leaps onto your face. However, when an Onos starts barreling through Marine ranks, I'd love to have a more intense theme play for the players on the front lines. Wishful thinking, of course. :)
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Seems more like the short riffs(?) that are played when a Hunter/Smoker/Boomer spawn, though many never notice them in the middle of the moody music l4d has otherwise.
something to be played at low volume?
I guess I'm not understanding what you saying you <i>will</i> be releasing.<!--QuoteEnd--></div><!--QuoteEEnd-->
What's happening is that David is creating a regular game sountrack. This will then be be used as the basis from which the elements of dynamic/ambient music that you'll actually hear in-game will be extracted. The idea is that it will be more responsive and less intrusive than a regular soundtrack, but retain a consistency of style. We'll also release the original soundtrack separately for you to buy.
Sounds like you're modeling something like a toned down version of the <a href="http://www.gametrailers.com/video/developer-diary-dead-space/34942" target="_blank">Dead Space soundtrack</a>.
I really liked that soundtrack. So anything that works like it gets my seal of approval.
the l4d music is more like a motiff or musical theme for each character,
I like the idea that there will be a full NS2 soundtrack, and how clips will be used in the game. It's almost like we're getting an awesome soundtrack "inspired by NS2."
I'll admit I'd rather the stingers be kept short for the most part. Would add a nice touch when a skulk leaps onto your face. However, when an Onos starts barreling through Marine ranks, I'd love to have a more intense theme play for the players on the front lines. Wishful thinking, of course. :)
Go to his website! => <a href="http://david-john.com/" target="_blank">http://david-john.com/</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=109461" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=109461</a>