Repetitive, rhythmic sounds

MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
Hey, for all ya'll mappers... I just read this thing 'bout Resident Evil, and the ticking of a grandfather clock, and jsut realized... Slow, repetative sounds really make for tense stuff. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

Just in case no one had thought of the sound of slowly dripping water or anything.

Comments

  • QuietusQuietus Join Date: 2002-03-13 Member: 313Members
    or the slow hiss of a steam vent..
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Great suggestion Molec. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> It really does make for a tense atmosphere if done right... you don't want to let it get too annoying though.

    Nice and subtle, I say...
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    There are quite a number of those that will become available when ns_bast is finished (or maybe even earlier if there is enough interest <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> ).
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    ...and i think sudden burst of steam could really scare people (for the first 4/5 times they play the map), but dont overdo it, because then you will remove the tension.
  • The_ArtistThe_Artist Join Date: 2002-03-11 Member: 305Members
    So tense you could cut the air with a knife <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.

    If anyone has played aliens versus predator 2 here there are alot of tense moments like when you go near a vent it starts to bob up and down as if there is something in it.

    You could have the sound of an alien hiss or grunt but with no alien there.
    Just gotta be creative when putting in sounds to make for more atmospheric moments in there game with originality.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    *cough*

    ehemmm...me thinks that trigger random could play a groovy part here...have maybe 20 spots on the map where steam can spray out...and have 5-10 trigger areas that are totally unrelated...that way...an alien walking down a corridor could trigger steam near the marine spawn area. you'd never know where and what triggers what <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    hell, take it a bit further and have consoles and monitors explode without warning from being infected with the hive goo crap stuff...again..put enough trigger randoms in the map and people will really have no idea what causes what to happen...a new adventure for the whole family !
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <!--QuoteBegin--The Artist+Mar. 23 2002,14:54--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (The Artist @ Mar. 23 2002,14:54)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->So tense you could cut the air with a knife <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.

    If anyone has played aliens versus predator 2 here there are alot of tense moments like when you go near a vent it starts to bob up and down as if there is something in it.

    You could have the sound of an alien hiss or grunt but with no alien there.
    Just gotta be creative when putting in sounds to make for more atmospheric moments in there game with originality.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Talk about freak value. Like this sealed vent running from one side of a room to the other along a wall, you hear a scuttling and somthing momentaraly eclipses a beam of light shining through a vent. Meanwhile your trusty motion tracker is beeping like mad at harmless little bugs that flap around. *Shudder* I can only stand about 10 minutes of continuous playing before I have to take a break and wait for my heart rate to decrease to a purr from a whine. I hope NS will be simalar.

    --Scythe--
    the_only_scythe@yahoo.co.au
  • QuietusQuietus Join Date: 2002-03-13 Member: 313Members
    <!--QuoteBegin--HanzGruber+Mar. 22 2002,23:58--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (HanzGruber @ Mar. 22 2002,23:58)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->*cough*

    ehemmm...me thinks that trigger random could play a groovy part here...have maybe 20 spots on the map where steam can spray out...and have 5-10 trigger areas that are totally unrelated...that way...an alien walking down a corridor could trigger steam near the marine spawn area. you'd never know where and what triggers what <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    hell, take it a bit further and have consoles and monitors explode without warning from being infected with the hive goo crap stuff...again..put enough trigger randoms in the map and people will really have no idea what causes what to happen...a new adventure for the whole family !<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    That's...genius.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    like this?
    N00b has entered the game. XpertPLayer fills him in.
    XpertPlayer:"Nowif THIS blows up, then look there, there and there, but theres a  slight chance that they are coming from there if the console beeps blue twice. if the console beeps blue then red, then they are in the vents or the left hall, but if it beeps blue and red then explodes, then they are probably behind you. Now if this falls, theyll come from the right or the vent. got it?"
    N00B has left the game.
    XpertGamer: Crap.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    That's not how trigger_random works. It acts like a multimanager with two time fields, and it randomly chooses one entity in its list to trigger.

    You just place one of these to cover 10 entities, and between the specified times it will randomly choose one to trigger. So if you have 20 steam vents throughout the map, make 2 trigger_randoms with the appropriate fields. It doesn't matter where people are, the steam bursts will be triggered randomly at random times. That way people can't use the vents as some sort of inaccurate motion tracker.

    I use a trigger random for a collection of steam vents in my fuel pipe room, and another for some vents close to the repair bay. They're also great for triggering non-looping ambient sounds. For example, I once had a deep dark pit with a catwalk crossing it. There was a steady pumping noise coming from the shadows below, and the occasional metallic groan (Using the four rocket_groan wavs in HL ambience) every 10-30 seconds.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    buuuut...can you trigger it with another trigger ? hrrrrmmm?
    I can't remember what the fields are for the trigger_random but I can't imagine it runs continuously non-stop forever..
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    thanks for filling me in; the survivor map in CS supposedly had some sort of thing that tracked people with sounds. never played the map so i wouldnt know but i heard, and i can be gullible.....
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Hanz: Yes, you can trigger a trigger_random with another trigger.  Unless you check "remove on fire" in the flags, it will continue to work forever, based on the time to reset and the minimum and maximum random firing times.  This is essentially how I made the arcing effect in the deep shaft in ns_bast.  The electrical arcs (env_beams) and the illumination they create (light entities) are triggered/toggled by trigger randoms for as long as the map is played.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    <!--QuoteBegin--HanzGruber+Mar. 23 2002,03:58--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (HanzGruber @ Mar. 23 2002,03:58)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->*cough*

    ehemmm...me thinks that trigger random could play a groovy part here...have maybe 20 spots on the map where steam can spray out...and have 5-10 trigger areas that are totally unrelated...that way...an alien walking down a corridor could trigger steam near the marine spawn area. you'd never know where and what triggers what <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    hell, take it a bit further and have consoles and monitors explode without warning from being infected with the hive goo crap stuff...again..put enough trigger randoms in the map and people will really have no idea what causes what to happen...a new adventure for the whole family !<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Problem with aliens triggering steam bursts is that there's no guarantee that there's anything nearby. A trigger near it that randomly chooses to fire or not when a marine gets close would make more sense.

    And as for trigger random being more about randomly picking entities...

    You can have a trigger fire a trigger_random (when you hit that trigger) that has on field aimed at the entity, and the other aimed at a blank thing of some sort.. some sort of filler, or something. That way it has a 50/50 chance of firing. Then you have it fire only once, then killtarget the trigger that triggers the trigger_random.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    a trigger_random triggering 10 more trigger_randoms triggering... meh forget that

    what's creepier then slow repetitive sounds is when they suddenly stop
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    I have a few places in ns_bast where there are steam bursts that are set off by a trigger_random.  The fact that they can go off when nobody is there is fine by me.  This just means that it will be that much more rare and unsettling when it does happen when someone is around. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I have a similar effect in hera. I have a trigger around a set of pipes which triggers a random entity. There's a 25% chance that the pipes will shoot steam into the corridor just where the player would be at that point, and accompanied by a sharp loud 'psshhhhhhttt!' sound <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I like these ideas... It reminds me of a discussion a while back about rare events that only happen every once in a great while... Taking a player who thought he knew everything about the map by suprise. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    the best thing i can figure is more maps in one; the layout changes every round, choosing from one of four layouts, all in the same ship, but corridors lead to other players. This way it will take a while before the veteran will know the map totally
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