Repetitive, rhythmic sounds
Moleculor
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.
Just in case no one had thought of the sound of slowly dripping water or anything.
Comments
Nice and subtle, I say...
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.
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 !
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
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.
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.
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.
I can't remember what the fields are for the trigger_random but I can't imagine it runs continuously non-stop forever..
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.
what's creepier then slow repetitive sounds is when they suddenly stop