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Posted: Thu Jun 24, 2004 5:28 am
by Lexus Alyus
I'd like to sample yoyr 4 year old on the poits and pans and use that in a song :D.

As for the noise, you obveously havn't played Silent Hill :D. The music there is far worse... the guys a geneus though (The musician that is, Akira Yamahoka). That track is noisey, but it's not THAT loud... try turning your volume down. I'd reccomend having the music so it's quiter than usual, just in the background. That works fine... I'll have to put that in the Readme when it's done.

As for tastes in music, it's cool, I'm just expreessing myself in my own way :).

I don't know if I said this, but this one is more inspired from SH and Aliens, where as the first one was more inspired on Devil May Cry and Residet Evil (Both made by the same people... strangely enough :D).

I think I will look for some better sound effects. Maybe inside the ship i'll change those to more generic metal grinding sounds (like the place is going to collapse or something). I'll probably keep the swamp sound effects though. As for that level in Hexen, I don't know why but it scared me to death when I firest played it. it's such a atmospheric level... i still get paranoid whilest wondering throygh it more recently :D.

:twisted:

Posted: Thu Jun 24, 2004 7:17 am
by Xaser
Ixnatifual wrote:The Hexen grinding noise I really dislike. I don't think it's a bad sound in itself, but it reminds me of an area of Hexen I really don't like, because I spent forever listening to it while flipping switches and thinking that centaurs might respawn any minute.
ARGH!!! DON'T REMOND ME OF THAT...

That was just about the only part of the game I hated like hell.


Ultraviolet wrote:
Xaser wrote:Heh. Me too. In fact, I just beat System Shock 2, and I thought to myself, "WTF? I thought people said this game was supposed to be scary!". It's stilll a great game, though. :)
You must be playing it wrong. Are you playing on Impossible? Did you turn off the music? Wanna try my difficulty mod? ;-) I could direct you to many graphical updates for the game, as well...
I played on Normal. Heh. I never play a game on its hardest Difficulty setting the first time I play it. No, I didn't turn off the music. I could see why some people could get scared because of it, but I just wasn't one of those people. :P

Posted: Thu Jun 24, 2004 10:32 am
by Ultraviolet
Play as OSA on impossible without the music, and with my difficulty mod. :D Cameras and turrets have motion sensors (given a hearing property in the gamesys), slug turrets can actually pin you down quite effectively (less delay between bursts), gotta work on the laser turrets, though... I've improved the shotgun hybrids a bit, and I'm working on making all the monsters tougher. No, I'm not changing hitpoints at all. That's just dumb.

Posted: Thu Jun 24, 2004 11:39 am
by Naitguolf
yeah.... music like SH in the ship... great. you can use radio buzz, echoes, cries, shots...

Also, can you use the stereo like SH2 make in the prision level? THAT's scary!

Posted: Fri Jun 25, 2004 8:24 am
by Lexus Alyus
Uh? I din't get that last post...

As for screams and stuff in the ship, I like that idea... /me shearches for more ambient sounds :D.

:twisted:

Posted: Fri Jun 25, 2004 5:28 pm
by Darkon
Heh great work, definately seems alot better than the original already ;-)

and im REALLY curious to know where abouts the ship is, as in, anywhere near civilization?

could make a nice little creepy town ;-)

Posted: Fri Jun 25, 2004 6:03 pm
by Demigod
I am really impressed with this demo.That noise outside kinda scared the shit out of me,and made my stomach hurt.Which is pretty much a good thing imo.It looks like it will surpass the first one.And also the ship looks really cool.

Posted: Fri Jun 25, 2004 6:21 pm
by Naitguolf
sorry my crap english.

I mean, use sound effects to make music. But those sounds are not spawn in game, its only music.

I mean, if you can make a music using sounds effects by the game, the player surely will become crazy. But use it wisely, or the player can become bored...

Also, you can add chains, some water dipping, gas explosions.... that stuff.

You dont need to see water to fell it, but you ear it.

Take a look movie alien sfx. (ALIEN 1) That film uses pretty good the sound.

Another thing, use the silence like a music!!! Quiet zones can be pretty umpleasant

If music and sounds become deactivated suddenly, the player can become pankied!! :) Also, what about losing ear "feature"? An he only "fells" hearthbeat?

Oh well, i need to rest... im going to bed. lol

Posted: Fri Jun 25, 2004 10:10 pm
by Ultraviolet
Some random/periodic point-source ambient noise would work better than a music track, IMO. It's less predictable. It takes up more channels, but that shouldn't be a big deal.

Posted: Sat Jun 26, 2004 4:48 am
by Naitguolf
This game rocks: http://99rooms.terracontent.de/ You can make something like that.

Great music! :)

Posted: Sat Jun 26, 2004 10:22 am
by SyntherAugustus
so rotgs2 is going to be a small megawad of some sort? Cool.

/me downloads the demo.

Posted: Sat Jun 26, 2004 1:06 pm
by Lexus Alyus
Yup, that pritty much sums it up.

As for silence, have you heard the music track in the ship? It basically just loops around a single sample that is played really low, creating this silent ambience... it creates amaizing yension, extract the song and listen to it... it's in IT format (hence the names... IT01, IT02...).

I will definately incorperate silence and because of this discussion I will better invorperate thge use of Sound Effects. Thanks guys :).

The location is... well, I won't tell you. The closest thing to civilisation is Nevermoor: Sector 13. It's pritty much set in the future, supposedly on an alien planet (like LB426... I must stop making refrences to Aliens :D). If you say the cuitscenes in the ship (you can by-pass tyhem, but they are made slightly mandatory in the latest version because they reveal a large plot element) you'll descover that the crew of this ship were medelling with genetics (the HK's) and the escaped and started breeding. Of course, because the Green soul is mentrioned in the intro, but not encountered, you'll wonder what it has to do with this... you will descover nearer to the end ;). The basic idea of ROTGS is not sci-fi, it's more fantasy style horror. It appears to take place in the future, but the mythical chatrectors (the green soul... in the third part of the story... which will not likely be a doom level, there is a seccoind mythical charector and a third... which is technically in all 3 parts of the story ;) ).

To me, this is far more than a simple doom conversion, it's the base of my story. I started wroting the first part (Realm) a while ago, but havn't touched it since. That one is ased in the abandoned train station in the first wad... but it's going to expand on the ideas that I came up with. The sequal, Return (I don't kinow if you noticed that, but ROTGS2 is actually Return of the Green Soul), is a continuation, becauser your charector (The play ATM) was summoned to this particular realm called Nevermoor. In here the player descoveres more about Emerald... the green soul... but this isd not going to touch much on Emerald, the story will cober more of that. You will encounter the green soul, but not fight it... but the finaléis going to be a bit of a killer :twisted:

When I've got the stories to a reasonble standard I'll probably put them on a website. What I'd really like to do is remake them as a modern computer game or mod. I'd like to get a team together and take this story much further than just a Doom mod. In the meantime I will make ROTGS2 the final for the doom levels, but leave the end open to an extent (no, the player does not appear to die, leaving you to question waether he does or not... like a certain other Zdoom mod ;) ). The true continuation will be in the story that I hope to write :).

As for the origins of ROTGS, the first level was an experiment to see if I could pull off horror and suspense. I started the sequal and then started to think of plot ideas and further developing the story to be more complex in intricate. I want to make events hgappen in the first story and relate them to something in the third story, but not make them bodged to quickley explain something trhat could have been thought out more. If the game actually happens, this will be really cool :).

Okay, I'll shut up now :D.

:twisted: