Spike props for traps needs sound, anyone?

Sprites, textures, sounds, code, and other resources belong here. Share and share-alike!
Forum rules
Before posting your Resource, please make sure you can answer YES to any of the following questions:
  • Is the resource ENTIRELY my own work?
  • If no to the previous one, do I have permission from the original author?
  • If no to the previous one, did I put a reasonable amount of work into the resource myself, such that the changes are noticeably different from the source that I could take credit for them?
If you answered no to all three, maybe you should consider taking your stuff somewhere other than the Resources forum.

Consult the Resource/Request Posting Guidelines for more information.

Please don't put requests here! They have their own forum --> here. Thank you!
User avatar
Tormentor667
Posts: 13563
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Spike props for traps needs sound, anyone?

Post by Tormentor667 »

I am finally using these sprites for a ancient trap in BoA
HazeBandicoot wrote:From Blood (Animated)
Image
They work perfectly, can be activated and deactivated again. One problem though is left: I need a fitting sound for the spikes to come out and move back again. Does anyone have something good?
Last edited by Tormentor667 on Fri Apr 03, 2015 9:25 am, edited 1 time in total.
User avatar
SAraisXenoQueen
Posts: 243
Joined: Tue Oct 12, 2010 1:51 am

Re: Spike textures/props for ancient trap?

Post by SAraisXenoQueen »

Hmm, I may be able to quickly franken something together. Might need a better visual idea so we're on the same page.

Lucifer rising has some nifty ancient temple textures if you're after those too.
User avatar
Tormentor667
Posts: 13563
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Spike textures/props for ancient trap?

Post by Tormentor667 »

Something like this might work I guess
http://www.mortalkombatwarehouse.com/mk ... ots/06.png
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

Re: Spike textures/props for ancient trap?

Post by YukiHerz »

User avatar
Tormentor667
Posts: 13563
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Spike textures/props for ancient trap?

Post by Tormentor667 »

Thank you, that's perfect!
User avatar
Virtue
Posts: 919
Joined: Sun Nov 19, 2006 8:15 am
Location: Manchester UK

Re: Spike textures/props for ancient trap?

Post by Virtue »

Last edited by wildweasel on Tue Mar 31, 2015 8:41 pm, edited 1 time in total.
Reason: WHOA! That image is WAY TOO BIG and is hotlinked from someone else's website. Be careful with this in the future!
User avatar
Tormentor667
Posts: 13563
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Spike textures/props for ancient trap?

Post by Tormentor667 »

This is some evil shit :D
User avatar
Tormentor667
Posts: 13563
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Spike props for traps needs sound, anyone?

Post by Tormentor667 »

I am finally using these sprites for a ancient trap in BoA
HazeBandicoot wrote:From Blood (Animated)
Image
They work perfectly, can be activated and deactivated again. One problem though is left: I need a fitting sound for the spikes to come out and move back again. Does anyone have something good?
User avatar
SAraisXenoQueen
Posts: 243
Joined: Tue Oct 12, 2010 1:51 am

Re: Spike props for traps needs sound, anyone?

Post by SAraisXenoQueen »

Tormentor667 wrote:I am finally using these sprites for a ancient trap in BoA
HazeBandicoot wrote:From Blood (Animated)
Image
They work perfectly, can be activated and deactivated again. One problem though is left: I need a fitting sound for the spikes to come out and move back again. Does anyone have something good?
Would the HL2 strider's "impale" sound split into two diffrent sounds work? Might be a bit annoying however.

Also can't remember seeing those spikes in Blood. Huh.
User avatar
Tormentor667
Posts: 13563
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Spike props for traps needs sound, anyone?

Post by Tormentor667 »

Unfortunately I have no idea, never played HL2
User avatar
Reactor
Posts: 2091
Joined: Thu Feb 03, 2011 6:39 pm
Location: Island's Beauty, Hungary

Re: Spike props for traps needs sound, anyone?

Post by Reactor »

Prince of Persia (1989) spike sound ,or Return to Castle Wolfenstein spike-bed sound (it can be heard when y'grab a golden chalace from a pulpit, and suddenly, spikes appear).
User avatar
SAraisXenoQueen
Posts: 243
Joined: Tue Oct 12, 2010 1:51 am

Re: Spike props for traps needs sound, anyone?

Post by SAraisXenoQueen »

Tormentor667 wrote:Unfortunately I have no idea, never played HL2
https://www.youtube.com/watch?v=R85P5n5r9Yw 14 second mark, Thinking that you could split it into two somewhere in the soundfile for the stab and retract sounds. maybe some fiddling with the sound could make it sound better suited
User avatar
Tormentor667
Posts: 13563
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Spike props for traps needs sound, anyone?

Post by Tormentor667 »

Thanks both to you, I will take a look at it :)
User avatar
Reactor
Posts: 2091
Joined: Thu Feb 03, 2011 6:39 pm
Location: Island's Beauty, Hungary

Re: Spike props for traps needs sound, anyone?

Post by Reactor »

Funny I missed this...
Quake 4 has plenty of spike sounds, especially at enemy melee attacks. Both the Berserker and the Boss-Buddy uses hand spikes to inflict damage, and each has a drawing sound, not to mention to countless machinery sounds which may also be very effective as spike sound.
User avatar
Tormentor667
Posts: 13563
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Spike props for traps needs sound, anyone?

Post by Tormentor667 »

I unfortunately do not own Q4 neither do I know how to extract them :-/
Post Reply

Return to “Resources”