pakmannen 1 Posted October 18, 2004 Report Share Posted October 18, 2004 (edited) This is a first draft of the Ambient design document. Please come with suggestions on things to add/remove. Weather Rain Outside Inside (against windows)[*] Wind[*] ThunderThe City People crowd Animals Dogs Cats Horses(?) Birds (crows/ravens/pigeons)[*] General city sounds (people working, distant machines/bells etc)[*] Ambient tunes (short musical loops which fits the category)The Mansion/Castle Alarms(?) Musicbox Classical music (gramophone) Clocks Ambient tunesThe Factory Different machines Electricity sparkling Chains rattling Belching fire Ambient tunesThe Church Bells Ambient tunes (Organs/Gregorian etc)The Scary Place Strange voices Loud bangings á la Cradle Buzzing flies Distant screams Ambient tunesUnderground Water dripping Rats Bats Ambient tunesThe Forest Trees/Leaves rustling Crickets Birds (sparrows/owls) Wolves(?) Ambient tunesThe Ocean Waves Seagulls Creaking of ship rigging Ambient tunes Edited December 25, 2004 by pakmannen Quote Link to post Share on other sites
Springheel 4630 Posted October 18, 2004 Report Share Posted October 18, 2004 The city * People crowd * Animals o Dogs o Cats o Horses(?) o Birds (crows/ravens) * General city sounds (people working, distant machines etc) * Ambient tunes (short musical loops which fits the category) Rats could go here too. I would also add distant church or tower bells. I was thinking today about possibly having the sound of a group of pigeons taking flight when our character enters and atic or opens a window or something. The Factory * Different machines * Electricity sparkling * Ambient tunes Belching fire, rattling chains. The Church * Bells * Organs * Ambient tunes Chanting and hymn-like singing Game sounds * Start mission * End mission * Objective complete Mission failed, death, some kind of ambient sounds for puchase screen? We could also use some ambient sounds for the menu screens. A flickering flame sound and rustling parchment. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
LiquidBronze 0 Posted October 19, 2004 Report Share Posted October 19, 2004 looks great pak! thanks for the direction peaceLB Quote Link to post Share on other sites
Renzatic 12 Posted October 19, 2004 Report Share Posted October 19, 2004 I was thinking today about possibly having the sound of a group of pigeons taking flight when our character enters and atic or opens a window or something. Most definately, I actually had an idea similar to that for one of the many map scenarios I have bouncing around up in teh olde brain. I thought it'd be a nice touch to add to an abandoned church in Pagan territory type scene. Sound effects and ambient tracks would be the one best argument for going ahead and doing a few maps before the campaign hits. The sound guys could really be helped along if they had a context to build their ideas around. Quote Link to post Share on other sites
LiquidBronze 0 Posted October 19, 2004 Report Share Posted October 19, 2004 ^ren, i agree with you manif i had an actually demo of sorts to play through i could come up with ambience/sounds/music whatever on the fly, or pinpoint places you want a specific sound way more easily peaceLB Quote Link to post Share on other sites
pakmannen 1 Posted October 19, 2004 Author Report Share Posted October 19, 2004 (edited) Rats could go here too This is only the "categories". The folder structure for where the sounds will be placed. Even if you do a city mission, you can add sounds from all the other categories as well. Chanting and hymn-like singing That would be the ambient tunes. Pigeons Great idea! Very cool actually. The sound guys could really be helped along if they had a context to build their ideas around. Yes, but we have to remember that we're doing a mod for other people to make their missions with, so it would be a mistake to design our sounds around one or two levels made by us. We should try to do a broad range of sounds that can be used for a lot of different missions. Still, I guess it could serve as inspiration. Edit - Added a new category: The Scary Place Edited October 19, 2004 by pakmannen Quote Link to post Share on other sites
pakmannen 1 Posted December 25, 2004 Author Report Share Posted December 25, 2004 I have changed the name for "Sewers" to "Underground". I figured we could use a category for more cave like, places too. Like Bonehoard etc. Quote Link to post Share on other sites
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