Alien vs. Predator 2 combines elements, creatures, and settings from the hit movies Aliens and Predator in three unique, interlocking stories. They unfold from the perspective of a young Marine Corporal, a newly-emerged Alien, and a Predator on the hunt. Highly detailed environments, phenomenal effects, and an advanced game engine intensify the gameplay of this first-person shooter adventure.

Post tutorial Report RSS Adding Sound FX

You can easily add sound objects to your level to increase the interest and interaction in your level. Nothing strikes the fear into the hearts of players like metal scraping on a grate and the sounds of terrified screams in the distance.

Posted by on - Intermediate Mapping/Technical

Originally posted here: www.planetavp.com/modmaker/

Created by: William "modmaker" Bostjan

Mirrored here for archival purposes

Adding Sound FX

  • Ambient Sound
  • Events
  • Music accents

Adding the bells and whistles. Literally. You can easily add sound objects to your level to increase the interest and interaction in your level. Nothing strikes the fear into the hearts of players like metal scraping on a grate and the sounds of terrified screams in the distance. Sound is a simple inclusion and not too taxing on the system at run time. The Sound Design that Red Riot placed in his MAP JUNGLE is a fine example realitism. He used a series of random triggers and alot of smarts.

Theres nothing as much fun then a nice alien attack sound just behind a door when a player passes by it. Easily done with a sound trigger.

First maps, are usually thrown away. (Well actually they are shelved, cause game makers never throw ing industry, you want the best possible releases associated with your name. And if you don't think that matters, and you don't give a damn about the quality of your product, rest assured no one else will.

sounds7

Keep the radius realistic

Sound design is not complicated but it does require some thought. As with lights give sound a sense of a source to help make it believable. If a fan is running, placing the soundFX object makes sense. And realize that there are two types of sounds, EVENT SOUNDS which are short and action specific, and AMBIENT SOUNDS which are designed to loop and create an atmosphere. They are treated the same by the object but are very different in how they are used. There are flags on the object to deal with these differences.

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