The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.

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RSS Report Space Restrictors - Military Base (view original)
Space Restrictors - Military Base
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Daemonion AuthorSubscriber
Daemonion

This is a map I use for development and organization.

I take a picture of every clump of buildings and label them - RED for the name of the restrictor (as placed in the Level Editor), and ORANGE for the type of audio theme it will use.

In this picture, you can see I am using trailor, small house, large house and attic audio themes. All of these themes are being made by me, from scratch, for LURK 1.2.

Every restrictor has been placed - it is just about making the audio for them, now. I am happy to report that everything will be in stereo, as well - down with mono audio!

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Argoon
Argoon

Is all good and dandy but how can you make directional audio without mono sound sources? I always thought that was a giving for 3D directional audio, i certainly would not like to ear a gun shoot coming in from two directions at the same time ( two channels like stereo does). I'm all for ambient sounds being stereo but gun sounds and even character sounds imo should be mono only. Game developers are killing true 3D audio (and even hardware audio acceleration) on games so please don't be like them but try to make it sound the best and the most realistic has you can.

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Daemonion AuthorSubscriber
Daemonion

Oh, I'm not trying to eliminate mono audio, not by any means. If you watch some of my older dev diaries, I've been wrestling with stereo implementation in SoC for a long time - specifically within space restrictors. That was all I meant :)

No doubt, positional (mono) audio is very important. I won't be removing or under-utilizing it.

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Argoon
Argoon

Thanks for the info knowing that makes me feel better now. :D

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Description

Space Restrictor Map for the Military Base in Cordon.

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