Underhell is a Source Engine game developed by the Underhell Team in collaboration with We Create Stuff. Underhell Chapter 1 requires ONLY Source SDK Base 2007 installed. No Source game is required.

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Sn4rk Oct 24 2012, 4:59am says:

I'm getting *****.

+5 votes     reply to comment
SeBu Oct 24 2012, 5:57am says:

Your comporser has gone to very dull/hollow content on his music. I completely read that choice though, because when you get the dynamic music in the play some sort of layering is needed. But still i think that these track should use some MORE layering and maybe some sweet dark ambient pads or something. And if you have that much space on track anyway you should at least use some drum tracks. Im sure he uses most of his work offc, but i see no reason why not to use percussions/drums in this specific track also.

Even though it has good subs and sneaky tabs i just feel like it could use some more stuff.

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ScubaSteve3465 Oct 24 2012, 9:43am replied:


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Mxthe Author
Mxthe Oct 24 2012, 11:40am replied:

A lot of the musical tracks in the game are ambient tracks that are played while the player navigates around the map, listens to conversations and basically "plays" the game.

Having "more" stuff as you say, might make a better musical track to listen to as an OST, but it would cluster the game audio itself, and make it hard to focus on what is going on in the level.

These tracks are made to compliment the game, not the other way around.

+4 votes   reply to comment
SeBu Oct 24 2012, 12:49pm replied:

I understand what you mean, but thats not the case. Music can always be altered and mastered to a point where it doesnt interfere anything too much. My opinion is that if it has good athomspheric (it has but could use more) sound, it only gives you more "vibe" in addition to dialog and sound effects.

Its only matter of the composers skill to adapt to the gameplay.

FE. take the DE:HR i think it had an awesome OST and soundtrack whit dynamic music. But it had powerful sweepy pads whit subby arps. It is completely different game, but it had low sweepy athmospheric pads whit possible choir, and filtered kicks etc. and it didnt eliminate any dialog when sneaking and exploring. Even though it didn't have that much but it had definately some.

He is a pro and hes paid to do it fulltime so i get the difference, so dont take that example too seriosly, i just try to show u my point. That any soundtrack can have wide elements whitout touching any core gameplay stuff sound design vise.

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Mxthe Author
Mxthe Oct 24 2012, 1:45pm replied:

I indeed see your point, I am anxious to read your thoughts on the Soundtrack of the game as a whole, because the few previews I have posted are just that, previews.

I will be looking forward to your review.

+2 votes   reply to comment
SeBu Oct 24 2012, 2:03pm replied:

Yeah, i'm not that nitpicky, i just express that there is a room of improvement at least for my taste :P And i won't judge anything before the whole thing is out so, i'll surely drop my review when its out.

I'm still amazed about your or your writer skills though. Because i can imagine that writing dynamic music on smod/ source engine aint THAT easy!

+2 votes     reply to comment
Mxthe Author
Mxthe Oct 24 2012, 6:48pm replied:

We have parted ways with SMOD, the mod has been entirely programmed by Carlos Sotelo.

SMOD was used as a "placeholder" for the features I wanted in early, now we have programmed everything ourselves.

+3 votes   reply to comment
SeBu Oct 25 2012, 1:45pm replied:

Oh... have been following the news feed, and didnt even remember that.

But I remember that SMOD was pretty clumsy to code on?

Anyway, Sotelo must be a genious.

+3 votes     reply to comment
Dune_Jumper Oct 24 2012, 12:41pm says:

Reminds me of Deus Ex.

+4 votes     reply to comment
captinjames Oct 24 2012, 10:50pm says:

great sound wired but know what you are doing i think

+3 votes     reply to comment
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First loop of the A.R.C Introduction Scene.

This should give you an idea how the game feels.

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Oct 24th, 2012
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