System Shock is an action role-playing game developed by Looking Glass Technologies and published by Origin Systems. Released in 1994, the game is set aboard the fictional Citadel Station in a cyberpunk vision of 2072. Assuming the role of a nameless hacker, the player attempts to hinder the plans of a malevolent artificial intelligence.
A custom archive to test the music of the game. This map was created to support composers that want to create custom music for System Shock. Compose your music and hopp into the soundlabs to check out how your custom music is played during various states of the game.
SYSTEM SHOCK MUSICLABS
A custom level to test the music of the game.
This map was created to support composers that want to create custom music for System Shock.
Compose your music and hopp into the soundlabs to check out how your custom music is played during various states of the game.
1. Make a backup of the original games archive.dat
2. Copy the archive.dat into the same folder the original .dat file is located and overwrite it
3. Start a new game with default settings
HOW TO USE THE MUSICLAB
Plenty of enemies available to start a fight if wanted.
Weapon of Choise: Lead Pipe
Each level is connected by elevators:
- Levels 0-5
- Levels 5-9
- Cyberspace Access on Level 1
- Groves Access on Level 6
Each Level got Power Station and indestructible Healing Machine.
Each tile got a different music index applied to it. Music indexes are shown as numbers on the wall in each room. Every tile in the room got the same music index applied as shown on the wall.
The first two rooms have the music indexes set how they are set in the original game. The last two rooms repeat this pattern by having the "spooky music" variable enabled on them.
Level 3 of the original game got music index 0, which is no music at all. At this point it's unclear how the random noises in that level once in a while are triggered. Probably by a marker called "music voodoo". That's why this musiclabs leaves level 3 empty for now.
Cyberspace music in the original game is split into smaller chunks. The music index is made visible by differently colored cyberspace wall color and follows a pattern:
The first cyberspace terminal the player enters in the original game got the following music index pattern applied:
- index 5 in the starting room
- index 2 in the tunnels connecting each room
- index 1 in the rooms where there is combat
Further sequences are:
The music pattern for the tunnels can also be sequenced and goes from:
Music index 3 is only found in the room where the player fights shodan in the original game. The tunnel music index sequence that leads into that room is:
THANK YOUR FOR DOWNLOADING THIS MOD!
YOU ARE AWESOME!
BIG THANKS TO:
Dertseha for his tools that made this mod even possible!
Get his tools here: Github.com
Nightdive Studios for preserving the game!
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