Sound discussion

Generic, on-topic discussion about Colonial Marines.
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EmanTheAlmighty
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Sound discussion

Post by EmanTheAlmighty » 01 Sep 2018, 13:42

So lately I've been playing and I noticed that there isn't really all that much going on. Unless you're directly where the action is, there won't be any sounds other than doors opening, and the same ambience sounds everytime (that is if you even have them turned on) so, I made this suggestion on gitlab: https://gitlab.com/cmdevs/ColonialMarin ... e_98277463 . The suggestion got closed (probably) on sight, it bummed me out but it wasn't enough for me to drop it.
As time passed, I had more and more ideas, so I ended up doing a bunch of edits of the already existing sounds (probably the least destructive thing anybody has done with the code leak so far) : [REDACTED]
I'd like to hear you guys' opinion on the suggestion and the sounds I've made as well (they're not all distant sounds, I've also made some "custom" sounds for the T3 aliens and the queen) I honestly think that adding these (as well as other distant sounds for explosions and gunshots) in the proper way would make the game better, as it'd give people a way to know where to go more reliably and also make the game scarier.
Here's what it would probably be like from the marines' side: [REDACTED].
Everybody I've asked but him thinks this is a bad idea, maybe we can prove spooky wrong if we can get more people to see this?
Last edited by EmanTheAlmighty on 14 Nov 2018, 16:56, edited 2 times in total.
Who is this guy?

- Eman Cognoman.

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EmanTheAlmighty
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Posts: 7
Joined: 24 Apr 2018, 01:48
Byond: EmanTheAlmighty
Steam: The Ninja Scout

Re: Sound discussion

Post by EmanTheAlmighty » 08 Sep 2018, 11:22

Small bump.
I'd also like to note here that we didn't really get to hear an opinion on the suggestion even after it got asked,all we got was just that "it's a bad idea".
Who is this guy?

- Eman Cognoman.

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