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Posted: 08-12-2003 17:13
by Goldeneye
hm, what about this sound ?

(just copied & pasted last 200 milisecs of the current wav file and pitched it up by 3 semitones ;) )

Posted: 08-12-2003 18:09
by DavidM
hm goldy, it doesnt connect to the new added part properly

indiphil
feel free to mail me any sounds you got
should be about 1.45s (has to be reedited when we are done with the balancing)

Posted: 08-12-2003 18:36
by PhatMal
goldy /o\


reminds me a bit @ overloading sound , so it would confuse me \o/

Posted: 08-12-2003 18:55
by Inphidel
ok i've worked a few noises out here at work but need to fine tune them at home with a better sound program. i'll post em in a few hours.

Posted: 08-12-2003 19:23
by DavidM
hint, mix 2 sounds, a low one and a high one, makes a cool effect
then let em go up 1-2 octaves

Posted: 08-12-2003 21:56
by Inphidel
ok here are 3 sounds i made, i'll make more later when i got more time. i gotta go bust up the microphone with mybaddessretard self for me band practice wooo :P

http://www.anatomyofillusion.com/deathb ... arge01.wav

http://www.anatomyofillusion.com/deathb ... arge02.wav

http://www.anatomyofillusion.com/deathb ... arge03.wav

Posted: 08-12-2003 22:00
by DavidM
i like that
02 and 03
but it starts a big like a drum, can the start be changed?

Posted: 08-12-2003 22:03
by Inphidel
yeah, i put that in just cuz I figured the gun might have a start sound. but it can just be a smooth start without it.

Posted: 08-12-2003 22:04
by DavidM
nah there must be something at the start...but that drum kinda thing isnt doing it for me

Posted: 08-12-2003 22:15
by priior
instead of replacing the sound completely... id just add an extra 0.2 seconds to it... like an overload (not not overcharge) sound..

i think it would be teh pwn.

maybe evebn a gated effect..

poooaaaaAAAAAAAAA AA AA A A A A UNGHHHH

Posted: 08-12-2003 22:25
by cY|riCo
good idea :p

Posted: 09-12-2003 00:26
by Goldeneye
priior wrote: instead of replacing the sound completely... id just add an extra 0.2 seconds to it... like an overload (not not overcharge) sound..

i think it would be teh pwn.

maybe evebn a gated effect..

poooaaaaAAAAAAAAA AA AA A A A A UNGHHHH


that's more or less what i did /o/

Posted: 09-12-2003 08:27
by Maegrim
poooaaaaAAAAAAAAA AA AA A A A A UNGHHHH
that's you in the bathroom o_O

Posted: 09-12-2003 09:08
by nameless
I just hate those keeps who call me a dickhead after I shoot a normal shot in 1on1 :/
I hate VO so count me out, i prefer a normal 1on1 :)

ONTOPPIC:
Sounds good. But i think this will end up with even more cross-volleys. Defense needs to go away from the pbox, great idea, i like that point, but there s even more space for a crossvolley. Cos of that i d say - like someone else before - reduce the volleypower and/or the radius a bit.

I m just afraid of the new power / chargeup a bit. breakaways will be much easier and keepers won t have a descent change to stop him... but that s the way it goes.

Posted: 09-12-2003 09:17
by Catalyst88
Get better at stopping shots then ;). At the moment there's very little room for attackers' skill when shooting, keepers can save every single shot - whether they do or not is down to the keeper, but it's frustrating that, as an attacker, there is very little I can do to score if the keeper is just gonna save every single shot I take, no matter how accurate it might be. I'd prefer for there to be a bit more skill involved with scoring rather than just luck (although I know keepers would be frustrated at not being able to save absolutely everything. There's a balance somewhere here). What if we had two types of volley though? A simple one that was a bit less powerful than the current one (so you could still make snap volleys) and a more powerful one that you had to charge up a little more, so the timing had to be better.... perhaps?