Sound Effects

Discussion in 'Halo and Forge Discussion' started by Altair4PM, Apr 12, 2009.

  1. Altair4PM

    Altair4PM Ancient
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    Has anyone ever thought of making sound effects in a forge map?
    Because this morning, I tried something which I think would really liven up an infection game.
    Basically, you spawn a pallet inside a large block, and surround the large block with walls (at least 2 layers). The pallet tries desperately to escape, making a really creepy noise. You could have these placed around the map, with many pallets inside them.
    It sounds kinda lame by itself, but would really add to the atmosphere on a gloomy zombie map.
    Anyone know of any other cool sound effects? I'm thinking balls bouncing on shield doors, that sort of thing.
     
  2. A hobo

    A hobo Ancient
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    I'm not exactly sure what you mean by this...
     
  3. Goatnuts

    Goatnuts Ancient
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    Nathon Green put sound affects on one of his maps but not using the idea your talking about.
     
  4. Transhuman Plus

    Transhuman Plus Ancient
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    Which effect did he use and in which map? I want to download that thing. I know you can make a "hail" effect on Sandbox by spawning pallets in killballs and having them drift down.
     
  5. EpicFishFingers

    EpicFishFingers Ancient
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    This sounds like a good idea, but you do grow to expect them when you play a map a few times. There'd have to be purely choreographed, and you wouldn't be able to vary the time and place at which said sound effects make these noises.
     
  6. Orangeremi

    Orangeremi Ancient
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    That sounds really cool. Shock Theta and I put forklifts outside the corners of Urban, the 2v2 map, where you'd spawn. So when you spawned you'd hear them running without being able to see them, giving the map more of an urban feel.
     
  7. What's A Scope?

    What's A Scope? Ancient
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    I like this idea, and I am intrested in hearing this effect. This idea has ran across before, but I have never thought of a way to make a cool effect while having the ability to implement it into a map.
     
  8. X5

    X5 Ancient
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    I was planning to use sound effects in Help's on the Way, Right? using a similar method the OP mentioned. However, I ran out of space on my map, so alas no sound effects.
     
  9. What's A Scope?

    What's A Scope? Ancient
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    So, maybe there will be some effects in the next one?

    This is rather intriguing. Does anyone else have some cool effects?
     
  10. Transhuman Plus

    Transhuman Plus Ancient
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    Having pallets spawn in a killball produces a sound, like rubble or dice being rolled. From what i've seen all sound effects require movable objects. If you wanted to make a waterfall noise/ water/ air noise grav lifts and mancannons work too. But you should really consider where you are spacing these objects, if anyone will attribute the noise to a certain aspect of the map, and also whether you have it in the budget. I really like the idea of a movable objects being interlocked inside others as you have real control over it's sound radius. It also may be interesting to add more than one sound, say, one sound for one spawn area and another for a different area. Combining visual and auditory Aesthetics with gameplay would make one hell of a sweet map.
     
  11. Joony Joon

    Joony Joon Ancient
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    I came here to make a thread about ambient sounds and you've already got one. Here's what I just did:

    I placed two groups of three fusion coils in a pile (the bigger the pile, the bigger the boom - do whatever your budget will allow) with one group set to spawn at 20 seconds and the other group set to spawn at 45 seconds. Then I placed a kill ball on each pile and set the each kill ball to spawn 10 and 30 seconds from the start of the game. This creates a staggered ambient explosion effect as if there were another fight occurring on a nearby battlefield, not unlike those heard on Foundation in Halo 2.

    If your map is in the sky bubble, place the fusion coils and kill balls on the ground. If your map is on the ground level, place the coils and balls either in the crypt or the sky bubble. If your map is in the crypt, place the coils and balls on the ground level. This makes it so the sound effect is distant and muffled - close enough to be heard in the background without being annoying. Adjust fusion coil and kill ball spawn times to your liking, whatever you feel is appropriate for the map. If your map is on the ground level of Sandbox and you do this in the skybubble you have the added visual bonus of seeing the explosions emmanating from the kill ball as if it were a star going supernova or something.

    I imagine on maps other than Sandbox you can probably do this with falling fusion coils, though to get the sound effect muffled you'd have to do it beyond the normal boundaries of the maps, which would be trickier but probably doable.
     

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