instagib Posted June 10, 2021 I am making a map thats supposed to be scary and was wondering if I could get the player to hear demons but not have any. 0 Quote Share this post Link to post
Biz! Posted June 10, 2021 You can make decorative objects make sounds as some sort of ambience. 2 Quote Share this post Link to post
Vermil Posted June 10, 2021 Or use Lost souls outside the map, as they don't count toward kills in most ports? 1 Quote Share this post Link to post
instagib Posted June 10, 2021 1 minute ago, Vermil said: Or use Lost souls outside the map, as they don't count toward kills in most ports? idk about gzdoom though 0 Quote Share this post Link to post
RDETalus Posted June 11, 2021 (edited) Using Dehacked, it's possible to have decorative objects (like a hanged man) emit sounds on a continuous loop. That's what I am doing to have my torches create fire crackling sounds when you are close to them. This method is compatible with the Boom source port, so it is also possible with GZDoom. If you're targetting the GZDoom port, I'm sure there are ways with the UMDF format and zscript to create random demon sounds around the player, but I have never used UMDF format so I don't know about that. Probably something involving an invisible actor that moves around the player and emits noises near him. Edited June 11, 2021 by RDETalus 0 Quote Share this post Link to post
nrofl Posted June 11, 2021 11 hours ago, RDETalus said: Using Dehacked, it's possible to have decorative objects (like a hanged man) emit sounds on a continuous loop. That's what I am doing to have my torches create fire crackling sounds when you are close to them. This method is compatible with the Boom source port, so it is also possible with GZDoom. If you're targetting the GZDoom port, I'm sure there are ways with the UMDF format and zscript to create random demon sounds around the player, but I have never used UMDF format so I don't know about that. Probably something involving an invisible actor that moves around the player and emits noises near him. Potentially if you replace an SS soldier or another enemy your not gonna use you could make it so that they cant move, cant attack but could still make noises when they notice you. Im no DeHacked guru so I dont know if that would work properly but its possible I think 0 Quote Share this post Link to post
RDETalus Posted June 11, 2021 11 minutes ago, nue said: Potentially if you replace an SS soldier or another enemy your not gonna use you could make it so that they cant move, cant attack but could still make noises when they notice you. Im no DeHacked guru so I dont know if that would work properly but its possible I think That's definitely possible, with dehacked you can give them the NOSECTOR and NOBLOCKMAP flags which makes them both invisible and untouchable. If they see you, they will still make a noise. You can then delete their attack ability so they aren't making a bunch of attack noises. 0 Quote Share this post Link to post
nrofl Posted June 11, 2021 2 minutes ago, RDETalus said: That's definitely possible, with dehacked you can give them the NOSECTOR and NOBLOCKMAP flags which makes them both invisible and untouchable. If they see you, they will still make a noise. You can then delete their attack ability so they aren't making a bunch of attack noises. That very well might be it, Ravage made a DeHacked turret in his Mapgame episode so you might be able to copy the stationary aspect of the turret 0 Quote Share this post Link to post
Stabbey Posted June 12, 2021 If you have room between playable space, you could simply put monsters inside small sectors in the walls. At some point earlier, have a shootable switch the player must attack to proceed through the map. Using joined sectors, you can use that to alert the trapped monsters. Later on, you could possible have a way to teleport the monsters out, or if you don't want that, you could crush them to death with a crusher. If you want the monsters to also have a wake-up sound, a similar ways to do this is to have a false wall that the monster can see you through, and a teleport (silent) line a little bit in front of the monster so that they'll make their alert sound, start to move, then teleport away. There is a chance that they'll get an attack off first, but that could actually help the horror element because the player will take damage from something they can't see. 0 Quote Share this post Link to post
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