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Thread: Figured out a problem with the soundscape, and how to fix

  1. #11

    Default Re: Figured out a problem with the soundscape, and how to fix

    Quote Originally Posted by Wankey View Post
    Same idiot post, different day. Didn't even read my thread did you?
    I did actually and 90% of it was the same stuff you've said in your previous 10 threads about the "terrible sound".

  2. #12

    Default Re: Figured out a problem with the soundscape, and how to fix

    The only difference I can tell from SC1 to SC2 (comparing them side-by-side, SC1 ling then immediately SC2 ling) is that the SC2 sounds are more subdued, and there are more of them. They probably aren't as iconic as the sounds you remember because you probably won't hear the same sound more than 3 times in a game, and they don't seem nearly as angry as the original, which is kind of sad. The only units they drastically changed the sound of are mutalisks and drones. Farewell, old drones, with your sickening whine.

    I fail to see how you could ever picture the Defiler or Devourer as not being insects. It seems like they replaced mutalisk sounds with devourers.

    And by the way, SC2 Queen>SC1 (though Queen<<<Overmind)

  3. #13

    Default Re: Figured out a problem with the soundscape, and how to fix

    Quote Originally Posted by Hav0x View Post
    I did actually and 90% of it was the same stuff you've said in your previous 10 threads about the "terrible sound".
    You obivously not, did you even try the ambient settings? Obviously you go for the part of this post where you think counts most. Hell I even labelled it as such a rant for people like you who have obviously no reading capabilities.

  4. #14

    Default Re: Figured out a problem with the soundscape, and how to fix

    Quote Originally Posted by MulletBen View Post
    The only difference I can tell from SC1 to SC2 (comparing them side-by-side, SC1 ling then immediately SC2 ling) is that the SC2 sounds are more subdued, and there are more of them. They probably aren't as iconic as the sounds you remember because you probably won't hear the same sound more than 3 times in a game, and they don't seem nearly as angry as the original, which is kind of sad. The only units they drastically changed the sound of are mutalisks and drones. Farewell, old drones, with your sickening whine.

    I fail to see how you could ever picture the Defiler or Devourer as not being insects. It seems like they replaced mutalisk sounds with devourers.

    And by the way, SC2 Queen>SC1 (though Queen<<<Overmind)
    Insects make no noises other than annoying buzzing. Therefore all sounds in SC1 were modelled more towards animal sounds. Roars and such.

    Now all sounds are modelled towards more insectoid sounds, buzzs and wtf is the roach sound? The attack sounds are really stupid too. Dark Templar's signature ZOOOOOOPH is now reduced to some shitty swipe, and Ultralisks wtf? They have 1000m blades that sound like katanas. Jeez.

  5. #15
    TheEconomist's Avatar Lord of Economics
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    Default Re: Figured out a problem with the soundscape, and how to fix

    What is this supposed to do exactly? Can you bear a bit more specific?

    I ask because I first adjusted it to something simliar (5%/75%/100%) like I do in all games but, now that I go adjust the ambient sounds, I don't hear much differences other than them being louder.

    Maybe it's just because I only did it through a quick campaign mission.



    Rest In Peace, Old Friend.

  6. #16

    Default Re: Figured out a problem with the soundscape, and how to fix

    Quote Originally Posted by Wankey View Post
    Insects make no noises other than annoying buzzing. Therefore all sounds in SC1 were modelled more towards animal sounds. Roars and such.
    You have no idea what a 10ft tall Insect would sound like. and you also have no possible way to know what the SC1 Zerg sounds were based on.

  7. #17
    TheEconomist's Avatar Lord of Economics
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    Default Re: Figured out a problem with the soundscape, and how to fix

    Nevermind
    Last edited by TheEconomist; 12-21-2010 at 10:41 PM.



    Rest In Peace, Old Friend.

  8. #18

    Default Re: Figured out a problem with the soundscape, and how to fix

    Tried killing the ambiance and the game just felt vacant. Sure it might be optimal for competitiveness, but I'll take slight immersion over hardcore competitive quality any day.

    Quote Originally Posted by Wankey View Post
    Ultralisks wtf? They have 1000m blades that sound like katanas. Jeez.
    That I'll agree with. This unit attack sound always seemed off to me.

  9. #19
    TheEconomist's Avatar Lord of Economics
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    Default Re: Figured out a problem with the soundscape, and how to fix

    I think his point was that the ambient sounds are better at a low volume, which I can't tell yet.



    Rest In Peace, Old Friend.

  10. #20

    Default Re: Figured out a problem with the soundscape, and how to fix

    Quote Originally Posted by TychusFindlay View Post
    I think his point was that the ambient sounds are better at a low volume, which I can't tell yet.
    It really depends on your audio setup. On my 5.1 my speakers are far far away, and it's in the living room. The low ambient noises bounce around my living room, thus creating a better atmosphere (well actually all noises sound muffled anyway so doesn't really matter)

    But using headphones, they're completely overwhelming any other sound and fuzzing up the sound track.

    Although, most of the sounds in SC2 are pretty generic sounding.
    Last edited by Wankey; 12-22-2010 at 11:00 AM.

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