For me it started as I approached the bottom of the silo to climb up and hit the fire button.
Oh, and thanks for the insight Joel. =D I’ll have to try swapping some files around to see how the atmosphere compares with the original tracks.
For me it started as I approached the bottom of the silo to climb up and hit the fire button.
Oh, and thanks for the insight Joel. =D I’ll have to try swapping some files around to see how the atmosphere compares with the original tracks.
The music is supposed to start as soon as you enter the silo, (after successfully enabling the rocket system) It is timed so that you should easily be able to climb to the top, and hit the button close to when the music changes from ‘rock’ to the ambient ending. (at the 50 second mark)
The problem with this, is people haven’t been running up to the button. Which is something we’ll either need to change, or remove/move the song somewhere else. Although I have some ideas on how to encourage quick movement, and further elevate the tension here.
You know, that actually sounds like it would be pretty cool. The player gets used to sneaking past the tentacle (or possibly not), but during the last encounter with it, something makes stealth impossible and suddenly the player has to just run the hell away. It could be a potentially cool “oh shit” moment.
I’m guessing something along the lines of a new sweeping motion for the tentacle.
I don’t know, somehow I think it should be something a bit more immediately apparent.
Although if I’m being honest, I wasn’t a huge fan of the Blast Pit 3 track to begin with. It just sounds a bit generic compared to the rest of the soundtrack.
Agreed
The only problem I have is that some tracks are just short, doubling the length would allow me and others to comprehend it fully.
For example Black Mesa Theme is great, just it ends where I expect it to just kick in.
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