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MattFiler

Black Mesa Xen Leak

Jun 26th, 2019
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  1. /////////////////////////////////////////////////////////////////
  2. // CHAPTER 15 - XEN
  3.  
  4. // Map A
  5. "music.xen.opening"
  6.  
  7. // Map A - Xen Starting Cave
  8. // The player arrives on the receiving teleporter pad, in a strange looking cave. Alien Bird sounds abundant a pungent odor in the air...
  9. "c4a1a.xen.cavestart"
  10.  
  11. // Map A - Xen Cave Outdoor
  12. // The player exits the cave and gets their first look at their ultimate objective. Meanwhile, purdy music plays to set the mood. Thanks Joel! (thumbs up)
  13. "c4a1a.xen.outdoorstart"
  14. "c4a1a.xen.outdoor1"
  15.  
  16. // Map A - Outdoor 1 - HoundEye Island
  17. // HEI_WATER1 (position 0)
  18. // HEI_WATER2 (position 1)
  19. // HEI_WATER3 (position 2)
  20. // HEI_WIND (position 3)
  21. "c4a1a.xen.outdoor1_HEI"
  22.  
  23. // Map A - Xen Cave Outdoor 2
  24. "c4a1a.xen.outdoor2"
  25.  
  26. // Map A - Boid Cave
  27. // water_cavefall (position 0)
  28. // boid_water (position 1)
  29. // boid_waterfall (position 2)
  30. "c4a1a.xen.boidcave"
  31. "c4a1a.xen.boidcave_util_pos"
  32.  
  33. // Map A - Cave Small
  34. "c4a1a.xen.cavesmall"
  35.  
  36. // Map A1 - Cavewater
  37. "c4a1a.xen.cavewater"
  38. "c4a1a.xen.cavewater_util_pos"
  39.  
  40. // Map A1 - Labs
  41. "c4a1a.xen.lab"
  42.  
  43. // Map A1 - Labs - Cave Section
  44. "c4a1a.xen.labcave"
  45.  
  46. // Map B
  47. "music.xen.jungle"
  48.  
  49. // Map B1 - Outdoors Area, NonSwamp
  50. "c4a1b1.xen.outdoor.nonswamp"
  51.  
  52. // Map B1 - Polytunnel Exit
  53. "c4a1b1.xen.polytunnel.exit"
  54.  
  55. // Map B1 - Cavewater
  56. "c4a1b.xen.cavewater"
  57.  
  58. // Map B1 - First Swamp Area
  59. // Section 1
  60. "c4a1b.xen.firstswamparea-1"
  61. // Section 2
  62. "c4a1b.xen.firstswamparea-2"
  63.  
  64. // Map B1 - Upper Swamp Area
  65. // Section 1
  66. "c4a1b.xen.upperswamparea-1"
  67. "c4a1b.xen.uppswamp1_util_pos"
  68. // Section 2
  69. "c4a1b.xen.upperswamparea-2"
  70.  
  71. // Map B1 - Tunnel Cave (DEEP)
  72. "c4a2b.tunnelcavedeep"
  73.  
  74. // Map B1 - Tunnel Cave
  75. "c4a2b.tunnelcave"
  76.  
  77. // Map B1
  78. "c4a1b1.xen.middle.nonswamp"
  79. "c4a1b1.xen.middle.highledge"
  80. "c4a1b1.xen.marsh"
  81. "c4a1b1.xen.puffballcentral"
  82. "c4a1b1.xen.puffballtunnel"
  83. "c4a1b1.xen.puffballcave"
  84. "c4a1b1.xen.puffballcavesystem"
  85. "c4a1b1.xen.puffballcavesystemtunnel"
  86. "c4a1b1.xen.marsh.afterpuff"
  87. "c4a1b1.xen.rivervalley"
  88. "c4a1b1.xen.opencave"
  89. "c4a1b1.xen.boidledge"
  90. "c4a1b1.xen.canyon"
  91. "c4a1b1.xen.canyonwater"
  92. "c4a1b1.xen.largepool"
  93.  
  94. // Map C
  95. "music.xen.vistasting"
  96.  
  97. // Base Utility Soundscapes - Map C
  98. "c4a1c.watercave.base"
  99. "c4a1c.watercavestart.base"
  100. "c4a1c.xen.marscharea.base"
  101. "c4a1c.xen.outdoorstart.base"
  102. "c4a1c.xen.smallcavetunnel.base"
  103. "c4a1c.xen.watershaft.base"
  104.  
  105. // Map C - Water Cave
  106. "c4a1c.watercave"
  107.  
  108. // Positional Utility, Map C, Water Cave
  109. // position 0 // water20
  110. // position 1 // water21
  111. // position 2 // water22
  112. // position 3 // water23
  113. // position 4 // water24
  114. "c4a1c.watercave.util_pos"
  115.  
  116. // Map C - Water Cave Start
  117. "c4a1c.watercavestart"
  118.  
  119. // Positional Utility, Map C, Water Cave Start
  120. // position 0 // NO ASSIGNED TARGET?
  121. // position 1 // NO ASSIGNED TARGET?
  122. // position 2 // NO ASSIGNED TARGET?
  123. // position 3 // water4
  124. // position 4 // water2
  125. // position 5 // water3
  126. // position 6 // water1
  127. // position 7 // NO ASSIGNED TARGET?
  128. "c4a1c.watercavestart.util_pos"
  129.  
  130. // Map C - Cliffside
  131. // The player gets their first look at the XEN HUB!!!
  132. "c4a1c.xen.cliffside"
  133.  
  134. // Map C - OutdoorStart //
  135. "c4a1c.xen.outdoorstart"
  136.  
  137. // Positional Utility, Map C, Outdoor Start
  138. // position 0 // water5
  139. // position 1 // water6
  140. // position 2 // water7
  141. // position 3 // water8
  142. // position 4 // water9
  143. // position 5 // water10
  144. // position 6 // bubbles
  145. // position 7 // waterfall1_top
  146. "c4a1c.xen.outdoorstart.util_pos"
  147.  
  148. // Map C - Small Cave Tunnel1
  149. // Leads up to the hub reveal tease one positional only, we'll leave it be for now. positional is called "wind"
  150. // info target "blendscape_marscharea_1"
  151. // info target "blendscape_cliffside_1"
  152. "c4a1c.xen.smallcavetunnel1"
  153.  
  154. // Map C - Small Cave Tunnel2
  155. // one positional only, we'll leave it be for now.
  156. // info target "blendscape_cliffside_1a"
  157. // info target "blendscape_watercave_1"
  158. "c4a1c.xen.smallcavetunnel2"
  159.  
  160. // Map C - Water Shaft //
  161. "c4a1c.xen.watershaft"
  162.  
  163. // Positional Utility, Map C, WaterShaft
  164. "c4a1c.xen.watershaft.util_pos"
  165.  
  166. // Map C - Marsch Area
  167. // info target for override is "blendscape_watershaft"
  168. "c4a1c.xen.marscharea"
  169.  
  170. // Positional Utility, Map C, Marsch Area
  171. // position 0 // water15
  172. // position 1 // water16
  173. // position 2 // water17
  174. // position 3 // water18
  175. // position 4 // water19
  176. "c4a1c.xen.marscharea.util_pos"
  177.  
  178. // Map C1
  179. "music.xen.vista"
  180.  
  181. // Maps C and C1 used to be one map. the nomenclature hasn't been updated to reflected.
  182. // Base Utility Soundscapes - Map C1
  183. "c4a1c1.xen.cliffside.base"
  184. "c4a1c1.xen.vine.base"
  185. "c4a1c1.xen.smallcavetunnel.base"
  186. "c4a1c1.xen.hubexterior.base"
  187. "c4a1c1.xen.hubcavetunnel.base"
  188. "c4a1c1.xen.hubinsidecave.base"
  189. "c4a1c1.xen.hubinsidemech.base"
  190. "c4a1c1.xen.hubinsidecentral.base"
  191.  
  192. // Positional Utility, Map C1, Hub Inside Mech.
  193. "c4a1c1.xen.hubinsidemech.util_pos"
  194.  
  195. // OPENING VISTA AND VINE BRIDGE TRAVERSAL
  196.  
  197. // Map C1 - Small Cave Tunnel
  198. // This is the version of the cave tunnel used for the map start, before the cliffside reveal. it uses "c4a1c1.xen.cliffside.base" as a positional (with attenuation settings) in order to build up the outside windy sounds, setting up the before transitioning into "c4a1c1.xen.cliffside" itself as the proper soundscape. otherwise the transition from one soundscape straight into another will sound pretty harsh.
  199. "c4a1c1.xen.smallcavetunnel"
  200.  
  201. // Map C1 - Cliffside
  202. // Exiting Small Cave Tunnel 1, we get our first look at the Xen Hub in its entirety
  203. "c4a1c1.xen.cliffside"
  204.  
  205. // Map C1 - Hub Vine
  206. // Leaving Cliffside, to traverse the vines connecting to the HUB.
  207. "c4a1c1.xen.vine"
  208.  
  209. // Map C1 - Small Cave Tunnel 3
  210. // Used for a bullsquid cave on the cliffside. Using "c4a1c1.xen.vine" for positional override. to build up the heavy winds before transitioning back outdoors
  211. "c4a1c1.xen.smallcavetunnel3"
  212.  
  213. // Map C1 - Hub Exterior
  214. // Including "c4a1c1.xen.vine.base" as a positional overrider
  215. "c4a1c1.xen.hubexterior"
  216.  
  217. // Map C1 - Hub Cave Tunnel
  218. "c4a1c1.xen.hubcavetunnel"
  219.  
  220. // Map C1 - Hub Inside Cave
  221. // DEV NOTE: Multiple Instances of this soundscape are used throughout the hub interior, in sections with positionals with unique names. some of which use the same position number to represent machines of similarity. Handle with care. Consult the vmf before trying to make alterations, if any.
  222. // consider this as REFERENCE ONLY. Real ones start below
  223. "c4a1c1.xen.hubinsidecave"
  224.  
  225. // Positional Utility, Map C1, HubInsideCave.
  226. "c4a1c1.xen.hubinsidecave.util_pos"
  227.  
  228. // HUB PUZZLE, PART ONE
  229.  
  230. // Map C1 - Hub Cave Tunnel 1
  231. // Entering the Hub from the Exterior, We take Hub Cave Tunnel 1 to the First Inside Hub Mech Room.
  232. "c4a1c1.xen.hubcavetunnel1"
  233.  
  234. // Map C1 - Hub Inside Mech 1
  235. // Inside "Mech 1", we activate the console, then exit the room taking Hub Inside Cave 1 to reach the Hub Interior Central
  236. "c4a1c1.xen.hubinsidemech1"
  237.  
  238. // Map C1 - Hub Inside Cave 1
  239. "c4a1c1.xen.hubinsidecave1"
  240.  
  241. // Map C1 - Hub Interior Central
  242. "c4a1c1.xen.hubinsidecentral"
  243.  
  244. // HUB PUZZLE, PART TWO
  245.  
  246. // Map C1 - Hub Cave Tunnel 2
  247. // After Successfully Jumping the Chasm in The HUB Interior Central, we enter Hub Cave Tunnel 2. The elevator within will take the player up to the Hub Inside Mech 2 area.
  248. "c4a1c1.xen.hubcavetunnel2"
  249.  
  250. // Map C1 - Hub Inside Mech 2
  251. // Time to start looking for power plugs and crystals, bucko. You got lasers to turn on.
  252. "c4a1c1.xen.hubinsidemech2"
  253.  
  254. // Map C1 - Hub Inside Cave 2
  255. // Ditto.
  256. "c4a1c1.xen.hubinsidecave2"
  257.  
  258. // Map C1 - Hub Cave Tunnel 3
  259. // After successfully powering the Mech 2 Laser, a door opens up to Hub Cave Tunnel 3 Which will lead the player back outdoors.
  260. "c4a1c1.xen.hubcavetunnel3"
  261.  
  262. // Map C1 - Hub Cave Tunnel 4
  263. // After traversing some very precarious vine pathways, the player will find the entrance to Hub Cave Tunnel 4 Force Fields on the fritz, jump pads, exploding cactai, You know, all that jazz.
  264. "c4a1c1.xen.hubcavetunnel4"
  265.  
  266. // Map C1 - Hub Cave Tunnel 4a
  267. // covers the small tunnel accessed via jump pad leads back to outside of the hub. player drops down.
  268. "c4a1c1.xen.hubcavetunnel4a"
  269.  
  270. // Map C1 - Hub Cave Tunnel 5
  271. // leads back to into the hub
  272. "c4a1c1.xen.hubcavetunnel5"
  273.  
  274. // Map C1 - Hub Cave Tunnel 5a
  275. // used when the elevator in HUB central closes faking noise dampening.
  276. "c4a1c1.xen.hubcavetunnel5a"
  277.  
  278. // HUB PUZZLE, PART THREE
  279.  
  280. // Map C1 - Hub Inside Mech 3
  281. "c4a1c1.xen.hubinsidemech3"
  282.  
  283. // Map C1 - Hub Inside Cave 3
  284. "c4a1c1.xen.hubinsidecave3"
  285.  
  286. // Map C1 - Hub Cave Tunnel 6
  287. // After "mech 3", tunnel 6 leads back outside we come across a few sleeping houndeyes.
  288. "c4a1c1.xen.hubcavetunnel6"
  289.  
  290. // Map C1 - Hub Cave Tunnel 7
  291. // Going back into the hub again, after another brief stroll outside. We'd stop to smell the flowers, if we didn't think they'd kill us.
  292. "c4a1c1.xen.hubcavetunnel7"
  293.  
  294. // HUB PUZZLE, PART FOUR
  295.  
  296. // Map C1 - Hub Inside Mech 4
  297. "c4a1c1.xen.hubinsidemech4"
  298.  
  299. // Map C1 - Hub Inside Cave 4
  300. "c4a1c1.xen.hubinsidecave4"
  301.  
  302. // Map C1 - Hub Inside Cave 4a
  303. // leads to elevator pod
  304. "c4a1c1.xen.hubinsidecave4a"
  305.  
  306. // Map C1 - Small Cave Tunnel 2
  307. // Small Cave Section Inside the Mech 4 Area
  308. "c4a1c1.xen.smallcavetunnel2"
  309.  
  310. // Map C1 - Hub Inside Cave 5
  311. "c4a1c1.xen.hubinsidecave5"
  312.  
  313.  
  314. /////////////////////////////////////////////////////////////////
  315. // CHAPTER 16 - GONARCH's LAIR
  316.  
  317. // Map A, gonarch intro track
  318. "music.gonarch.gl1"
  319.  
  320. // Starting Cave Waters Utility - Positional assignments
  321. // pos0 = Waterfall_Sound_inner
  322. // pos1 = Waterfall_Sound2
  323. // pos2 = Waterfall_Sound3
  324. // pos3 = water_flow1
  325. // pos4 = water_flow2
  326. // pos5 = water_flow3
  327. // pos6 = water_flow4
  328. // pos7 = NOTUSED
  329. "util.c4a2a.cavestart_waters"
  330.  
  331. // Outdoor Arena Waters Utility - Positional assignments
  332. // pos0 = Waterfall_Sound3
  333. // pos1 = big_waterfall1
  334. // pos2 = big_waterfall2
  335. // pos3 = small_waterfall
  336. // pos4 = small_islandwaterfall1
  337. // pos5 = small_islandwaterfall2
  338. // pos6 = pond
  339. // pos7 = water_flow5
  340. "Util.c4a2a.outdoor01_waters"
  341.  
  342. // C4A2A - MAIN USE SOUNDSCAPES
  343. "c4a2a.cavestart"
  344.  
  345. // DEV NOTE : the garg utility listed is borrowed from soundscapes_c4a3a.txt
  346. "c4a2a.outdoor01"
  347. "c4a2a.cave.tunnel"
  348. "c4a2a.cave.tunnel2"
  349.  
  350. // Map B, ledge music track
  351. "music.gonarch.glb"
  352.  
  353. // MAP c4a2b STARTS HERE!!!
  354. "util.boids_cave"
  355. "c4a2b.cavestart"
  356. "c4a2b.cave.tunnel"
  357. "c4a2b.ledge.cavern"
  358. "c4a2b.ledge"
  359. "c4a2b.bullsquid.cave"
  360. "c4a2b.stab.tunnel"
  361. "c4a2b.cave.tunnel.large"
  362. "c4a2b.crystal.cave"
  363. "c4a2b.swamp.cave"
  364.  
  365. // Map C
  366. "music.gonarch.gl2"
  367. "music.gonarch.gl3"
  368.  
  369. // MAP c4a2c STARTS HERE!!!
  370. "c4a2c.cavestart"
  371. "c4a2c.cave.tunnel.small"
  372. "c4a2c.cave.tunnel.large"
  373. "c4a2c.waterfall.ledge"
  374. "c4a2c.cave.waterpuzzle"
  375. "c4a2c.ledge"
  376. "c4a2c.boss.arena.upper"
  377. "c4a2c.boss.arena.lower"
  378.  
  379.  
  380. /////////////////////////////////////////////////////////////////
  381. // CHAPTER 17 - INTERLOPER
  382.  
  383. // Map A
  384. "music.interloper.vortville"
  385.  
  386. // Baseline Utility Soundscapes - Map A
  387. // The following utilities below provide the building blocks for the sound aesthetic in Interloper A , aka the tower's exterior areas, and where needed, any enclosed structures.
  388. "c4a3a.util.base"
  389. "c4a3a.util.base02"
  390.  
  391. // boid ambience utility
  392. "c4a3a.util.boids_far01"
  393.  
  394. // garg utilities
  395. "c4a3a.util.garg_far01"
  396.  
  397. // faster, more talky gargs.
  398. "c4a3a.util.garg_far01a"
  399.  
  400. // The Gargs are Pissed they didn't get you during the chase.
  401. "c4a3a.util.garg_far01b"
  402.  
  403. // Tower Top ambience utilities
  404. "c4a3.util.towermantas_far01"
  405. "c4a3.util.towerenergyexp"
  406.  
  407. // First Waterfall Section - Positional assignments
  408. // pos0_amb_waterfall
  409. // pos1_amb_waterfall
  410. // pos2_amb_waterfall
  411. // pos3_amb_waterfall (agrunt elevator area)
  412. // pos4_amb_waterfall (agrunt elevator area)
  413. "c4a3a.util.waterfalls01"
  414.  
  415. // Second Waterfall Utility (Vortville exodus) - Positional assignments
  416. // pos0_village_water
  417. // pos1_village_water
  418. // pos2_village_water
  419. // pos3_village_water
  420. // pos4_village_water
  421. "c4a3a.util.waterfalls02"
  422.  
  423. // Third Waterfall Utility (windy valley before garg chase) - Positional assignments
  424. // pos0_valleyfalls
  425. // pos1_valleyfalls
  426. // pos2_valleyfalls
  427. // pos3_valleyfalls
  428. // pos4_valleyfalls
  429. // pos5_valleyfalls
  430. "c4a3a.util.valleywaters"
  431.  
  432. // This utility has random positions. Wind bursts.
  433. "c4a3a.util.valleywinds"
  434.  
  435. // Final Waterfall Utility (Tower Factory Entrance River) - Positional assignments - WORK IN PROGRESS
  436. // pos0_gargwaterfall
  437. // pos1_gargwaterfall
  438. // pos2_gargwaterfall
  439. // pos3_gargwaterfall
  440. // pos4_gargwaterfall
  441. // pos5_gargwaterfall
  442. // pos6_gargwaterfall
  443. // pos7_gargwaterfall
  444. "c4a3a.util.gargwaterfall"
  445.  
  446. // The soundscapes listed below are listed in chonological order for the most part.
  447.  
  448. // Coming out of the tunnel, we are greeted with our ultimate object, The INTERLOPER TOWER.
  449. // We start utilizing the first waterfall utility here.
  450. "c4a3a.int.reveal.pre
  451. "c4a3a.int.reveal"
  452. "c4a3a.int.plugtunnel"
  453. "c4a3a.int.plugroom"
  454. "c4a3a.int.el01"
  455.  
  456. // Now entering "VortVille"
  457. // With these next few soundscapes, We stop utilizing the first waterfall positional utility, and switch over to the second waterfall positional utility. The next few soundscapes carefully hand over the info_targets to each other, as we transition indoor to outdoor, and vice-versa. The volume of the second waterfall utility is adjusted on a case by case basis.
  458.  
  459. // "Vortville interiors, we dampen things out a bit, except for the lowend base rumbles
  460. "c4a3a.int.village_indoors"
  461. "c4a3a.int.village"
  462.  
  463. // We exit "Vortville" thru the lift, now we get the second waterfall positional utility in full force.
  464. "c4a3a.int.village_exodus"
  465.  
  466. // dropping down an elevator shaft. exodus 2 and 3 handle lowering the second waterfall volume with each player leap.
  467. "c4a3a.int.village_exodus2"
  468. "c4a3a.int.village_exodus3"
  469.  
  470. // we have exited the elevator shaft we dropped down in, and have entered the big bone cone puzzle. We bring back the boids a little, and the garg a little more in preparation for the big baddie chase. second waterfall utility is down with. we don't need it anymore. exterior areas of the cone bone activator puzzle. Very windy. starts when you open the door at the bottom of the shaft
  471. "c4a3a.int.cone"
  472.  
  473. // less windy version for the enclosed sections. We remove the boid utility for this one.
  474. "c4a3a.int.cone2"
  475.  
  476. // We have successfully done the big cone puzzle, and we are making our way thru the cave tunnel into the third waterfall section. We start using "valleywinds" and "valleywaters" utility here.
  477. "c4a3a.int.valleycave01"
  478. "c4a3a.int.valleyfalls01"
  479. "c4a3a.int.valleyfalls02"
  480. "c4a3a.int.valleyfalls03"
  481.  
  482. // this is the garg chase
  483. "c4a3a.int.gargchase_start"
  484.  
  485. // in preparation for the jump, we start using the last waterfall utility here.
  486. "c4a3a.int.gargchase_jump"
  487. "c4a3a.int.gargchase_end"
  488. "c4a3a.int.b_entrance"
  489.  
  490. // Map A1
  491. "music.interloper.gargathon"
  492.  
  493. // Map B, Opening Theme.
  494. "music.interloper.int1"
  495.  
  496. // The following utilities below provide the building blocks for the sound aesthetic in Interloper B , aka the tower's exterior areas, and where needed, any enclosed structures. They are are used repeatedly throughout the main Use soundscapes (listed below), mixed at different volumes depending on the need.
  497. "c4a3b.util.base.NOTSTARTEDYET"
  498.  
  499. // First ?? Section - Positional assignments
  500. // pos0_??
  501. // pos1_??
  502. // pos2_??
  503. // pos3_??
  504. // pos4_??
  505. // pos5_??
  506. // pos6_??
  507. // pos7_??
  508. "c4a3b.util.pos.NOTSTARTEDYET"
  509.  
  510. // We have entered the Interloper Tower, proceeding into the very bowels of the beast...tower...thing. poopchute. poopy poop.
  511. // starting with a copy of "c4a3a.int.b_entrance" and going from there.
  512. "c4a3b.int.b_entrance01"
  513.  
  514. // Map D, Elevator Ride
  515. "music.interloper.elevator_ride"
  516.  
  517.  
  518. /////////////////////////////////////////////////////////////////
  519. // CHAPTER 18 - NIHILANTH
  520.  
  521. "c4a4a.chamber"
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