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- /////////////////////////////////////////////////////////////////
- // CHAPTER 15 - XEN
- // Map A
- "music.xen.opening"
- // Map A - Xen Starting Cave
- // The player arrives on the receiving teleporter pad, in a strange looking cave. Alien Bird sounds abundant a pungent odor in the air...
- "c4a1a.xen.cavestart"
- // Map A - Xen Cave Outdoor
- // 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)
- "c4a1a.xen.outdoorstart"
- "c4a1a.xen.outdoor1"
- // Map A - Outdoor 1 - HoundEye Island
- // HEI_WATER1 (position 0)
- // HEI_WATER2 (position 1)
- // HEI_WATER3 (position 2)
- // HEI_WIND (position 3)
- "c4a1a.xen.outdoor1_HEI"
- // Map A - Xen Cave Outdoor 2
- "c4a1a.xen.outdoor2"
- // Map A - Boid Cave
- // water_cavefall (position 0)
- // boid_water (position 1)
- // boid_waterfall (position 2)
- "c4a1a.xen.boidcave"
- "c4a1a.xen.boidcave_util_pos"
- // Map A - Cave Small
- "c4a1a.xen.cavesmall"
- // Map A1 - Cavewater
- "c4a1a.xen.cavewater"
- "c4a1a.xen.cavewater_util_pos"
- // Map A1 - Labs
- "c4a1a.xen.lab"
- // Map A1 - Labs - Cave Section
- "c4a1a.xen.labcave"
- // Map B
- "music.xen.jungle"
- // Map B1 - Outdoors Area, NonSwamp
- "c4a1b1.xen.outdoor.nonswamp"
- // Map B1 - Polytunnel Exit
- "c4a1b1.xen.polytunnel.exit"
- // Map B1 - Cavewater
- "c4a1b.xen.cavewater"
- // Map B1 - First Swamp Area
- // Section 1
- "c4a1b.xen.firstswamparea-1"
- // Section 2
- "c4a1b.xen.firstswamparea-2"
- // Map B1 - Upper Swamp Area
- // Section 1
- "c4a1b.xen.upperswamparea-1"
- "c4a1b.xen.uppswamp1_util_pos"
- // Section 2
- "c4a1b.xen.upperswamparea-2"
- // Map B1 - Tunnel Cave (DEEP)
- "c4a2b.tunnelcavedeep"
- // Map B1 - Tunnel Cave
- "c4a2b.tunnelcave"
- // Map B1
- "c4a1b1.xen.middle.nonswamp"
- "c4a1b1.xen.middle.highledge"
- "c4a1b1.xen.marsh"
- "c4a1b1.xen.puffballcentral"
- "c4a1b1.xen.puffballtunnel"
- "c4a1b1.xen.puffballcave"
- "c4a1b1.xen.puffballcavesystem"
- "c4a1b1.xen.puffballcavesystemtunnel"
- "c4a1b1.xen.marsh.afterpuff"
- "c4a1b1.xen.rivervalley"
- "c4a1b1.xen.opencave"
- "c4a1b1.xen.boidledge"
- "c4a1b1.xen.canyon"
- "c4a1b1.xen.canyonwater"
- "c4a1b1.xen.largepool"
- // Map C
- "music.xen.vistasting"
- // Base Utility Soundscapes - Map C
- "c4a1c.watercave.base"
- "c4a1c.watercavestart.base"
- "c4a1c.xen.marscharea.base"
- "c4a1c.xen.outdoorstart.base"
- "c4a1c.xen.smallcavetunnel.base"
- "c4a1c.xen.watershaft.base"
- // Map C - Water Cave
- "c4a1c.watercave"
- // Positional Utility, Map C, Water Cave
- // position 0 // water20
- // position 1 // water21
- // position 2 // water22
- // position 3 // water23
- // position 4 // water24
- "c4a1c.watercave.util_pos"
- // Map C - Water Cave Start
- "c4a1c.watercavestart"
- // Positional Utility, Map C, Water Cave Start
- // position 0 // NO ASSIGNED TARGET?
- // position 1 // NO ASSIGNED TARGET?
- // position 2 // NO ASSIGNED TARGET?
- // position 3 // water4
- // position 4 // water2
- // position 5 // water3
- // position 6 // water1
- // position 7 // NO ASSIGNED TARGET?
- "c4a1c.watercavestart.util_pos"
- // Map C - Cliffside
- // The player gets their first look at the XEN HUB!!!
- "c4a1c.xen.cliffside"
- // Map C - OutdoorStart //
- "c4a1c.xen.outdoorstart"
- // Positional Utility, Map C, Outdoor Start
- // position 0 // water5
- // position 1 // water6
- // position 2 // water7
- // position 3 // water8
- // position 4 // water9
- // position 5 // water10
- // position 6 // bubbles
- // position 7 // waterfall1_top
- "c4a1c.xen.outdoorstart.util_pos"
- // Map C - Small Cave Tunnel1
- // Leads up to the hub reveal tease one positional only, we'll leave it be for now. positional is called "wind"
- // info target "blendscape_marscharea_1"
- // info target "blendscape_cliffside_1"
- "c4a1c.xen.smallcavetunnel1"
- // Map C - Small Cave Tunnel2
- // one positional only, we'll leave it be for now.
- // info target "blendscape_cliffside_1a"
- // info target "blendscape_watercave_1"
- "c4a1c.xen.smallcavetunnel2"
- // Map C - Water Shaft //
- "c4a1c.xen.watershaft"
- // Positional Utility, Map C, WaterShaft
- "c4a1c.xen.watershaft.util_pos"
- // Map C - Marsch Area
- // info target for override is "blendscape_watershaft"
- "c4a1c.xen.marscharea"
- // Positional Utility, Map C, Marsch Area
- // position 0 // water15
- // position 1 // water16
- // position 2 // water17
- // position 3 // water18
- // position 4 // water19
- "c4a1c.xen.marscharea.util_pos"
- // Map C1
- "music.xen.vista"
- // Maps C and C1 used to be one map. the nomenclature hasn't been updated to reflected.
- // Base Utility Soundscapes - Map C1
- "c4a1c1.xen.cliffside.base"
- "c4a1c1.xen.vine.base"
- "c4a1c1.xen.smallcavetunnel.base"
- "c4a1c1.xen.hubexterior.base"
- "c4a1c1.xen.hubcavetunnel.base"
- "c4a1c1.xen.hubinsidecave.base"
- "c4a1c1.xen.hubinsidemech.base"
- "c4a1c1.xen.hubinsidecentral.base"
- // Positional Utility, Map C1, Hub Inside Mech.
- "c4a1c1.xen.hubinsidemech.util_pos"
- // OPENING VISTA AND VINE BRIDGE TRAVERSAL
- // Map C1 - Small Cave Tunnel
- // 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.
- "c4a1c1.xen.smallcavetunnel"
- // Map C1 - Cliffside
- // Exiting Small Cave Tunnel 1, we get our first look at the Xen Hub in its entirety
- "c4a1c1.xen.cliffside"
- // Map C1 - Hub Vine
- // Leaving Cliffside, to traverse the vines connecting to the HUB.
- "c4a1c1.xen.vine"
- // Map C1 - Small Cave Tunnel 3
- // 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
- "c4a1c1.xen.smallcavetunnel3"
- // Map C1 - Hub Exterior
- // Including "c4a1c1.xen.vine.base" as a positional overrider
- "c4a1c1.xen.hubexterior"
- // Map C1 - Hub Cave Tunnel
- "c4a1c1.xen.hubcavetunnel"
- // Map C1 - Hub Inside Cave
- // 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.
- // consider this as REFERENCE ONLY. Real ones start below
- "c4a1c1.xen.hubinsidecave"
- // Positional Utility, Map C1, HubInsideCave.
- "c4a1c1.xen.hubinsidecave.util_pos"
- // HUB PUZZLE, PART ONE
- // Map C1 - Hub Cave Tunnel 1
- // Entering the Hub from the Exterior, We take Hub Cave Tunnel 1 to the First Inside Hub Mech Room.
- "c4a1c1.xen.hubcavetunnel1"
- // Map C1 - Hub Inside Mech 1
- // Inside "Mech 1", we activate the console, then exit the room taking Hub Inside Cave 1 to reach the Hub Interior Central
- "c4a1c1.xen.hubinsidemech1"
- // Map C1 - Hub Inside Cave 1
- "c4a1c1.xen.hubinsidecave1"
- // Map C1 - Hub Interior Central
- "c4a1c1.xen.hubinsidecentral"
- // HUB PUZZLE, PART TWO
- // Map C1 - Hub Cave Tunnel 2
- // 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.
- "c4a1c1.xen.hubcavetunnel2"
- // Map C1 - Hub Inside Mech 2
- // Time to start looking for power plugs and crystals, bucko. You got lasers to turn on.
- "c4a1c1.xen.hubinsidemech2"
- // Map C1 - Hub Inside Cave 2
- // Ditto.
- "c4a1c1.xen.hubinsidecave2"
- // Map C1 - Hub Cave Tunnel 3
- // After successfully powering the Mech 2 Laser, a door opens up to Hub Cave Tunnel 3 Which will lead the player back outdoors.
- "c4a1c1.xen.hubcavetunnel3"
- // Map C1 - Hub Cave Tunnel 4
- // 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.
- "c4a1c1.xen.hubcavetunnel4"
- // Map C1 - Hub Cave Tunnel 4a
- // covers the small tunnel accessed via jump pad leads back to outside of the hub. player drops down.
- "c4a1c1.xen.hubcavetunnel4a"
- // Map C1 - Hub Cave Tunnel 5
- // leads back to into the hub
- "c4a1c1.xen.hubcavetunnel5"
- // Map C1 - Hub Cave Tunnel 5a
- // used when the elevator in HUB central closes faking noise dampening.
- "c4a1c1.xen.hubcavetunnel5a"
- // HUB PUZZLE, PART THREE
- // Map C1 - Hub Inside Mech 3
- "c4a1c1.xen.hubinsidemech3"
- // Map C1 - Hub Inside Cave 3
- "c4a1c1.xen.hubinsidecave3"
- // Map C1 - Hub Cave Tunnel 6
- // After "mech 3", tunnel 6 leads back outside we come across a few sleeping houndeyes.
- "c4a1c1.xen.hubcavetunnel6"
- // Map C1 - Hub Cave Tunnel 7
- // 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.
- "c4a1c1.xen.hubcavetunnel7"
- // HUB PUZZLE, PART FOUR
- // Map C1 - Hub Inside Mech 4
- "c4a1c1.xen.hubinsidemech4"
- // Map C1 - Hub Inside Cave 4
- "c4a1c1.xen.hubinsidecave4"
- // Map C1 - Hub Inside Cave 4a
- // leads to elevator pod
- "c4a1c1.xen.hubinsidecave4a"
- // Map C1 - Small Cave Tunnel 2
- // Small Cave Section Inside the Mech 4 Area
- "c4a1c1.xen.smallcavetunnel2"
- // Map C1 - Hub Inside Cave 5
- "c4a1c1.xen.hubinsidecave5"
- /////////////////////////////////////////////////////////////////
- // CHAPTER 16 - GONARCH's LAIR
- // Map A, gonarch intro track
- "music.gonarch.gl1"
- // Starting Cave Waters Utility - Positional assignments
- // pos0 = Waterfall_Sound_inner
- // pos1 = Waterfall_Sound2
- // pos2 = Waterfall_Sound3
- // pos3 = water_flow1
- // pos4 = water_flow2
- // pos5 = water_flow3
- // pos6 = water_flow4
- // pos7 = NOTUSED
- "util.c4a2a.cavestart_waters"
- // Outdoor Arena Waters Utility - Positional assignments
- // pos0 = Waterfall_Sound3
- // pos1 = big_waterfall1
- // pos2 = big_waterfall2
- // pos3 = small_waterfall
- // pos4 = small_islandwaterfall1
- // pos5 = small_islandwaterfall2
- // pos6 = pond
- // pos7 = water_flow5
- "Util.c4a2a.outdoor01_waters"
- // C4A2A - MAIN USE SOUNDSCAPES
- "c4a2a.cavestart"
- // DEV NOTE : the garg utility listed is borrowed from soundscapes_c4a3a.txt
- "c4a2a.outdoor01"
- "c4a2a.cave.tunnel"
- "c4a2a.cave.tunnel2"
- // Map B, ledge music track
- "music.gonarch.glb"
- // MAP c4a2b STARTS HERE!!!
- "util.boids_cave"
- "c4a2b.cavestart"
- "c4a2b.cave.tunnel"
- "c4a2b.ledge.cavern"
- "c4a2b.ledge"
- "c4a2b.bullsquid.cave"
- "c4a2b.stab.tunnel"
- "c4a2b.cave.tunnel.large"
- "c4a2b.crystal.cave"
- "c4a2b.swamp.cave"
- // Map C
- "music.gonarch.gl2"
- "music.gonarch.gl3"
- // MAP c4a2c STARTS HERE!!!
- "c4a2c.cavestart"
- "c4a2c.cave.tunnel.small"
- "c4a2c.cave.tunnel.large"
- "c4a2c.waterfall.ledge"
- "c4a2c.cave.waterpuzzle"
- "c4a2c.ledge"
- "c4a2c.boss.arena.upper"
- "c4a2c.boss.arena.lower"
- /////////////////////////////////////////////////////////////////
- // CHAPTER 17 - INTERLOPER
- // Map A
- "music.interloper.vortville"
- // Baseline Utility Soundscapes - Map A
- // 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.
- "c4a3a.util.base"
- "c4a3a.util.base02"
- // boid ambience utility
- "c4a3a.util.boids_far01"
- // garg utilities
- "c4a3a.util.garg_far01"
- // faster, more talky gargs.
- "c4a3a.util.garg_far01a"
- // The Gargs are Pissed they didn't get you during the chase.
- "c4a3a.util.garg_far01b"
- // Tower Top ambience utilities
- "c4a3.util.towermantas_far01"
- "c4a3.util.towerenergyexp"
- // First Waterfall Section - Positional assignments
- // pos0_amb_waterfall
- // pos1_amb_waterfall
- // pos2_amb_waterfall
- // pos3_amb_waterfall (agrunt elevator area)
- // pos4_amb_waterfall (agrunt elevator area)
- "c4a3a.util.waterfalls01"
- // Second Waterfall Utility (Vortville exodus) - Positional assignments
- // pos0_village_water
- // pos1_village_water
- // pos2_village_water
- // pos3_village_water
- // pos4_village_water
- "c4a3a.util.waterfalls02"
- // Third Waterfall Utility (windy valley before garg chase) - Positional assignments
- // pos0_valleyfalls
- // pos1_valleyfalls
- // pos2_valleyfalls
- // pos3_valleyfalls
- // pos4_valleyfalls
- // pos5_valleyfalls
- "c4a3a.util.valleywaters"
- // This utility has random positions. Wind bursts.
- "c4a3a.util.valleywinds"
- // Final Waterfall Utility (Tower Factory Entrance River) - Positional assignments - WORK IN PROGRESS
- // pos0_gargwaterfall
- // pos1_gargwaterfall
- // pos2_gargwaterfall
- // pos3_gargwaterfall
- // pos4_gargwaterfall
- // pos5_gargwaterfall
- // pos6_gargwaterfall
- // pos7_gargwaterfall
- "c4a3a.util.gargwaterfall"
- // The soundscapes listed below are listed in chonological order for the most part.
- // Coming out of the tunnel, we are greeted with our ultimate object, The INTERLOPER TOWER.
- // We start utilizing the first waterfall utility here.
- "c4a3a.int.reveal.pre
- "c4a3a.int.reveal"
- "c4a3a.int.plugtunnel"
- "c4a3a.int.plugroom"
- "c4a3a.int.el01"
- // Now entering "VortVille"
- // 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.
- // "Vortville interiors, we dampen things out a bit, except for the lowend base rumbles
- "c4a3a.int.village_indoors"
- "c4a3a.int.village"
- // We exit "Vortville" thru the lift, now we get the second waterfall positional utility in full force.
- "c4a3a.int.village_exodus"
- // dropping down an elevator shaft. exodus 2 and 3 handle lowering the second waterfall volume with each player leap.
- "c4a3a.int.village_exodus2"
- "c4a3a.int.village_exodus3"
- // 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
- "c4a3a.int.cone"
- // less windy version for the enclosed sections. We remove the boid utility for this one.
- "c4a3a.int.cone2"
- // 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.
- "c4a3a.int.valleycave01"
- "c4a3a.int.valleyfalls01"
- "c4a3a.int.valleyfalls02"
- "c4a3a.int.valleyfalls03"
- // this is the garg chase
- "c4a3a.int.gargchase_start"
- // in preparation for the jump, we start using the last waterfall utility here.
- "c4a3a.int.gargchase_jump"
- "c4a3a.int.gargchase_end"
- "c4a3a.int.b_entrance"
- // Map A1
- "music.interloper.gargathon"
- // Map B, Opening Theme.
- "music.interloper.int1"
- // 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.
- "c4a3b.util.base.NOTSTARTEDYET"
- // First ?? Section - Positional assignments
- // pos0_??
- // pos1_??
- // pos2_??
- // pos3_??
- // pos4_??
- // pos5_??
- // pos6_??
- // pos7_??
- "c4a3b.util.pos.NOTSTARTEDYET"
- // We have entered the Interloper Tower, proceeding into the very bowels of the beast...tower...thing. poopchute. poopy poop.
- // starting with a copy of "c4a3a.int.b_entrance" and going from there.
- "c4a3b.int.b_entrance01"
- // Map D, Elevator Ride
- "music.interloper.elevator_ride"
- /////////////////////////////////////////////////////////////////
- // CHAPTER 18 - NIHILANTH
- "c4a4a.chamber"
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