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Joined: Apr 28 2017, 9:26 am
Last Active: Oct 21 2017, 2:03 am
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Display Name: IdealIdeas

Activity: 34
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Starcraft I: Not Given.
Starcraft II: Not Given.

[08:58 pm]
Lanthanide -- most of the monsters were very distinct just from their sounds (vipers were a bit meh, in particular), and given the slow methodical nature of D1, listening for monster sounds played a big part in how you progressed
[08:57 pm]
Lanthanide -- Diablo 1 had amazing sound design, skeletons sounded so great to kill
[08:57 pm]
Lanthanide -- if you listen to SC2 sound effects, particularly spells via an mpqeditor, they're all just generic womps and wisp sounds
[08:56 pm]
Lanthanide -- the sounds in SC1 are a bit cartoony, like d.matrix and irradiate sound effects, but they clearly stand-out from anything else in the game
[07:17 pm]
Pr0nogo -- yeah, hard to do worse than FK
[07:12 pm]
Voyager7456 -- so this'll be a step up then
[07:09 pm]
Pr0nogo -- @voy i can't believe you'd request that i stream that map when i've been playing fucking flame knives for 3-4 hours twice a week smh
[07:07 pm]
Pr0nogo -- so when a bunch of explosions are the same (sc2) you're not going to be able to read things as easily
[07:07 pm]
Pr0nogo -- sound is a big part of readability too, especially in 3d games where readability tanks due to incompetent graphics artists (and all blizz games have pretty ass particles, see war3 etc)
[07:05 pm]
Lanthanide -- Broflamingo
Broflamingo shouted: Lanthanide The sound in SC2 is not as hard hitting as the sound in SC1. SC2 sounds are muted or quiet, maybe just my opinion but i think it dovetails with how the game feels. SC2 marine shots sound so quiet and puny for example.
yeah, this happened in Diablo 3 as well. All the general sound effects, especially for spells and the like, are muted and barely stand out from the background noise and battle sounds. I really don't know why blizzards sound engineers take this route
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