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Sort of. Last I tested it (which was ages ago), it worked as a "default soundtrack," though not as a separate soundtrack. This was the second OST mod I ever made, and it's based off of the first OST mod I made, which was... very flawed in its fundamental construction. If I were to make this OST work as it should with the Soundtrack Menu, I would need to overhaul this mod in how it's constructed - which is something I wish to do, but I don't have nearly enough time to fit it in with work and other projects.
Maybe one day in the far future I'll do it, but right now, this is what it is.
That was my original intention with the mod, but unfortunately, the music during the Ascent doesn't work that way in the base game. Instead of having different version of the Ascent music for each floor, it instead uses one base track and puts a different music layer over it depending on what floor you're on (actually one of the few times the new DLC uses layers instead of transitioning to a different version of the song, and of course it's in a place that absolutely does not help me). While I'm aware of all the Vault music, none of it layers like that... definitely not well, anyway. So, I just chose the best loop out of them all and just put it in for the base music while making all the other layers silent tracks... bland, but it's the best I could do. As such, this'll be another job for the .lua file. Can't guarantee it in the next update though.
For example, there's versions of the song with different levels of distortion, and there's a version where the distortion just straight up stops, which would be great for the final floor, right?
Not only would it make things more interesting, I think it would probably it all slightly more impactful... At least, that's what I hope.
Doesn't have to be that way, though.
Just an interesting idea I have to share, and a good one if you can make it work.
Don't overwork yourself, though. That's never any good.
Putting that into the mod will probably take longer, since I will have to redo inputting the Overwatch and soldier voice clips for the second version (a detail I don't have to do, but I want to do regardless), but I'll probably do that when the time comes. I'll probably either package it with the lua stuff or do it soon after the lua stuff, because I've put that off for too long now. Same goes for adjusting the final encounter's volume again. It'd be an easy fix, but I need to actually put in some .lua while I'm at it.
(1/2)
I chose Lightning Dog and Rabid Lightning for that segment originally because out of all the songs in the Alyx Soundtrack - or really out of all of Half Life - those two songs struck out to me as being the closest to a TV-static song... if that makes sense. Sure, they weren't chaotic, but I thought that was okay since they still have this sense of lingering dread and 'subdued intensity', as oxymoronic as that sounds.
... however, I never really thought about the "vault combat" music, and now upon thinking about it... considering that song comes up at one of Alyx's most climactic points in the game, and that it retains a fair amount of the electronic elements while having more noticeable intensity... it probably would be a better and more thematic choice.
...SLIGHTLY too quiet?
Like, yeah, it isn't drowned out by the noise, but I feel like my own volume is too low, even though it isn't...
...What I thought was Vault Combat, was actually Lightning Dog and Rabid Lightening. Which I just discovered.
I never checked what the song was because I wanted to hear it for myself, and automatically assumed it was the first part of Vault Combat.
And that's why I was confused as to why the drums never started.
Anyway, what I'm trying to say here is I don't think either Lightning song works that well for D-"Sir Static."
They're not as hectic, and they're drowned out by other noises.
My belief is that I believe Vault Combat would work WONDERS for "Static," and here's how I picture it working out:
First phase uses the tense electronic segment in the song first, perhaps with a volume bump if it's too quiet, then the second phase immediately transitions into the awesome drums segment.
Simple, yet effective, and kinda thematic...
Eon Trap has been added in. It may possibly still contrast with Gehenna a bit right now, and that's because I'm forced to start the song in the middle (with the starting drum riffs) if I want the sole loop to sound good without an intro. This will be rectified in the next update with the new .lua file.
... and I suppose it is in a way. Never thought of it like that before. Quite neat for sure.