Black Mesa

Black Mesa

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Sound Design Overhaul - Borderworld
   
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132.615 MB
21 Aug @ 11:47am
1 Sep @ 10:50am
2 Change Notes ( view )

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Sound Design Overhaul - Borderworld

In 1 collection by AdrianDogmeat
Sound Design Improvements
6 items
Description


A direct continuation of the first overhaul mod, this time taking on the ever-expansive Borderworld and its various environments, using new SFX effects to bring up the level of sound quality on-par with mods like Blue Shift & SDO - Earthbound



Development
This mod started development right after the initial release of Earthbound, though you can trace it back as far as last year since I did make some sound replacements for certain in-game events in Xen & Interloper. Since then I've went ahead and added in 100+ new sounds to spruce up scripted sequences, in-game events, even going as far as to add in smaller details like the dead HEV bodies' suits shutting down after taking away their batteries.

Of course, none of this was possible without the generous help of Colonel Orange (who you can see as a co-author here) who helped with playtesting, feedback and even provided some ideas for certain scripted sequences that I'm sure you guys would grow to like and appreciate.

Features
  • Over 90+ Unique Sound effects
  • Improved various scripted and non-scripted effects
  • New Long Jump SFX
  • New "Cold Open" Intro & Teleportation SFX
  • Added in some misc. details for some items
  • Brand new Soundscapes for Gonarch & Interloper (First 2 maps), inspired by Focal Point
  • Replaced all Xen alarms with more appropriate ones from BM:BS
  • Replaced 90% of all mechanical & Xenian door sounds (Sliding, Elevators, Survey Base Airlocks... etc)
  • New SFX for the Nihilanth Battle, which changes between combat stages
  • Redone Endgame Sequence (New Tower Island Explosion SFX)

Installation
Like the previous addon, installation should be as easy as subscribing w/o any manual installation so far, I've also included some dependencies that are required for the mod to work in certain maps, they include:
  • A- Added in sound events not possible with soundscipt editing (prominent example being airlock doors)
  • B- New Soundscapes derived from CitizenFive's Soundscapes+



The mod should be compatible for the most part with popular mods, however any mods that modifies the following maps (bm_c4a1a1, bm_c4a1b, bm_c4a3c) are partially incompatible.
So downloading the listed dependencies is highly recommended
It also modifies the following soundscripts, which include:
  • game_sounds_bm_objects.txt
  • game_sounds_xen.txt
  • game_sounds_xen2.txt
  • soundscapes_c4a2.txt
  • soundscapes_c4a3.txt

Regarding Soundscapes+, it should be noted that with how BM handles addon priority, manual installation may be required
Additional more in-depth instructions can be found in the addons section down below.

Extra Addons:


Sound Credits
- Valve
- Crowbar Collective
- HECU Collective [BM:BS]
- Senn's Full Audio Remaster
- Black Box Team [RTE]
- Cyv0 [BM:Damocles]
- CitizenFive [Soundscapes+ ambient SFX]
- Freesound[freesound.org]
Popular Discussions View All (1)
0
21 Aug @ 11:49am
PINNED: Bug Reporting & Feedback
AdrianDogmeat
12 Comments
AdrianDogmeat  [author] 1 Sep @ 12:18pm 
Done, now listed as an extra addon
AdrianDogmeat  [author] 1 Sep @ 11:01am 
Yeah that's the current plan
ModderOfGames 1 Sep @ 11:00am 
I think a seperate addon would be a good idea, yea
AdrianDogmeat  [author] 1 Sep @ 10:44am 
@ModderOfGames
Yeah I might take out that FVOX line lol, it's a cool concept but I also tried it out in gameplay and it ain't fun hearing the same lines multiple times

And regarding Xen Staff Overhaul, I did change some maps to add in/replace some sounds, but I can carry over the changes in a patch or an extra addon
ModderOfGames 1 Sep @ 10:28am 
also, and I need to verify this, but I think this breaks the Xen Staff Overhaul mod? it makes sense judging on the maps that had to be changed, but something I think is worth mentioning
ModderOfGames 1 Sep @ 10:25am 
is there a way to shut off the voiceline that plays alongside the landing jets? it's neat the first few times but it's quickly getting a little too annoying to hear basically every time I land LOL
classic gamer 23 Aug @ 12:04am 
I think some crystal and plug puzzles audio are missing in mod. Like the audio that plays when plug or crystals are attached to outlet or thingy. Even in showcase video they seem to sound less satisfying as result. Can you fix please?
hexagonopus 21 Aug @ 8:04pm 
thank god
AdrianDogmeat  [author] 21 Aug @ 6:33pm 
Nah
hexagonopus 21 Aug @ 6:18pm 
does this replace the asscheek footstep sound?