List of HL2 Deathmatch Soundscapes: Difference between revisions
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{{back | Half-Life 2 Level Creation}} | {{LanguageBar}} | ||
{{HL2DM topicon}}{{Source topicon}} | |||
{{back | Half-Life 2 Deathmatch Level Creation}} | |||
{{toc-right}} | |||
Here is a list of 46 [[ | {{hl2dm}} Here is a list of 46 [[soundscapes]] for use in {{hl2dm|3}}. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. | ||
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the | Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the {{ent|env_soundscape}} entity's properties. If these locations are not given, the sounds will not be heard. | ||
A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=phjKJsKvC5Y here.] | A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=phjKJsKvC5Y here.] | ||
{{note | Half-Life 2 Deathmatch also contains all of | {{note|Half-Life 2 Deathmatch also contains all of {{hl2|2}}'s soundscapes.}} | ||
{{ | {{clr}} | ||
== Streetwar == | == Streetwar == | ||
Line 14: | Line 17: | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
|- | |- | ||
|height="40px"|overwatch_mp | |height="40px"|overwatch_mp | ||
| | |Cityvoice: <br />(1) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble.<br />(2) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain.<br />(3) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately.<br />(4) Alert: Community Ground Protection units: Local unrest structure detected. Assemble, administer, pacify. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 24: | Line 29: | ||
|height="40px"|streetwar.util_combine_atmosphere | |height="40px"|streetwar.util_combine_atmosphere | ||
|Constant random wind gusts and machine-like sounds. | |Constant random wind gusts and machine-like sounds. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 29: | Line 35: | ||
|height="40px"|streetwar.util_rubble | |height="40px"|streetwar.util_rubble | ||
|Random falling rubble, wood creaks and metal stress. | |Random falling rubble, wood creaks and metal stress. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 34: | Line 41: | ||
|height="40px"|streetwar.util_sirens | |height="40px"|streetwar.util_sirens | ||
|Manhacks, cityscanners and APCs passing by. | |Manhacks, cityscanners and APCs passing by. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 39: | Line 47: | ||
|height="40px"|streetwar.util_light_sirens | |height="40px"|streetwar.util_light_sirens | ||
|Same as above but less frequent. | |Same as above but less frequent. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 44: | Line 53: | ||
|height="40px"|streetwar.util_zombie_infested | |height="40px"|streetwar.util_zombie_infested | ||
|Occasional buzzing flies, rats and zombies. | |Occasional buzzing flies, rats and zombies. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 49: | Line 59: | ||
|height="40px"|streetwar.util_light_combat_atmosphere | |height="40px"|streetwar.util_light_combat_atmosphere | ||
|Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens. | |Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 54: | Line 65: | ||
|height="40px"|streetwar.util_heavy_combat_atmosphere | |height="40px"|streetwar.util_heavy_combat_atmosphere | ||
|Similar to above but more frequent. | |Similar to above but more frequent. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 59: | Line 71: | ||
|height="40px"|streetwar.util_muffled_light_combat | |height="40px"|streetwar.util_muffled_light_combat | ||
|Occasional rumble and distant explosions, heard from building interiors and underground. | |Occasional rumble and distant explosions, heard from building interiors and underground. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 64: | Line 77: | ||
|height="40px"|streetwar.util_light_combat | |height="40px"|streetwar.util_light_combat | ||
|Distant gun fire, explosions, zombies, antlions and Combine soldiers. | |Distant gun fire, explosions, zombies, antlions and Combine soldiers. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 69: | Line 83: | ||
|height="40px"|streetwar.util_medium_combat | |height="40px"|streetwar.util_medium_combat | ||
|Same as above but slightly more frequent. | |Same as above but slightly more frequent. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 74: | Line 89: | ||
|height="40px"|streetwar.util_heavy_combat | |height="40px"|streetwar.util_heavy_combat | ||
|Same as above but even more frequent. | |Same as above but even more frequent. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 79: | Line 95: | ||
|height="40px"|streetwar.util_drips | |height="40px"|streetwar.util_drips | ||
|Water dripping. | |Water dripping. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 84: | Line 101: | ||
|height="40px"|streetwar.util_fardrips | |height="40px"|streetwar.util_fardrips | ||
|Farther away water dripping. | |Farther away water dripping. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 89: | Line 107: | ||
|height="40px"|streetwar.zombie_water_room | |height="40px"|streetwar.zombie_water_room | ||
|Atmospheric windy corridor with dripping / running water, flies, rats and zombies. | |Atmospheric windy corridor with dripping / running water, flies, rats and zombies. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 94: | Line 113: | ||
|height="40px"|streetwar.car_tunnel | |height="40px"|streetwar.car_tunnel | ||
|Large ambient underground tunnel with vehicles occasionally passing overhead and light combat. | |Large ambient underground tunnel with vehicles occasionally passing overhead and light combat. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 99: | Line 119: | ||
|height="40px"|streetwar.general_small_tunnel | |height="40px"|streetwar.general_small_tunnel | ||
|Small underground tunnel, away from combat, with the sound of wind going through and light combat. | |Small underground tunnel, away from combat, with the sound of wind going through and light combat. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 104: | Line 125: | ||
|height="40px"|streetwar.car_tunnel_opensky | |height="40px"|streetwar.car_tunnel_opensky | ||
|Large underground tunnel open to the sky. Similar to <code>streetwar.car_tunnel</code> with city sounds and medium combat. | |Large underground tunnel open to the sky. Similar to <code>streetwar.car_tunnel</code> with city sounds and medium combat. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 109: | Line 131: | ||
|height="40px"|streetwar.toxic_car_tunnel | |height="40px"|streetwar.toxic_car_tunnel | ||
|Large underground tunnel. Similar to <code>streetwar.car_tunnel</code> but with toxic slime gurgling, metal stress and light combat. | |Large underground tunnel. Similar to <code>streetwar.car_tunnel</code> but with toxic slime gurgling, metal stress and light combat. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 114: | Line 137: | ||
|height="40px"|streetwar.infested_appartments | |height="40px"|streetwar.infested_appartments | ||
|Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat. | |Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 119: | Line 143: | ||
|height="40px"|streetwar.general_indoor_light_combat | |height="40px"|streetwar.general_indoor_light_combat | ||
|Quiet indoor atmosphere with distant light combat. | |Quiet indoor atmosphere with distant light combat. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 124: | Line 149: | ||
|height="40px"|streetwar.general_indoor_medium_combat | |height="40px"|streetwar.general_indoor_medium_combat | ||
|Similar to above with more frequent distant medium combat. | |Similar to above with more frequent distant medium combat. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 129: | Line 155: | ||
|height="40px"|streetwar.general_indoor_heavy_combat | |height="40px"|streetwar.general_indoor_heavy_combat | ||
|Similar to above with more frequent distant heavy combat. | |Similar to above with more frequent distant heavy combat. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 134: | Line 161: | ||
|height="40px"|streetwar.general_outdoor_light_combat | |height="40px"|streetwar.general_outdoor_light_combat | ||
|Quiet outdoor city atmosphere with distant light combat. | |Quiet outdoor city atmosphere with distant light combat. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 139: | Line 167: | ||
|height="40px"|streetwar.general_outdoor_medium_combat | |height="40px"|streetwar.general_outdoor_medium_combat | ||
|Similar to above with more frequent and closer medium combat. | |Similar to above with more frequent and closer medium combat. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 144: | Line 173: | ||
|height="40px"|streetwar.general_outdoor_heavy_combat | |height="40px"|streetwar.general_outdoor_heavy_combat | ||
|Similar to above with more frequent and closer heavy combat. | |Similar to above with more frequent and closer heavy combat. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 149: | Line 179: | ||
|height="40px"|streetwar.destroyed_concrete_building | |height="40px"|streetwar.destroyed_concrete_building | ||
|Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets. | |Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 154: | Line 185: | ||
|height="40px"|streetwar.rooftop_heavy_combat | |height="40px"|streetwar.rooftop_heavy_combat | ||
|Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat. | |Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 159: | Line 191: | ||
|height="40px"|streetwar.control_room | |height="40px"|streetwar.control_room | ||
|Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals. | |Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals. | ||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |align="center" |0 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
|- | |- | ||
| | |||
| | | | ||
| | | | ||
Line 169: | Line 203: | ||
|height="40px"|streetwar.bank_control_room | |height="40px"|streetwar.bank_control_room | ||
|Bank control room. Similar to above but with no beeping and instead just random machine sounds. | |Bank control room. Similar to above but with no beeping and instead just random machine sounds. | ||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |align="center" |0 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
Line 174: | Line 209: | ||
|height="40px"|streetwar.bank_machine_room | |height="40px"|streetwar.bank_machine_room | ||
|Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal. | |Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 179: | Line 215: | ||
|height="40px"|streetwar.bank_general | |height="40px"|streetwar.bank_general | ||
|General inside bank area. Silent wind and distant medium combat. | |General inside bank area. Silent wind and distant medium combat. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 184: | Line 221: | ||
|height="40px"|e3_c17_01_battle | |height="40px"|e3_c17_01_battle | ||
|Fire nearby, background city siren and heavy combat. | |Fire nearby, background city siren and heavy combat. | ||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |align="center" |0 | ||
|Medium sized fire loop. | |Medium sized fire loop. | ||
|- | |- | ||
| | |||
| | | | ||
| | | | ||
Line 192: | Line 231: | ||
|height="40px"|Combine barricade gate noises. | |height="40px"|Combine barricade gate noises. | ||
|- | |- | ||
| | |||
| | | | ||
| | | | ||
Line 199: | Line 239: | ||
|height="40px"|c17_02_street_lower_1 | |height="40px"|c17_02_street_lower_1 | ||
|Very silent city siren, wind snippets, medium combat and thundering wall noises. | |Very silent city siren, wind snippets, medium combat and thundering wall noises. | ||
|align="center" | {{DSP | 19}} | |||
|align="center" |0 | |align="center" |0 | ||
|Combine wall thundering. | |Combine wall thundering. | ||
Line 204: | Line 245: | ||
|height="40px"|c17_02_street_upper_1 | |height="40px"|c17_02_street_upper_1 | ||
|Medium combat and very distant city siren. | |Medium combat and very distant city siren. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
Line 209: | Line 251: | ||
|height="40px"|c17_02_street_upper_2 | |height="40px"|c17_02_street_upper_2 | ||
|Same as above but with a louder alarm and thundering wall noises. | |Same as above but with a louder alarm and thundering wall noises. | ||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |align="center" |0 | ||
|Combine wall thundering. | |Combine wall thundering. | ||
Line 214: | Line 257: | ||
|height="40px"|c17_02_inside_apartments_1 | |height="40px"|c17_02_inside_apartments_1 | ||
|Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises. | |Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises. | ||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |align="center" |0 | ||
|Combine wall thundering and machine noises. | |Combine wall thundering and machine noises. | ||
Line 219: | Line 263: | ||
|height="40px"|streetwar.underground_manhack_tunnel | |height="40px"|streetwar.underground_manhack_tunnel | ||
|Machinery humming, water drips and loud steam. | |Machinery humming, water drips and loud steam. | ||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |align="center" |0 | ||
|Steam loop. | |Steam loop. | ||
Line 224: | Line 269: | ||
|height="40px"|streetwar.vertical_warehouse_arena | |height="40px"|streetwar.vertical_warehouse_arena | ||
|Machinery humming and occasional wind snippets. | |Machinery humming and occasional wind snippets. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_streetwar.txt</span> | |||
== Labs == | == Labs == | ||
{| class=standard-table | style="width:100%;" | {| class=standard-table | style="width:100%;" | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
|- | |- | ||
|height="40px"|labs_mp | |height="40px"|labs_mp | ||
|Lab ambient with combine shields, idle headcrabs and atmospheric noises. | |||
| | | | ||
| | |align="center" |0 | ||
| | |Combine shield and atmospheric noises. | ||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Headcrab sounds. | |||
|- | |- | ||
|height="40px"|under_boiler | |height="40px"|under_boiler | ||
|Underground dank ambience, distance thumpers and a pipe steam loop. | |||
| | | | ||
| | |align="center" |1 | ||
| | |Pipe steam loop. | ||
|- | |- | ||
|height="40px"|under_tunnels | |height="40px"|under_tunnels | ||
|Underground cramped windy tunnels with nearby pipe steam loop. | |||
| | | | ||
| | |align="center" |0 | ||
| | |Pipe steam loop. | ||
|- | |- | ||
|height="40px"|under_basement1 | |height="40px"|under_basement1 | ||
|Underground general windy basement interior with nearby pipe steam loop. | |||
| | | | ||
| | |align="center" |0 | ||
| | |pipe steam loop. | ||
|- | |- | ||
|height="40px"|combine_tunnel | |height="40px"|combine_tunnel | ||
| | |Cramped underground combine technology interior ambience with combine radio chatter and random fate strange noises. | ||
| | |align="center" | {{DSP | 1}} | ||
| | |align="center" |0 | ||
|Combine radio chatter. | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_labs.txt</span> | |||
== Strike == | == Strike == | ||
Line 264: | Line 325: | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
|- | |- | ||
|height="40px"|strike_ware | |height="40px"|strike_ware | ||
| | |General concrete interior ambience with sounds of fluorescent light. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|- | |- | ||
|height="40px"|strike_outside | |height="40px"|strike_outside | ||
| | |Outdoor wind gusts and birds. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_strike.txt</span> | |||
{{Envsound}} | |||
[[Category:Half-Life 2: Deathmatch]] | |||
[[Category:Level Design]][[Category:Sound System]] | [[Category:Level Design]] | ||
[[Category:Sound System]] |
Latest revision as of 08:01, 12 July 2024


Here is a list of 46 soundscapes for use in Half-Life 2: Deathmatch. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the env_soundscape entity's properties. If these locations are not given, the sounds will not be heard.
A preview video of these soundscapes can be found here.


Streetwar
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
overwatch_mp | Cityvoice: (1) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble. (2) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain. (3) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately. (4) Alert: Community Ground Protection units: Local unrest structure detected. Assemble, administer, pacify. |
|||
streetwar.util_combine_atmosphere | Constant random wind gusts and machine-like sounds. | |||
streetwar.util_rubble | Random falling rubble, wood creaks and metal stress. | |||
streetwar.util_sirens | Manhacks, cityscanners and APCs passing by. | |||
streetwar.util_light_sirens | Same as above but less frequent. | |||
streetwar.util_zombie_infested | Occasional buzzing flies, rats and zombies. | |||
streetwar.util_light_combat_atmosphere | Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens. | |||
streetwar.util_heavy_combat_atmosphere | Similar to above but more frequent. | |||
streetwar.util_muffled_light_combat | Occasional rumble and distant explosions, heard from building interiors and underground. | |||
streetwar.util_light_combat | Distant gun fire, explosions, zombies, antlions and Combine soldiers. | |||
streetwar.util_medium_combat | Same as above but slightly more frequent. | |||
streetwar.util_heavy_combat | Same as above but even more frequent. | |||
streetwar.util_drips | Water dripping. | |||
streetwar.util_fardrips | Farther away water dripping. | |||
streetwar.zombie_water_room | Atmospheric windy corridor with dripping / running water, flies, rats and zombies. |
1 |
||
streetwar.car_tunnel | Large ambient underground tunnel with vehicles occasionally passing overhead and light combat. |
1 |
||
streetwar.general_small_tunnel | Small underground tunnel, away from combat, with the sound of wind going through and light combat. | |||
streetwar.car_tunnel_opensky | Large underground tunnel open to the sky. Similar to streetwar.car_tunnel with city sounds and medium combat.
|
|||
streetwar.toxic_car_tunnel | Large underground tunnel. Similar to streetwar.car_tunnel but with toxic slime gurgling, metal stress and light combat.
|
|||
streetwar.infested_appartments | Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat. | |||
streetwar.general_indoor_light_combat | Quiet indoor atmosphere with distant light combat. |
1 |
||
streetwar.general_indoor_medium_combat | Similar to above with more frequent distant medium combat. |
1 |
||
streetwar.general_indoor_heavy_combat | Similar to above with more frequent distant heavy combat. |
1 |
||
streetwar.general_outdoor_light_combat | Quiet outdoor city atmosphere with distant light combat. |
1 |
||
streetwar.general_outdoor_medium_combat | Similar to above with more frequent and closer medium combat. |
1 |
||
streetwar.general_outdoor_heavy_combat | Similar to above with more frequent and closer heavy combat. |
1 |
||
streetwar.destroyed_concrete_building | Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets. |
1 |
||
streetwar.rooftop_heavy_combat | Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat. |
1 |
||
streetwar.control_room | Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals. |
1 |
0 | Combine computer terminal. |
1 | Combine computer terminal. | |||
streetwar.bank_control_room | Bank control room. Similar to above but with no beeping and instead just random machine sounds. |
1 |
0 | Combine computer terminal. |
streetwar.bank_machine_room | Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal. |
1 |
||
streetwar.bank_general | General inside bank area. Silent wind and distant medium combat. |
1 |
||
e3_c17_01_battle | Fire nearby, background city siren and heavy combat. |
1 |
0 | Medium sized fire loop. |
1 | Combine barricade gate noises. | |||
2 | Ambient city siren loop. | |||
c17_02_street_lower_1 | Very silent city siren, wind snippets, medium combat and thundering wall noises. |
19 |
0 | Combine wall thundering. |
c17_02_street_upper_1 | Medium combat and very distant city siren. |
1 |
||
c17_02_street_upper_2 | Same as above but with a louder alarm and thundering wall noises. |
1 |
0 | Combine wall thundering. |
c17_02_inside_apartments_1 | Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises. |
1 |
0 | Combine wall thundering and machine noises. |
streetwar.underground_manhack_tunnel | Machinery humming, water drips and loud steam. |
1 |
0 | Steam loop. |
streetwar.vertical_warehouse_arena | Machinery humming and occasional wind snippets. |
1 |
soundscapes_streetwar.txt
Labs
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
labs_mp | Lab ambient with combine shields, idle headcrabs and atmospheric noises. | 0 | Combine shield and atmospheric noises. | |
1 | Headcrab sounds. | |||
under_boiler | Underground dank ambience, distance thumpers and a pipe steam loop. | 1 | Pipe steam loop. | |
under_tunnels | Underground cramped windy tunnels with nearby pipe steam loop. | 0 | Pipe steam loop. | |
under_basement1 | Underground general windy basement interior with nearby pipe steam loop. | 0 | pipe steam loop. | |
combine_tunnel | Cramped underground combine technology interior ambience with combine radio chatter and random fate strange noises. |
1 |
0 | Combine radio chatter. |
soundscapes_labs.txt
Strike
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
strike_ware | General concrete interior ambience with sounds of fluorescent light. |
1 |
||
strike_outside | Outdoor wind gusts and birds. |
soundscapes_strike.txt
Environment articles: | |
---|---|
Soundsystem | Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser |
Choreography | Choreography Creation • Response System • Faceposer • Scene Implementation |