Radios in buildings

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Re: Radios in buildings

Post by Brummy »

boilerrat wrote:When I'm outside washing the car, I usually listen to a radio quite loud.

The great thing about this suggestion is that you are so free with how loud you want it to be, and how many. It's like in the book "Lord Of The Flies" the author never tells you how many people are on the island so he has the freedom of killing off or bringing in people at any point.
Right. So when you're washing your car, your country gets attacked. Your city gets evacuated and the radio is left on playing.

The invaders come and clear the area yet they leave the radio on 24/7.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Radios in buildings

Post by rushn »

sometimes and also invaders might do it for scare tactics and to help muffle their moves 8) 8-)
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: Radios in buildings

Post by Sniperdog »

I think the suggestion should is really to use more ambient effects in general, especially sound related. Triggerables and local sounds are very performance light, in CA I made a map with over a thousand triggerable effects and there was no noticeable effect on performance. (I'm not saying we should go adding thousands of effects and sounds to every map just that the engine can take more than people think without choking)
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Will Stahl aka "Merlin" in the Squad community
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Radios in buildings

Post by rushn »

Han wrote:Its ok but not music to add atmosphere, you should add wind noise.
They already have wind noise maybe you should try playing on yamalia
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