[20:01] <Akseli> aaah, zombie noise :DDD
[20:01] <Akseli> that's something that made me turn the sounds off
I also find it unpleasant, and unnecessary. I know there are zombies, because I can see them. Consider culling this "feature".
Yes, where can I sign! I find it annoying as well ;)
I say remove it for when a lemming turns into a zombie, but keep it for the start of the level (instead of let's go!)
Hm, a sound when lemmings get infected was the original request, with the "let's go" replacement being something extra I added.
We have sounds in most other cases where a lemming is lost, do we definitely not want one here too?
Sorry about the confusion. I was referring specifically to the zombie noise replacing "Let's go", as being something I want to cull.
Having a warning noise that lets you know a lemming has just been infected is a good thing, I would vote for keeping it. In the vast majority of cases you want to plan the solution so that you never have to hear that noise anyway :P
I actually really like the zombie noise, but it is a little loud compared to other sounds effects, and when tons of lemmings get infected in a short span of time, the noise is pretty grating.
I think it's good if a noise plays when a lemming is turned into a zombie, but having that at the start of the level seems pointless to me because zombies are just as visible as preplaced lemmings, and no different noise plays when those are in a level. I would also suggest finding a new noise which is not as jarring.
^ Not always true. Some levels may have a zombie-spawning hatch but no preplaced zombies.
This is a loose suggestion but sometimes not only the zombie noise but any noise gets annoying when a stack of lemmings enter a trap/home etc. In Winlem; instead what happened (for whatever reason) multiple sounds did not play at the same time and never overlapped they just played repeatedly as long as lemmings were making the sounds. It is a little less grating I think, so it's an option maybe.
Quote from: namida
^ Not always true. Some levels may have a zombie-spawning hatch but no preplaced zombies.
I didn't think about zombie hatches, so perhaps the sound should be played when there is one of those, but not when there are only preplaced zombies?
I've made two changes here:
1. Somewhat along the lines of mobius's suggestion, any time the zombie sound plays, it will not play again for at least one second (real time, not game time).
2. As per exit's suggestion, the zombie sound replacing "Let's Go" now only occurs if the level has zombie-spawning hatches, not if all zombies are preplaced.