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NeoLemmix => NeoLemmix Main => Archived Bugs & Suggestions => Topic started by: Proxima on April 07, 2017, 07:04:59 PM

Title: [Suggestion] Cull the zombie noise
Post by: Proxima on April 07, 2017, 07:04:59 PM
[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".
Title: Re: [Suggestion] Cull the zombie noise
Post by: IchoTolot on April 07, 2017, 07:09:16 PM
Yes, where can I sign! I find it annoying as well ;)
Title: Re: [Suggestion] Cull the zombie noise
Post by: Colorful Arty on April 07, 2017, 07:45:14 PM
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!)
Title: Re: [Suggestion] Cull the zombie noise
Post by: namida on April 07, 2017, 10:59:19 PM
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?
Title: Re: [Suggestion] Cull the zombie noise
Post by: Proxima on April 07, 2017, 11:17:23 PM
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
Title: Re: [Suggestion] Cull the zombie noise
Post by: Colorful Arty on April 07, 2017, 11:20:02 PM
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.
Title: Re: [Suggestion] Cull the zombie noise
Post by: exit on April 08, 2017, 03:41:42 PM
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.
Title: Re: [Suggestion] Cull the zombie noise
Post by: namida on April 09, 2017, 01:23:15 AM
^ Not always true. Some levels may have a zombie-spawning hatch but no preplaced zombies.
Title: Re: [Suggestion] Cull the zombie noise
Post by: mobius on April 09, 2017, 01:26:13 AM
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.
Title: Re: [Suggestion] Cull the zombie noise
Post by: exit on April 09, 2017, 01:42:14 PM
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?
Title: Re: [Suggestion] Cull the zombie noise
Post by: namida on April 10, 2017, 08:37:17 AM
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.