[ian-reeds-games] Tomb robber update

  • From: "Carlos Macintosh" <sleepio1@xxxxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sun, 21 Apr 2013 20:41:17 -0400

Hi guys, KeyWasFull here, presenting an update to the still popular, I hope, tomb robber map series. THhe link is

https://dl.dropboxusercontent.com/u/8252087/tomb%20robber.zip
though you shouldn't need it because it should show up as downloadable on your download map campaigns menu. I've added in some more sounds to allow for randomness, including 3 more sounds of crunching when a tomb robber eats food. The best sound of these is the second sound of Freddy dying, which I labored almost a full hour over. I'm not trying to brag here. But I am so proud of that sound. Also on the sound front there are a couple new sounds, for Freddy hitting with his normal attack and King Tut's rock throw ability. On the gameplay front, I've made the spirit guardian a bit more powerful in the second map because it was just too easy to beat him and I like Eddy too much to take him out to make it harder. I've also taken some hp from king Tut. Really, I should just do all the sounds at once. But I have so many sounds to search through that it's hard to spend time looking through them, choosing the best ones and editing them. The only sounds in there are the ones I am proud of; I don't half-bake my sound effects. I have placed an extremely high standard on the sound effects in my games since I started making them in 2011 and I don't think the ideology will ever go away. That's why a lot of skills and effects and units still lack sounds. But when I do choose a sound, I choose it with great care so that it sounds just the way I want it, and I suppose it's better that way in the long run. Send replies, with thoughts about the map pack, the new sounds, or my opinions on choosing sound effects. In the meantime, enjoy tomb robber!

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