@@Sychyov yeah, i was curious where the music plays, and it is like Valley of the Dolls and Carriers of the Vine where if you stand in the right spot the audio queue will occur. For The Spider it will play when you walk into the little converted restroom with "You are also a star" is written all over the walls and the background sits against the toilette. Clearly, they want to emphasize the evil in that particular room.
@@TheOfficial007 Reading your comment, I just now realized that the upper body pics of kids plastering Brixley's walls are probably the top halves of full pictures they took in that fucking restroom...
@cammando2057 Yeah, it's the messed up scene of the map for sure. I think it's supposed to be even more horrifying when they had better reflections in the game so the the cutout over the mirror would reflect your face back.
@@-unusual- my theory behind the music not being as prominent is because of how fast the combat is. hypothesis-- the music only picks up with two factors: 1. amount of pawns in a firefight 2. how long that firefight goes on for with how fast the vanilla suspects and AI interact, the fight's done in two seconds or less. suspects aren't sticking around for peek-fights. they will stand their ground or push you very aggressively, spoonfeeding their lives into SWAT. roaming suspects will hunt you down, they won't set an ambush (vanilla reaction time may as well be if they were lying in wait). you can notice factor #1 in solo/low-player multiplayer, versus when playing with bots. if it's just you and your buddy, there isn't enough "action" to kick in the extra instruments or trigger climaxes. you + friend + 2 suspects = 4 person firefight. now, you + SWAT + 2 suspects = 7 person firefight. after installing an AI mod that reduces both suspect AND SWAT accuracy, the firefights now go on for prolonged periods of time. this gives the logic room to breathe and actually play some tunes.
@@Foxtrot19 that's part of it, but I think another part of it is that 1.0 switched from longer OST's to what I feel like to be either shorter OST's, or more ambience based OST's, Don't get me wrong the music still kicks ass, I just wish that certain tracks had a little more to them. ends of the earth and coyote both in particular take a more ambience based route but I wish they had a little more action in them.
That chant is horrifying. Never realized its there before.
I thought they were part of the map at first, like it's somewhere playing and not the OST lol
@@Sychyov yeah, i was curious where the music plays, and it is like Valley of the Dolls and Carriers of the Vine where if you stand in the right spot the audio queue will occur. For The Spider it will play when you walk into the little converted restroom with "You are also a star" is written all over the walls and the background sits against the toilette. Clearly, they want to emphasize the evil in that particular room.
@@TheOfficial007 Reading your comment, I just now realized that the upper body pics of kids plastering Brixley's walls are probably the top halves of full pictures they took in that fucking restroom...
@cammando2057 Yeah, it's the messed up scene of the map for sure. I think it's supposed to be even more horrifying when they had better reflections in the game so the the cutout over the mirror would reflect your face back.
love the strings on this map
I never noticed that ceiling, with the skylight. I was always too focused on my corners.
Insanely good soundtrack, great job mixing it
Dude this is is just awesome, well done 👍🏻
Very nice job man 👍
thank you!
Why did they change this. I hear no strings in the new one :(. But you do hear it when you pick up images in 23 megabytes
yeah, one thing I don't like about the 1.0 is that the music isn't nearly as prominent as before
No changes to the logic for this OST in 1.0 - a lot of it is based on randomization
@@-unusual- my theory behind the music not being as prominent is because of how fast the combat is. hypothesis-- the music only picks up with two factors:
1. amount of pawns in a firefight
2. how long that firefight goes on for
with how fast the vanilla suspects and AI interact, the fight's done in two seconds or less. suspects aren't sticking around for peek-fights. they will stand their ground or push you very aggressively, spoonfeeding their lives into SWAT. roaming suspects will hunt you down, they won't set an ambush (vanilla reaction time may as well be if they were lying in wait).
you can notice factor #1 in solo/low-player multiplayer, versus when playing with bots. if it's just you and your buddy, there isn't enough "action" to kick in the extra instruments or trigger climaxes. you + friend + 2 suspects = 4 person firefight. now, you + SWAT + 2 suspects = 7 person firefight. after installing an AI mod that reduces both suspect AND SWAT accuracy, the firefights now go on for prolonged periods of time. this gives the logic room to breathe and actually play some tunes.
@@Foxtrot19 that's part of it, but I think another part of it is that 1.0 switched from longer OST's to what I feel like to be either shorter OST's, or more ambience based OST's, Don't get me wrong the music still kicks ass, I just wish that certain tracks had a little more to them. ends of the earth and coyote both in particular take a more ambience based route but I wish they had a little more action in them.