So, I was really intoxicated when I first entered the nether, and damn was that place awesome. The rack friggin talks to you! I thought at first, as many players do about the cave suggestive noises (which holds true), that the vocals were pulling you toward some object/area of interest, or that the pigmen made that sound and it travelled far or echoed off of the brittle rock.
I dug and dug randomly into some rack, and the noises were there, and they were random. Sigh :<
I would like to see those sounds only creep up on you when you are somewhere lonely, not immediately be present always. They are rather scary and well engineered sounds, being randomly pitch shifted (it seems). Their impact is a little wasted when they don't have function beyond just being there.
As nearby caves (in the normal world) make noises to attract you to them, these ghost noises would bunch up within nearby open spaces, as if to be ghosts or spirits of some kind, partying away in that "nethercave". Once you break the first netherrack into the new area, they go WHA?! as if to get scared of you, or slowly quiet down or start speaking paranoidly of the incoming noisy thing tunneling through the wall. This emotional reaction would just be a change in the random range of pitch the noises may be generated within. Once you come through, they may keep "partying" all going "badaka! arooo.." but slowly move away from you, or possibly be interested in you and follow you around a little, but rarely or never following you into a new thin tunnel you create, as brand new ghost noises would need to then inform you of a new open area near your tunnel. Their loudness can give you an idea of the thickness of wall between you and the open area, keenly very subtly varying as to almost make it a purely subconscious "instinct" of how far you are from an open area (unless listener knows there is a loudness difference and can sense the difference between, for example, 0.95 and 0.9 magnitude of playback loudness).
Originally I thought they do somehow, based on player movement or bearing, change pitch or loudness or even length of noise to steer you toward interesting places, becoming more emotionally dull as you turn away, or happier as you turn or move toward some kind of "trap" or possibly just a nice mushroom field with both types (some friendly ghosts, some mean ones!)
Technically it seems they are mobs which can clip through anything or have the same position as you save a little change for directionality, as going to peaceful takes this sound away, but pushing F3 does not label the noises as mobs are on earth. Regardless, it should be possible to at least improve on it a little bit, if only to raise or lower the range of pitch that the sound is generated within. I haven't checked to see if every similar sound at different pitches is actually a different file, or if the audio engine creates the variances automatically from a single sample, but I do hope it is that way.
The nether is scary enough as it is. Also, nether updates have already been suggested. Use search and go post there. (It's the huge 100 page thread called Nether updated mobs and biomes)
Rollback Post to RevisionRollBack
At a loss for words? Here's a few you can use: Welcome, to Night Vale...
To post a comment, please login or register a new account.
I dug and dug randomly into some rack, and the noises were there, and they were random. Sigh :<
I would like to see those sounds only creep up on you when you are somewhere lonely, not immediately be present always. They are rather scary and well engineered sounds, being randomly pitch shifted (it seems). Their impact is a little wasted when they don't have function beyond just being there.
As nearby caves (in the normal world) make noises to attract you to them, these ghost noises would bunch up within nearby open spaces, as if to be ghosts or spirits of some kind, partying away in that "nethercave". Once you break the first netherrack into the new area, they go WHA?! as if to get scared of you, or slowly quiet down or start speaking paranoidly of the incoming noisy thing tunneling through the wall. This emotional reaction would just be a change in the random range of pitch the noises may be generated within. Once you come through, they may keep "partying" all going "badaka! arooo.." but slowly move away from you, or possibly be interested in you and follow you around a little, but rarely or never following you into a new thin tunnel you create, as brand new ghost noises would need to then inform you of a new open area near your tunnel. Their loudness can give you an idea of the thickness of wall between you and the open area, keenly very subtly varying as to almost make it a purely subconscious "instinct" of how far you are from an open area (unless listener knows there is a loudness difference and can sense the difference between, for example, 0.95 and 0.9 magnitude of playback loudness).
Originally I thought they do somehow, based on player movement or bearing, change pitch or loudness or even length of noise to steer you toward interesting places, becoming more emotionally dull as you turn away, or happier as you turn or move toward some kind of "trap" or possibly just a nice mushroom field with both types (some friendly ghosts, some mean ones!)
Technically it seems they are mobs which can clip through anything or have the same position as you save a little change for directionality, as going to peaceful takes this sound away, but pushing F3 does not label the noises as mobs are on earth. Regardless, it should be possible to at least improve on it a little bit, if only to raise or lower the range of pitch that the sound is generated within. I haven't checked to see if every similar sound at different pitches is actually a different file, or if the audio engine creates the variances automatically from a single sample, but I do hope it is that way.
Wait so you were under the influence of alcohol when you entered the nether AND had this idea?