The Red Square map gives off cold, dark, and miserable vibes (see video above.) I made ambient loop that (to me) sounded like a cold, windy night and an overall uninviting atmosphere. For the indoor atmosphere I created a low frequency hum in an attempt to simulate the low frequencies of the outdoor ambience. There really is not much else to that ambience, it is supposed to be very simple. However, to create the effect that the room is mostly soundproof, I created a reverb volume around the indoor room and set the indoor and outdoor parameters to zero (0) so that none of the outdoor ambience comes in and none of the indoor ambience goes out. This gives the player a very strong indication that they are in a totally separate room.
I created 6 different stingers to accompany the ambiences in the map. Three of them were individuals screaming out in terror or pain. The Red Square map gives off a vibe of a russian labor camp, so it only seemed fitting that there might be people being tortured or something of that nature somewhere near by. Other sounds I used as stingers include the cracking of a whip (again the labor camp idea,) the sound of a hammer hitting an anvil several times, and a ghostly frequency sweep that might make a player look around suspiciously. Most of my stingers were pulled from free online sound libraries and unchanged for the most part. The only one that I modified was the hammer hitting the anvil. It was originally two different one shot sounds, so I made a file and copied each of the sounds into it a couple times to avoid making it repetitive.
For the teleporter, I felt that it needed an electric sound to give off the effect that it might be somewhat primitive in its design (kind of like the portal at the beginning of the first Hellboy movie.) The sound for using the teleporter is synthesized to sound like a time warp of sorts. The sound is bright and quick and alerts the player that they have just been transported to another part of the map. I was shooting for a somewhat futuristic sound for the use of the teleporter, considering that the game either takes place in the future, or perhaps in this case, in Soviet Russia with futuristic technology implemented.
For the jump pad, I used a sound that I am finding very difficult to describe right now. To give it my best shot, I think it sounds like a pulsing energy fountain. When the player is standing in proximity to it, they will definitely be able to tell that the jump pad is what is making that peculiar sound. The sound of using the jump pad was a loud, low-end heavy "whoosh" that gives the user the feeling that they are flying through the air. I think the aesthetic for that sound fits, considering the player is flying through the air when they use the jump pad (duh.) Given more time to work on this map, I may have chosen to add an alternative sound for the use of the jump pad or implemented settings to randomize the pitch slightly. I felt like my jump pad use sound also fit the general aesthetic of the UT3 game itself, not specifically for the map.
The aforementioned reverb volume keeps the jump pad sound from bleeding into the teleporter room, and also prevents you from hearing the teleporter when you are outside, next to the jump pad. Speaking of the teleporter, I would have also liked to have had more time in order to stop or change the teleporter sound that occurs when you walk through it and are on the roof. I felt like the sound i created was out of place up there considering there was no graphic attached to the sound.
Overall, I was trying to create a sense of realism, but also with a little imaginative fantasy with my sound palette. I want the user to be fully immersed into the game, however still noticing some of the less real elements (weapons, teleporters, jump pads, etc whatever whatever.) I feel like I accomplished that on a basic level, along with the atmosphere I created to encompass all of the other sounds. With more time I could have probably made it even better.