What environmental sounds I hear you say? Well thats a fair point because they are almost impossible to hear, but are there.
Actually a good example of environmental sounds done well would be River City. Here we can clearly hear the swoosh of Aerospaces fighters and distant explosions. This creates a battlescape feeling which complements the war torn look of the map.
The Question is though, why can you only hear these noises by the upper base?
Similarly Forest Colony has the sound of waves lapping against a lakeside. Ok cool, but what about the 500 ft waterfall near the archway?
Why not this?
Frozen city does have a wind effect, but its so quiet you cant hear it. One only has to look at the weather on this place to think it would be louder.
Something akin to this?
Terra Therma is a Volcano map (as is Caustic) why not have volcano sound effects, lava bubbling and steam rising (for caustic)
For Terra Therma what about something like this?
And caustic caldera what about this?
What about this for Tormaline Desert?
(that strange howling you hear is the sound of crystals vibrating in the wind)

The point is here that these sort of effects contribute massively to the ambiance of a map. They help create a sense of being there and immersion.
Each map should have a unique soundscape, something to reinforce the nature of the map. Of course sounds of combat should be louder but in the background the noise and ambiance should be there.
The best thing about it is its incredibly easy to implement and their are gazillions of royalty free samples on the interweb. Id do it myself in around 30 mins.
Whats the chances PGI?
Edited by Squid von Torgar, 07 October 2013 - 03:30 AM.