Yet Another DOOM Sound PWAD (for DOOM ][)
Simply a boring little escapade into the wild world of trying to make DOOM ][ a bit more bearable after you've played it way too many times. Where ...
Yet Another DOOM Sound PWAD (for DOOM ][)
General Information 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 PWAD Title : Yet Another DOOM Sound PWAD (for DOOM ][) Description : Simply a boring little escapade into the wild world of trying to make DOOM ][ a bit more bearable after you've played it way too many times. Where the hell is Heretic? Most of you should just stop reading this and go try it. (If you're really intensly afflicted by DOOM, you might want to check out the rest of this, as there are details on every little thing that was done to make this PWAD.) Author Information 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 Author : Kenneth S. Forte (<email removed>) Additional Info : Just another DOOM addict with no job and very little semblance of a life, leaving him with the time to do dumb things, like making PWADS. Dedicated to : My girlfriend, who puts up with my incessant DOOMing. (Oh yeah, she keeps food on the table and a roof over our heads too, because I'm a jobless fuck. Oh no! now you all know that we're LIVING IN SIN!!!) Additional Credits 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 Programmers : Bill Neisius, author of DMAUD, who will surely NOT get flaming pissed when he learns that I hacked DMAUD so I could patch DOOM ][ sounds, because he's such a cool individual (I hope). The authors of Blaster Master v5.95 and Noise Master v2.0, who will understand that the second someone sends me money for making this PWAD, I'll register their fine (although buggy) programs. Normal People : Justin Powell and Rich Condon, for supplying some of the samples which were used, and for helping me to "test" the PWAD. (Often heard: "You can't seriously be putting that in!?!?) Around half of the samples that were used probably came from the many DOOM sound PWADS that are already in existence, so many thanks to the authors of the following sound PWADS: ANIME AODDOOM AWSDM1-2 DM_COOL EVILDEAD KICKASS MYDOOM10 NEWSND PREDATOR REALDM-1 T2 UDOOMSFX Around half of the samples that were used came from other commercial games. All of the games from which samples were ripped shared at least one sample that can be found in the original DOOM and DOOM ][ sounds, meaning that either Id also stole them or that they were stolen from Id. Whatever the case may be, I would still like to express my thanks to whoever created sounds for the following games: Star Trek: Judgement Rites Dark Legions Disturbed People : Everyone has to mention Id in the additional credits section, its a new law. There's probably some people out there that hate when other people type "DOOM ][". (As if it could be played on an Apple ][.) Relax. Get out more. Have a drink. Totally Useless Information 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 Replaces : Its a sound PWAD, it replaces SOUNDS. (Duh!) Build Time : Around a week, give or take a month. (Unless you count all the work that everyone put into it, including all the Movies and Games and TV shows that these samples originally came from. Then we're probably talking several thouasand man-hours. Scary, isn't it?) Gory Details : What lies below is a dark trip into the thinking that led to every single sound in this PWAD. You may not want to go in here, its a very evil place: WEAPONS 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 Pistol: Replaced with something just a bit less like a pop-gun, even though in DOOM a pistol might as well BE a pop-gun. Shotgun: Not toyed with. If you change it to be more "kick-ass", then the seargants also wind up having the "kick-ass" version, and it sounds stupid. Super Shotgun: Originally, I had added what can best be described as a "blowing smoke from the barrel" sample. This, however, caused a revolt, and was removed. Chaingun: See Pistol. I still want to know what ID did to get the Chaingun toted by the "Heavy Weapons Dude" to sound different from the wimpy one that we get. I can't find a seperate entry for it in the IWAD. Rocket Launcher: Added some "Omph" to both the launching and the exploding sounds. The Cyber-demon benefits from this as well. Plasma Gun: After much annoying trial and error, I was able to mix one of the several repeating Hi-Tech style samples with a regular old "Laser" type sample. The Baby Spider Demons benefit greatly from this as well. BFG: Long story. Someone out there had a sample for this that had 3 bleeps and then a huge flanging type sound. (I believe it was taken from "Predator".) This gave me the idea of adding an energy build-up sound prior to the three bleeps, and with a little bit of timing work, the bleeps became a warning as to when the slow-assed thing was finally going to fire. I also found something a little more "electrifying" for the BFG hit. Chainsaw: This still haunts me. Looped samples are very hard to do properly, and I'm still not happy with the Chainsaw Full and Chainsaw Chewing samples. If someone manages to do better at this (and I hope someone does) please E-mail me so that I might get the samples from you, and thereby put an end to the horrible nightmares I've been having. Fist: Most people are confused by this one. The grunt that you hear is you, not the thing that you hit. I don't know how many of you have ever really hauled off and hit something with your fist, but it really fucking hurts. MONSTERS 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 (My apologies, but these are "our" nicknames for these monsters, and I don't feel like running DOOM and then clipping in to pound on Romero's face just to get the actual names. You should be able to figure them out. BTW: "Ambient" refers to the sound that the monster makes when it's just walking around looking for you.) Pistol Wimp: They can Talk! I could no longer take the wishy-washy "Well, you're killing human beings, but they're posessed, so they'll only grunt and growl" mentality, so they actually say things now. The ambient noise is from Aliens, so just pretend you have one of those proximity detectors in your pocket. They also die a bit more like humans now. Shotgun Guy: See Pistol Wimp. Left the shotgun alone so it wouldn't sound like everyone had a nasty one. Chaingun Dude: See Pistol Wimp. Someone please tell me why his chaingun sounds different than mine?!?! Fatboy: I refuse to believe that this monster is not just a human being in some advanced state of demonic posession. Therefore he also talks to you, albeit with a much diminished vocabulary. I added a small rush of compressed gas and some mechanical sounds prior to him firing at you, and got some, well, just simply better pain and death sounds. Of all the monsters that were new to DOOM ][, this one had to have the absolute worst samples, and I wouldn't be surprised if Id got a little desperate and went rummaging through Apogee's trash to find them. Imp: 100% Predator samples. I heard them used in manner close to this in a level PWAD, and it was just so good that I had no choice but to rip the concept. The Imp's ambient sound is much improved over the "Imp gurgling" sound that Id used. Too bad imps don't eventually molt and become Barons of Hell. Demon/Spectre: Didn't even touch them. Id couldn't have gotten better sounds for this if they went to the zoo and threw someone in the gorilla cage. Ok, I lie, but the Demon Chomping is good, and I never found anything that even remotely fits with that for the other sounds. Skull: Didn't bother, as it was fairly decent to begin with and the combination sound for Skulls dying and every ball of energy or fire hitting the wall worked fairly well with it. Someday, however, I must find out why there is a DSSKLDTH entry in the IWAD, which is just a repeat of the "Player pushing on wall" sample. That and what good the "Dead Skull" Thing is, since they just "poof" out of existence, and Flamers can't seem to resurrect them. Cacodemon: Found some more interesting samples for this one. I can't even remember what the original samples sounded like. The Death sound is a mix of the original and something else that sounded like a squealing pig. Spitter: The one that spits Skulls at you? For some odd reason I got stuck on the "Elemental" part of the name and wound up using samples that sounded like something born straight from rock. Then again it does kind of look like it was born straight from rock. Took out the truly annoying Death sound that had part of the Baby Spider-Demon's Ambient sound in it and replaced it with something similar. Knight: Pretty much left it alone, apart from adding the same "thunk" to the end of the Death sample that I also added to the end of the Baron's death sample. I did the Baron samples first and these seemed to go along with those quite well, while still retaining that certain "I'm not quite as evil as a Baron" quality. Baron: I can't exactly remember where I got these sounds from, but they seemed better than the originals at the time. A running joke around here is "Look, I'm a Baron, Raaaaaaaaaaaaaaah!" Skeleton: Changed just about all the voice-based sounds to make things a little more goulish and broke a small promise that I made to myself that I wouldn't use the most over-used sample in existence. (I wound up using it for the ambient sound, even though I've seen it in over a dozen different games). I changed the Hit sound to be less of a "slap" and more of a "hit", but I wound up leaving the Swing sample alone. Flamer: This was another extremely annoying one to find replacements for. I wanted to keep the laugh, but also wanted to change the "Flamer Sees You" sample to say something. (It's "You will burn!" ripped from Dark Legions, in case you have the nasty luck of having it cut off every time you run into him because he's such a hyper little fucker and attacks you too soon.) I left the flame samples alone since they seemed to work well, and also since I can't seem to figure out when the hell the game uses the DSFLAMST entry in the IWAD. (I tried replacing it with a beep and went all thru the game and couldn't seem to find it. Anyone with a clue on this, please E-mail me.) Muppet: I don't know why we call Baby Spider-Demons "Muppets". Maybe its cause they're just so damned cute. Maybe not. In any case, I did some cosmetic changes to all of the sounds, since the concept was good but some of the samples were just irritating. You can't even tell the difference unless you listen closely. (For instance, I killed the original walk sample, and took the "Mommy" Spider-Demon walk sample and increased the pitch back up to where it seemed to fit.) Cyber-Demon: "Buddy". Yes we call him Buddy. We call him Buddy because he is fun to play with. (This is what too much DOOM does to a person.) All I did with him, aside from the side benefit of the enhanced rocket samples, was add a little bit of thunder to his Death sound to mark his passing with a horrific outcry from nature. That and one my of friends kept on bugging me to "Put in some Thunder! Put in some Thunder! heh heh. heh heh. Shut up Butthead!" Spider-demon: More Thunder here. Same deal as "Buddy". Have fun in level 23 and let the Baby Spider-Demons kill the Mommy Spider-Demon. Ferrari-boy: I have only one thing to say in reference to the sample where you are told what you must do "to win the game": If Id didn't want people going into the IWAD and reversing it why did they put it in there in the first place. Besides, if some psychopath takes Mr. Romero up on his offer, Mr. Romero can just drive away really fast in his Ferarri (If its not in the shop). If you are REALLY lucky, you'll get to hear evil wicked laughter as you watch your kill count defy all known rules of mathematics. Other than that I left John's ugly old head alone. Wolfenstein Dorks: They're just too sad to even think about wasting any time on, and I didn't want to ruin the whole "evil" atmosphere of those levels by having them run around saying "I'm a Dork! Kill Me!". Yeah, Right. Keen: Same story as the Wolfenstein Dorks. It was at one point suggested that I make them say some anti-Apogee sample, but after what i heard about Jazz Jackrabbit I was just too darn scared to do it. Yeah, Right. OBJECTS 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 Lifts: Added the whole compressed air thing, because everyone knows that Lifts will be run on compressed air in the future. It may get annoying after a while. It sounds horrible in the menu. Oh me. Oh my. Doors: Added the whole compressed air thing again. Left it out on the close, because for variable height Doors it just doesn't work, and god knows Id couldnt afford to have a seperate sample that would be used when the door ACTUALLY closed. Fast Doors: I'm happy. I didn't just take the original Door samples and change the pitch and speed. I was able to find decent samples that were similar and also were fast enough to be convincing. Of course, there is the "Fast Door closing" bug that plays the sample twice whenever a Fast Door closes. Then again Id probably put that in there on purpose, for a reason that only can be understood after a long, scary ride in a Ferrari. Moving Floors: Another looped sample. Sounds a little better with the compressed air at the end. I think. Teleporters: I just happened to stumble across a sample that I liked for this one. Anyone who doesn't like it because "it's not like a real teleporter" needs to seek help immediately. MISCELLANY 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 Any other sounds that I didn't cover were probably not bothered with, with the exception of the original Player Dies sample, for which I found a worthy replacement. The NEW Player Dies sample is just kee.. err peachy. Oh yes, I also changed the incoming message sound, so when you play multi-player you will now here a less annoying beep and some radio static. I wanted to put a sample in there from Armada, but it was a last minute thought, and no one seemed to want to figure out how to rip it, or for that matter what the bloody TNT format is. (Origin, sigh.) Known Bugs : How can you have a bug in a Sound PWAD? Oh, allright, it is possible. The fact that I have an 8-bit sound card leaves me stereoless, so I have no clue what this will sound like on better cards. (The people who "tested" this with me do have better sound cards and didn't say anything about it though.) Theres also the horrible fact that, even though Id provided multi-channel support for most sound cards, samples still get cut off in mid-play. Go figure. Then there's the little bug that I probably created by hacking DMAUD for use with the DOOM ][ IWAD that caused it to write two directory entries in the PWAD (a partial one at the beginning and a whole one at the end), but it doesn't seem to affect the game or the PWAD's functionality at all. I'm sure I'll find out otherwise the first time I use it after I zip this up. Summary : I warned you! Is it not clear now that I have way to much time on my hands? BTW: I am not schizophrenic, all the references to "we" are just shorthand for "Myself and all the people I play DOOM with regularly". Copyright / Permissions 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 Authors may use this PWAD in any way, shape, or form they see fit. You may distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file.