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 the hell i...
This WAD is corrupt, it may not load or play correctly.
Filenames
yadspwad.wad, yadspwad.zip
Size
1.46 MB
MD5
19f4b5ae0ac24a94d02da47196816197
SHA-1
c2ee567b6755ec4d673fca389d53d4367771c7ef
SHA-256
17fee85078c7d6c5227c32a714aaac7d931c9e3d743eb46198fdb9d74b6b847c
WAD Type
PWAD
IWAD
Final Doom: TNT
Engines
Doom II
Lumps
200
Read Me
General Information
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Author : Kenneth S. Forte ([email protected])
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
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
(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
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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.
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 protected])
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
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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
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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
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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.