home *** CD-ROM | disk | FTP | other *** search
- General Information
- ──────────────────────────────────────────────────────────────────────────────
-
- 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
- ──────────────────────────────────────────────────────────────────────────────
-
- Author : Kenneth S. Forte (fusioncon@cup.portal.com)
-
- 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
- ──────────────────────────────────────────────────────────────────────────────
-
- 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
- ──────────────────────────────────────────────────────────────────────────────
-
- 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
- ────────────────────────────────────────────────────────
-
- 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
- ────────────────────────────────────────────────────────
- (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
- ────────────────────────────────────────────────────────
-
- 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
- ────────────────────────────────────────────────────────
-
- 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
- ──────────────────────────────────────────────────────────────────────────────
- 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.
-