Hi Quakers and happy almost new year.
This is a snip of a bigger project I'm working on, but I felt like would be nice to share.
I recreated Quake Sounds using the original sources, meaning the same sound libraries that ID used (mostly Sound Ideas), re-editing all of them with longer loops and better EQs, to enjoy Quake with its original mood but with all that was letf above 4000 Hz.
Point is, it's easy to swap Quake sounds with new ones, but at that point it would not sound like Quake anymore.
I tried my best to keep the mood intact, and on a side note, that's what I'm trying to do with all of Quake content, for a future release.
I uploaded it on Moddb, where you can see a video featuring the new sounds
http://www.moddb.com/mods/quake-eargasm
On Youtube:
https://www.youtube.com/watch?v=a-q6ASxnq8I&t=25s
Or you can grab the file here, now, in case you have issues with Moddb files section, and because family comes first
http://www.templeofnoise.net/QE-by-Christian-Ice.zip
- Installation -
Place the file 'Quake-Eargasm.pk3' in your Quake/id1 directory
- requirements -
Any modern Quake Engine port that reads .pk3 files
In alternative you can open the Quake-Eargasm.pk3 file using winzip (or equivalent) and unzip the content in your quake/id1 directory
As a bonus for MOD creators, here's a list of additional sounds you can use to diversify.
Randomizing the Jump sound, for example, is not a bad idea.
ambience/drip2
ambience/comp2
demon/dland1
misc/water3 (swim)
misc/water4 (swim)
misc/power2
misc/power3
weapons/bounce2
weapons/bounce3
weapons/ax2
weapons/ax3
weapons/r_exp1
weapons/r_exp2
weapons/r_exp4
weapons/r_exp5
weapons/r_exp6
weapons/r_exp7
player/axhit3
player/axhit4
Player/drown1b
Player/drown1c
Player/drown2b
Player/drown2c
Player/land1
Player/plyrjmp1
Player/plyrjmp2
Player/plyrjmp3
Player/plyrjmp4
Player/plyrjmp5
Player/plyrjmp6
Player/plyrjmp7
This is a snip of a bigger project I'm working on, but I felt like would be nice to share.
I recreated Quake Sounds using the original sources, meaning the same sound libraries that ID used (mostly Sound Ideas), re-editing all of them with longer loops and better EQs, to enjoy Quake with its original mood but with all that was letf above 4000 Hz.
Point is, it's easy to swap Quake sounds with new ones, but at that point it would not sound like Quake anymore.
I tried my best to keep the mood intact, and on a side note, that's what I'm trying to do with all of Quake content, for a future release.
I uploaded it on Moddb, where you can see a video featuring the new sounds
http://www.moddb.com/mods/quake-eargasm
On Youtube:
https://www.youtube.com/watch?v=a-q6ASxnq8I&t=25s
Or you can grab the file here, now, in case you have issues with Moddb files section, and because family comes first
http://www.templeofnoise.net/QE-by-Christian-Ice.zip
- Installation -
Place the file 'Quake-Eargasm.pk3' in your Quake/id1 directory
- requirements -
Any modern Quake Engine port that reads .pk3 files
In alternative you can open the Quake-Eargasm.pk3 file using winzip (or equivalent) and unzip the content in your quake/id1 directory
As a bonus for MOD creators, here's a list of additional sounds you can use to diversify.
Randomizing the Jump sound, for example, is not a bad idea.
ambience/drip2
ambience/comp2
demon/dland1
misc/water3 (swim)
misc/water4 (swim)
misc/power2
misc/power3
weapons/bounce2
weapons/bounce3
weapons/ax2
weapons/ax3
weapons/r_exp1
weapons/r_exp2
weapons/r_exp4
weapons/r_exp5
weapons/r_exp6
weapons/r_exp7
player/axhit3
player/axhit4
Player/drown1b
Player/drown1c
Player/drown2b
Player/drown2c
Player/land1
Player/plyrjmp1
Player/plyrjmp2
Player/plyrjmp3
Player/plyrjmp4
Player/plyrjmp5
Player/plyrjmp6
Player/plyrjmp7
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