Quake sounds
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i didn't miss it and I thought it was horrible and this part pissed me off
mindgrind wrote:I have
also used my own creative vision to re-forge some of the sounds
in to - in my own opinion - better effects then the original,
even if the original was available to me unmodified.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
I don't mind that idea at all. He's a person, and every person has a taste and opinion, which is good. If he found the idea of in his opinion "enhancing" the sounds to be a good one, then cool for him. It's his stuff to mess around with as he wishes to.
On a side note, someone should talk him into releasing them as GPL and/or freely distributable.
On a side note, someone should talk him into releasing them as GPL and/or freely distributable.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
There's a lot of crap in there, a lot of the Quake sounds were made more tinny and wimpy with filters. And some sounds he decided to redo entirely - such as the Fiend and a lot of the weapons, the result being interesting but worse than the original sounds and not fitting in with Quake besides.
And what did he do to the jumping sound???
One thing I did like though, while going through the pack file, is some of the new chain/winch plat sounds. They sound great, not sure how they sound in game though.
A lot of the other door sounds suck though, for example the elevator at the beginning of e1m1 is that stupid lame sci-fi door sound that's been every sci-fi game and probably movie ever made.
The ambience sounds didn't sound bad. They were mostly filters and touchups rather than complete redos which is cool.
And what did he do to the jumping sound???
One thing I did like though, while going through the pack file, is some of the new chain/winch plat sounds. They sound great, not sure how they sound in game though.
A lot of the other door sounds suck though, for example the elevator at the beginning of e1m1 is that stupid lame sci-fi door sound that's been every sci-fi game and probably movie ever made.
The ambience sounds didn't sound bad. They were mostly filters and touchups rather than complete redos which is cool.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
I found only a few of the sounds to be bad. Even though the weapon sounds weren't true to Quake, they were mostly fine sounds in their own right. Some of the button/door/ambient sounds were very cool, a couple of them I was shocked to hear have such detail at higher khz.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
I'm definitely in awe of some of these sounds, the ambient ones especially. Other effects just sound like they have been resampled, there is no new 'detail' in them.
Having said that, sound engineering is the aspect of creative game design I know the very least about (don't have much in the way of a musical background). So that probably makes me easily impressed.
Having said that, sound engineering is the aspect of creative game design I know the very least about (don't have much in the way of a musical background). So that probably makes me easily impressed.
- venomus
- Posts: 41
- Joined: Tue May 24, 2005 4:54 pm
venomous: Most people don't know or appriciate jack shit about sound, be it movies or games, and as for music they just like/hate it, but don't understand it. You'd be amazed how bad people are at making new sounds. The few times they make voices for their games, just doing simple noise reduction and volume level tuning seems like arcane knowledge for them. Ugly filters which make their voices echo or sound more deep are also the hippest thing since cordless frying pans.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
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