================================================================ Title : The REAL Hell on Earth sounds Filename : HOE.WAD DOOM version : DOOM, DOOM II - Hell on Earth File version : 3.5 Author : Harry Email Address : mcb@obelix.htl-tex.ac.at Description : This sound collection will hopefully set your teeth on edge. The aim is that anyone who cannot see you playing DOOM, shall believe that there is war! Additional Credits to : ID software, but: If you want to show off, then do it by presenting and designing fantastic levels. Activate your pomp gun, not the pump gun! ;-) ================================================================ * Play Information * Level number(s) : none Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : none (This is no level) New Sounds : Yes New Graphics : No New Music : No Demos Replaced : None * Construction * Base : Other WADs and a tangled mass of sample files Build time : This is a permanent project... Editors used : Sound WAD engine (a tiny DOS utility of mine), MS Windows 3.1 Sound Recorder Creative Technology's WREC (for DOS) Creative Technology's SB16SET (for DOS) Wave for Windows (Turtle Beach Systems) VOC386 (It really sucks if you process waves!) Known Bugs : none * Copyright / Permissions * Authors MAY use this WAD as a base to build additional WADs. You may do whatever you want with this file. * General notes * If you find some of the sounds suitable and they would fit in your own collection perfectly, there is nothing that I would do to prevent you from extracting them. In general I would like to know what others think about my sounds. So if you have comments, suggestions or even complaints just write a nice letter and post it to the Internet address that can be found in the header of this file. ================================================================ WAD description ================================================================ Section 1: Player documentation ------------------------------- When I started to create these sound effects, my intension was to produce something that should frighten every player who listens to it. Indeed, all people who are confrontated with my sounds the first time, really rush back after each time they hear a monster's welcome scream. So if you are terrified Section 2: Technical documentation ---------------------------------- * List of sounds being replaced * Object Sound description DSPISTOL Pistol fire DSSHOTGN Shotgun fire DSSGCOCK Shotgun cock after intermission screen DSSAWUP Chainsaw start DSSAWIDL Chainsaw idle DSSAWFUL Chainsaw fully triggered DSSAWHIT Chainsaw hitting enemy DSRLAUNC Rocket launcher shot DSRXPLOD BFG 9000 round explosion DSFIRSHT Enemy fireball being set free DSFIRXPL Enemy fireball explosion/Lost Soul dying DSDOROPN Door opening DSDORCLS Door closing DSSTNMOV Moving floor/Moving ceiling DSSWTCHX Triggered switch snapping back DSSWTCHN Switch being triggered DSPLPAIN Player pain scream DSDMPAIN Enemy pain scream (demon creatures) DSPOPAIN Enemy pain scream (possesed creatures) DSSLOP Bones cracking DSITEMUP Item pickup DSWPNUP Weapon pickup DSPOSIT1 Soldier spotting player (1) DSPOSIT2 Soldier spotting player (2) DSPOSIT3 Soldier spotting player (3) DSBGSIT1 Imp spotting player (1) DSBGSIT2 Imp spotting player (2) DSSGTSIT Demon/Spectre spotting player DSBRSSIT Baron of Hell spotting player DSSGTATK Demon/Spectre attacking (biting a victim) DSCLAW Imp/Baron attacking (clawing at victim) DSPLDETH Player dying (normal) DSPDIEHI Player dying (occasionally used instead of normal sound) DSPODTH1 Soldier dying (1) DSPODTH2 Soldier dying (2) DSPODTH3 Soldier dying (3) DSBGDTH1 Imp dying (1) DSBGDTH2 Imp dying (2) DSSGTDTH Demon/Spectre dying DSBRSDTH Baron of Hell dying DSPOSACT Soldier/Mancubus active (nearby) DSBGACT Imp active (nearby) DSDMACT Demon creature active (nearby) DSBAREXP Barrel exploding/Rocket detonation/End-level explosion DSPUNCH Player punching with fists DSGETPOW Getting power (Soul Sphere, Megasphere, Berserk Sphere...) DSPLASMA Plasma rifle shot DSBFG BFG 9000 firing DSCACSIT Cacodemon spotting player DSCYBSIT Cyberdemon spotting player DSSPISIT Spider mastermind spotting player DSSKLATK Lost Soul attacking DSCACDTH Cacodemon dying DSCYBDTH Cyberdemon dying DSSPIDTH Spider mastermind dying DSVIPAIN Arch-Vile pain scream DSMNPAIN Mancubus pain scream DSPEPAIN Pain Elemental pain scream DSBSPSIT Arachnotron spotting player DSKNTSIT Hell Knight spotting player DSVILSIT Arch-Vile spotting player DSMANSIT Mancubus spotting player DSVILDTH Arch-Vile dying DSKNTDTH Hell Knight dying DSVILACT Arch-Vile active (nearby) DSBOSPIT Final Enemy spitting a cube DSBOSCUB Final Enemy cube warning DSBOSSIT Final Enemy spotting player DSBOSDTH Final Enemy dying DSMANATK Mancubus attacking DSSSSIT Wolfenstein soldier spotting player DSSSDTH Wolfenstein soldier dying DSKEENPN Hanging Keen pain scream DSKEENDT Hanging Keen dying DSSKEACT Revenant active (nearby) DSSKESIT Revenant spotting player * Construction notes * Almost all of the sounds you can hear I have done myself just by using my voice and some very simple equipment. A few sounds are directly copied from some of my CDs. The last type of sounds was created by just copying and sometimes modifying SFX data that I found in other WAD files (including DOOM2.WAD). The following list describes how some of my sounds were generated and how they sound: Wolfenstein soldier dying ========================= This sound is contained in the song 'Schrei nach Liebe' by the german band 'Die rzte'. In English this sound means 'arse-hole' (sorry, I just translated!). Wolfenstein solder spotting player ================================== This was reversed and means 'Mein Fhrer'. Sorry for that but how else should a realistic Wolfenstein soldier sound? At least I reversed it so that you do not have to remember those horrible words every time you meet a Wolfenstein soldier! Plasma rifle shot ================= Now this sounds so dangerous that all the baddies should have respect of your plasma gun attacks. Even I have to say: It pretty shows off! I created this one by generating an explosion and mixed it with itself just a little after the beginning. So it sounds quite robotized and technical. Player punching with fists ========================== Whether you believe it or not: This was a 'popsnare2' sample within a MOD file. I added a little bit of echo and slightly decreased the pitch. BFG9000 firing ============== I found this one in the StarWars sound WAD. Probably it is too showy! BFG9000 round explosion ======================= Swanky, effective and quite noisy. This is the BFG9000 megablast detonation. All human death sounds ====================== Don't ask! I just died into the microphone. All explosion sounds ==================== I simply blew into the microphone. It really works! Cacodemon dying =============== I drank the remaining Lipton ice tea using a nylon straw. Cyberdemon dying ================ This sound has two parts: A scream and an explosion. I have tried to time it exactly, so that it matches the cyberdemon resolving. Cacodemon spotting player ========================= An ancient player death scream had its pitch modified and was equipped with some echo. Hell knight dying, Baron of Hell dying ====================================== These two sounds were created from the final wacky laughter of the Metallica song 'Master of Puppets'. Cyberdemon spotting player ========================== This is just a human growl that was overdriven heavily. Arch-Vile dying =============== Lovely scream! To create it I mixed together some of my own screams and tuned the result. Imp active (nearby) =================== This was an angry growl of mine. I speeded it up a little and then I reversed the sound. Pain scream (demon creatures) ============================= It is just me pumping up some slime. I took the sound and slowed it down by 100 percent. Soldier spotting player (1) =========================== "Hey, gonna say you die!". This is what I said to create this sound. Final enemy spotting player =========================== Well, this is a mixture of at least ten different sounds! Final enemy dying ================= This is a scream from the film 'Predator'. Final enemy spitting a cube =========================== This one was also made by blowing into my microphone. Barrel explosion ================ As mentioned above, I blew into my Intel(tm) microphone. Perhaps it is a little bit too loud and showy but I like it! It is so mighty! Getting power ============= This was a sample wave file with a Chinese gong sound. Lost soul attacking =================== It is one hell of a perverse laughter. A friend of mine created that sound. Mancubus attacking ================== Sorry, there is no chance for me to find out what I said to make this one sound so nice! All I know is that I applied some time compression and slowed it down after adding a little bit of echo. Soldier/Mancubus active (nearby) ================================ Oh, shame! I copied it from the game "Heretic" where it was the Sabreclaw's attack sound. But I have equipped it with much more echo! Enemy fireball being set free ============================= Again, blowing into my microphone was the right thing to do... Enemy fireball explosion/Plasma rifle hit/Lost soul dying ========================================================= I just blew into the microphone. Pain Elemental spotting player ============================== Some perverse laughter of mine tuned and a ton of echo have resulted in this nice SFX. Arachnotron spotting player =========================== This is a quite realistic sound. It consists of a robotized car motor start-up and a floor move sound from another PWAD. To understand this sound properly you must imagine the electronic computer-driven Arachnotron initializing its mechanical engines. Arachnotron nearby ------------------ This tone is annoying and repeated from time to time (perhaps some sort of parity check) Arachnotron dying ----------------- Motor slow-down and a mechanical crash-down you can hear when an Arachnotron has to die. Spider mastermind dying ======================= What you hear is my morbid coughing which was slowed down and complemented by some echo.