For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
FreeDoom - is very coolest open analogue of legendary Doom. Everything is beautiful in it... Except sounds. No one ever corrected him, and therefore most of players ended their acquaintance with FreeDoom just because of the low-quality sounds of monster, weapons & more. But suddenly, one day, The Boy appeared who took upon himself task - completely, from scratch, to Re-Making Sounds of FreeDoom for modern Doom ports, so that players would have Full Feling of immersion in game. And it was - Bratish, which presents the whole FreeDoom-community it's Total Sound Modification or Sound Patch for his game!
1. Over 160 sound files with high bitrate, 32-bit float and .wav format & ONLY for modern Doom-ports!
2. In addition to standard sounds, own added sounds for main menu, monsters, some weapons and ambience!
3. With permission of Rich Douglas, samples from his EpiQuake Sound Pak are used in Total Sound Modification for FreeDoom!
4. Creative Commons 0 License!
Spoiler: About this mod
This modification is brand new sound mod for FreeDoom, which replaces absolutely the entire sound component of the game, assembled by the FreeDoom community, with the work of professional sound producer and composer Richard Douglas, the beginning sound engineer "Bratish" (the author of the mod) and other various users of the FreeSound website. All these authors, who have invested their work in this mod, gave FreeDoom the drive and atmosphere that this game never had.
In this way, there are almost all the sound aspects of the modern gaming industry - loud and brutal weapons, scary and bloodthirsty monsters, futuristic and technological doors and elevators with a significant sense of immersion in the game - all this you will find here.
"Bratish's HQ Sound Patch for FreeDoom" started in October 2018 and is still being developed, still being updated and expanded not only in terms of the sounds themselves, but also the team of authors. For example, quite recently, the project’s assistance was offered by a well-known in the gaming industry professional composer and sound producer Richard "Rich" Douglas, who wrote sounds and music for hundreds of games, both well-known and not so much. It is his samples from the "EpiQuake Sound Pak" (fan sound mode for the first Quake) that you can hear by shooting, for example, with a shotgun or meeting the local analogue of Baron Hell.
Our sound mod is best reproduced in the "GZDoom" port, but can also be connected to Zandronum, Doomsday (jDoom) or any other port that supports audio in .wav format.
How exactly did this project come about? The fact is that FreeDoom, having excellent levels, beautiful graphics and (!) Funny music, has a rather “lousy” sound design bordering on low-grade “fun wad's” for the classic Doom. As a result of this factor, FreeDoom had an amazing number of attempts to tidy up the sound in any way - ABSOLUTE ZERO. And yes, let's be honest - inside the community of this game there are people who send the lead developers two or three audio files to fill (or replace) the missing sounds, since the game actually lacks certain sounds, for example, for Elemental Pain and in such kind of But a project of such a scale as this one is not even for the classic Doom, what can be said about its free analogue ?! And, taking into account all these circumstances, the author of the mod set to work, and it is thanks to him that we have this sound patch for the not very popular game, whose main goal is to play Doom without spending money, without violating any of the points of the law "On copyright".
As result, FreeDoom fans now have a sound mod that not only fills in the gaps in the list of audio files, but also adds separate sounds for monsters, their weapons and even the main menu! Also, he brings to the game the main thing - the atmosphere. In this aspect, the authors did exactly the same as Aubrey Hodges did - this person, being id Software sound-man in 1995, when porting Doom to PlayStation 1 took an important part in the porting process... Completely rewriting the sounds and music of the cult game, than radically changed the atmosphere - from the so-called “brutal action of the nineties”, which Doom was in almost all his guises, on the PlayStation One we got almost a game adaptation of Lovecraft's stories, where the hero appears to us as a person who was lost far away from us the planet, and forced to return to their home planet, on their way collides with incredibly frightening beings beyond our mind who turned the research complex (and then the Earth itself) into the “Nest of Nightmares”, or simply “Hell” - in the most terrible sense of the word . And all this - just think - it came out because of the complete change of the sound component of the game!!! And yes, again, let's be honest - our project is still far away from this level, if only because of the lack of desire of ambient composers to write music for a free game (such is the irony of fate), but still we were able to give FreeDoom a sense of the seriousness of what was seen on the screen . Think for yourself - the game has a rather strange graphic design, which, coupled with a lousy sound, turns the laid-out concept of the game upside down, showing us some kind of showpiece or show for children. But with our mod you will finally feel that inside this seemingly unattractive game there is a huge potential that is not inferior to the original game, and in a sense even better, since since 1993 game development tools have become much better , and this means that, for example, the elaboration of levels in the game has increased tenfold compared to what we saw in the original Doom. The same can be said about most aspects of the graphics in the game - most of the textures on the levels are made with taste and do not reject the game, and only one low-quality sound spoils the whole impression. From now on, having "Bratish's HQ Sound Patch for FreeDoom" in its arsenal (the only mod currently focused on FreeDoom), this game can, for some time, show itself in the form in which it should be originally an interesting shooter with elaborate levels, colorful enemies and brutal guns. And all this - thanks to our sound mod!
Interesting sound pack. I gave it a quick whirl and it does change the feel of FreeDoom. I'll play a few more maps tomorrow to get a better flavour of it.
I'm not convinced that as far as FreeDoom as a whole is concerned "Everything is beautiful in it..." though. There is a lot of unfinished stuff in there that really needs some work before it can be called "beautiful" (mostly sprites).