Sodaholic
Banned

Posts: 2204
Registered: 04-07 |
I've submitted a few resources in the past that haven't gotten implemented. I assume that the reason is that they were just forgotten about or overlooked. I believe that these are definite improvements, and should be considered.
http://www.mediafire.com/?hom32sd3t6hckfk
The following is a list of resources, and why I believe they should replace the currently existing ones.
DSKEENxx - I've never seen the cartoon with the Doomworld fish in it, but the current sounds sound like they're speaking Japanese, and it has anime-like sound effects in it, so I assume it was from that show with the fish in it, which I remember that Keen was originally that fish in Freedoom, but was taken out due to copyright reasons. If those sounds are from that show, then it's in clear violation of copyright. Even if it isn't, they're very annoying, and I think these psuedo-retro sounds are more tolerable regardless.
DSBDxxx - The versions of the fast door sounds in Freedoom are far, far too long. I've sped these up, to be appropriate length
DSCLAW - Current version is too long, and sounds really, really terrible. This one is much nicer on the ears, and has far more of a "clawing" sound to it. This one I strongly suggest should be implemented, because it's a definite improvement in my (and I'm sure many people's) opinion.
DSSGTSIT - Current version is very soft and weak soudning, doesn't fit the enemy that it goes to, and players are unlikely to hear it amidst combat and music playing in the background. The version that I'm submitting sounds more fitting to the enemy, and sounds less wimpy.
DSSGTDTH - Current version sounds fine for the most part, but I thought it felt a little empty. I mixed the current sound in with some slight roaring, to make it sound a little more satisfying when the monster is killed.
DSSAWxxx - Current sounds sound very tinny, light, and don't pack a lot of "punch", making the weapon feel weak and crappy during gameplay. They also sound very indistinct from each other. The idle sound doesn't have a proper "shutting down" sound to it after the loop point, instead just cutting off, whereas my version takes this into account. I know that my sounds sound like a chainsaw and not a sawblade, but who says there can't be a motorized sawblade in the futuristic environment Freedoom takes place in? :P Besides, it's a video game, who cares if it sounds like a different tool, as long as it sounds close enough. Still sounds like a tool for cutting things.
I don't feel as strongly about this one, but I still think it's a needed improvement.
RW18_3 - The original was fine for the most part, but it appears to have suffered some color degradation, so I mixed in parts of RW18_4 to make it look smoother and better. This one I insist should be implemented, because it's undenianbly an improvement.
CONS1_x - The original is fucking awful. This one is much, much better, and I insist that it be considered for implementation, as it's a very clear improvement.
FLAT10 - Original had some ugly red pixels at the bottom for some reason. I've kept it identical, except replaced the red pixels with brown ones, it looks much better. I insist that this be implemented, as it's an undeniable improvement.
W33_8 - Doom's version is grey concrete, Freedoom's version is a metal strip with warning stripes on it. This is not really a good idea, in my opinion. My version is grey concrete, like Doom's, it's very consistent with Freedoom's appearance. I strongly suggest that this one's implemented, but I don't feel as strongly about it as other resources. I still really think that the original material and appearances of textures should never be significantly changed. Similar but different is good, unrecognizably different is bad.
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