EpiQuake is a new and original sound / music PAK for quake 1. 90% of the sounds have been replaced with original high quality sound design work which have been created just for the purpose of this project. Also included is a brand new tonal electronic score adding some cinematic flare to the first person shooter. All sound design and music put together by experienced sound designer / composer Rich Douglas who has been working in the video game industry for 10 years.
Many sounds were replaced for EpiQuake. This news blurb details out exactly what changes were made. Bear in mind that the sounds done for this mod are 100% original, and in some cases stem from newly recorded foley and/or vocal work. Rather than just take sounds directly from sound libraries and slap them in the mod, all of these sounds were designed / edited carefully from many sound sources.
Posted by beckett007 on Jan 26th, 2013
What has been replaced exactly?
Bear in mind that the sounds done for this mod are 100% original, and in some cases stem from newly recorded foley and/or vocal work. Rather than just take sounds directly from sound libraries and slap them in the mod, all of these sounds were designed / edited carefully from many sound sources.
Weapons - ALL of the player weapon sounds are new. In fact, many of them stem from original recordings.
Ambience - ALL ambient sounds have been replaced with original sound design work
Monsters / Enemies - All of the Enemy sounds aside from the Bosses, Fish, Blob, and Shambler have been replaced. So outside of the exceptions listed above, enemy attacks, sight, pain, death, and idles are all new. In fact, most of the sounds were done from scratch and enemies like the Enforcer and Wizard have had new vocal work recorded on top of their sound overhaul. As an homage to the original sounds, I kept the Enforcers "Stop!" "You There!", etc etc vocal work the same, just re-recorded it and processed it slightly differently. In fact, the Enforcer is now more of a cyborg in sound... when you kill him and he slumps over dead computerized female voice now emits from his suit saying "Check For Pulse...". The Chainsaw creepiness of the Ogre has been overhauled and amped up and the Demon... well, the Demon sounds downright huge and nasty now. Just wait until you hear it jump and/or land next to you. Thats just a quick example of some of the small but cool details added to the sound design for EpiQuake.
Platforms, Doors, and Buttons - ALL of these have been replaced with new sound design work. While many of them are true to the originals, the sci fi / medieval factor was cranked way up through vicious sounding cranks to ethereal beeps to signify a platform has stopped.
Player Sounds - Basically EVERYTHING except for the player death sound, which I've always been kinda partial to. The new in / out of water, lava, slime sounds are all stereo panned with reverb added for a sense of space. The pain sounds now have a certain brutal crunch / blood splat vibe to them.
Items - MOST of the item sounds have been replaced. New armor sound, new quad damage suite, and new (more realistic) hazard suit sounds.
Miscellaneous - Various other sounds were replaced and designed from scratch including all of the GUI / Menu sounds on the front end side of things, all of the teleportation sounds, the "talk" beep, trigger sounds, and the key pickup sounds.