"The reason I constructed this mod is my opinion is that save for the Mauser Kar98k and FG42 the sound design for RTCW is fairly mediorce. Many of the sounds are ripped straight from common sample CDs. While some sounds from these are perfect and need no editing, not many are, and unfortunatley RTCW makes use of a lot of these. This in my opinion make things all to familiar. Familiarity breeds contempt. This in turn is a big stumbling block when it comes to effective immersion of the player in the game world. You'll find in this mod new sounds for the weapons firing. They were designed especially to blend into the atmosphere and immerse you in the fantastic world of RTCW."
============================================================= Return to Castle Wolfenstein (Full Version Retail) - Sound Modification. Panther's Sonic Thunder Sound Mod Version 2 Final. ============================================================= First of all, thank you for downloading this sound mod for Return to Castle Wolfenstein. I hope you enjoy listening to this mod as much as I enjoyed making it. The reason I constructed this mod is my opinion is that save for the Mauser Kar98k and FG42 the sound design for RTCW is fairly mediorce. Many of the sounds are ripped straight from common sample CDs. While some sounds from these are perfect and need no editing, not many are, and unfortunatley RTCW makes use of a lot of these. This in my opinion make things all to familiar. Familiarity breeds contempt. This in turn is a big stumbling block when it comes to effective immersion of the player in the game world. You'll find in this mod new sounds for the weapons firing. They were designed especially to blend into the atmosphere and immerse you in the fantastic world of RTCW. This is the final pak. I won't make any aletrations, or update it. I will however respond to your enquiries about it. Which brings me to another point. I've received e-mails of people asking me why I called it the "Reload Sound Pack", when it doesn't contain any new reload sounds. The reason is simple. It "reloads" RTCW. It adds new sounds to the soundtrack and hopefully, gives the player a better experience playing it. I hope that sorts that out. Anyway's this second version of the mod is called Sonic Thunder. :oD Finally, just for a bit of pimpage, I'm the sound designer for "The Russian Front" Total Conversion for Return to Castle Wolfenstein. Visit us at: ->>>http://www.planetwolfenstein.com/russianfront<<<- You won't regret it!!! Cheers, Panther. email@example.com ================================================================== Contents of Archive ================================================================== - This ReadMe file: readme.txt - The soundpack in Quake3 pack format: Pak1.pk3 ================================================================== Version History. ================================================================== Version 1.0: * New M1911A1 (Colt 45) shot. * New Luger P08 shot. * Cleaner Mauser Kar98k shot and added new bolt. * Cleaner FG42 shot and new far away shot. * New MP40 shot new far away shot. * New Thompson shot. Version 2.0 (Final): * Renamed Sonic Thunder Mod * New Luger P08 Shot * New Luger P08 Silenced Shot. * New Snooper Rifle shot. * New Mauser Kar98k shot and bolt. * New Sten shot. * New Venom shot. * New MG42 shot. ================================================================== Sound Information ================================================================== One of my biggest disappointments with RTCW besides elements of it's gameplay, is the mediocre sound design. Not only are the sounds sampled at 22 kHz but many aren't suited to the context. The weird thing about it is that RTCW supports 44 kHz sounds :S. Why the sounds don't make full use of this is beyond me. It's possibly to cut down on size, because RTCW is a fairly weighty game. The musical score on the other hand is excellent. It mixed the atmosphere of a grand war with the occult very well and drags the player into the world. Although I do not like games, movies or stories of the supernatural RTCW, is the exception. My personal favorite section is the Catacombs. There the combination of setting, sound and music nearly had my hairs on my back standing, and it had soldiers and zombies together, everything RTCW was. The Colt45 is a slighly edited sound that is always used for revolvers and pistols in TV and Motion Pictures. If you've played Half Life: Opposing Force listen to the Desert Eagle pistol's sound. It's almost exactly the same. My opinion is that this sound should be confined to TV because it works best there. TV shows are short and focus more on story rather than action where effective sound design is needed. The sound in this pack is a classic sound that is used in many movies for both rifles and pistols and it works well for both. It has excellent bass and is loud, and does justice to the real M1911a1's stopping power. You may find you've heard it before, in movies like Lethal Weapon. The Luger was a fairly okay sound though it sounded like it was fired inside a warm room. In V1.0 of the mod, I cleaned it up a little and removed the reverb and edited it using another sound which I recorded at the shooting range. I decided after a bit of use of the sound it sounded a bit to realistic for an action game. I designed this new one to sound a bit more loud and a bit more bassy keeping in mind that the Luger is a fairly weak weapon and I tried to convey this in the sound. Also new in V2.0 is the Luger silenced shot. It's a bit more realistic though it still fits in with the genre. The original sound many of you may remember from Counter-Strike. It was the used for the M4 Carbine silenced sound. Poor form. They shouldn't use a sound so familiar. The Mauser was an excellent sound. It had everything that RTCW was going for. A fantasy setting in a modern world. It fitted straight in with the whole game. Loud, bassy and metallic. While a real Mauser sounds like a loud and heavy crack, this sound worked very well in game. The only problem I had with it was the substandard bolt sound. It sounded more like someone opening a plastic packet of mints. So I got the "Mauser firing last round" sound, which had no bolt, and mixed in a new bolt. New in V2.0 is a reworked shot. It has more bass and punch. I wanted my sub to kick a little harder than with the default sound, but otherwise the default is nice. The FG42 was also an excellent sound. It almost sounds like a real full power rifle. The only problem with it was it wasn't bright enough. That was a problem of it's sampling rate not the sound itself. So I increased the rate and brightened up the sound. The far away sound was mediocre. I pulled a sound from my library, which was a good full power rifle/MG sound from a distance and an mixed it in. The MP40 I have mixed feelings about. It's good but it isn't. The good thing is it sounds excellent. The bad is that it really doesn't sound suit the weapon. The shot sounds like it would fit more in with a near future setting like Red Faction. Also it could use some nice reverb and echo. The sound I've used in this mod, has a lot more punch and sounds about right. I've decided to stick with sound. It works well in game. The far away sound was also fairly mediocre. It almost sounds like a sound used in old war movies for small weapons like the M1 Carbine and rifles, but without the reverb and echo. The one used in this pack is a 9mm submachine gun firing on an outdoor range. The M1 Thomposon I also have mixed feelings about. The sound itself is very good, and the least affected by the sampling rate. However, my opinion is that it doesn't suit a submachinegun. I use it when I'm playing as the sound for the Luger. Also it doesn't make the M1 sound like it is powerful, which is it. So I designed the new sound to make the Tommy sound like it can flatten anyone with one shot. If you have a subwoofer, it should sound even better. The Snooper rifle is possibly the most mediocre sound in the game. It uses a sound that sounds like it's been ripped straight from a sample CD, and edited a little bit. A lot of players have told me it sounds like a laser played backwards, LOL. Also it has no punch and it's not very audible. The new sound uses the original and is given a little bit more punch. The Sten is also one of the mediocre ones. It also sounds it's ripped from a sample CD with little editing. Players I have chatted to also expressed the same opinion as they did of the Snooper Rifle. The sound I have used is a fairly close representation of the actual Sten MkII(S). The Venom Gun sound is passable. It does make the weapon sound powerful and menacing however, I think that it's lacking. For one the actual discharge of the gun sounds very close to the MG42. Put headphones on and listen. That discharge is also an off the shelf sound with little editing. With this new sound I edited it to sound a lot more louder and more metallic. It still has the wind down and the whole kit and kaboodle. The MG42 is also down there. It sounded inappropriate to a standard calibre MG, and also it's not very loud and doesn't give the gun an air of menace and power. The new sound was developed from scratch for "The Russian Front" TC. It's loud and bassy and is also edited to give the gun the illusion of it's real 1,200rpm rate of fire. Before I cease and desist, my disclaimer is in order. The opinions expressed here are soley my own. They are not here to discredit or defame the developers of RTCW. Developing a computer game is a long and ardous proccess. It frequently involves ups and downs, failiures and triumphs, and it takes a lot of energy and skill. Whatever the decisions made by them were made for their reasons be it right or wrong. The conclusion of development and the retail release of a game is an achievement in itself. ====================================================================== Installation Instructions (this is for the amateurs) The rest of you, put the "Pak1.pk3" in your 'main' folder. ====================================================================== If you want the original sounds back, simply move or remove the new pk3 file and all original sounds return! To install Sonic Thunder Sound Mod: 1) Double click on "Panther's_Reload_Mod.zip" or run winzip and open "Panther's_Sonic_Thunder_Mod.zip". 2) Click "Extract", and unzip "Pak1.pk3" to your. "...\Return to Castle Wolfenstein\main\" folder, with all the other Pak#.pk3 files. If you are running any other mods with the same name then rename the pak to another number (e.g. Pak8.pk3, Pak9.pk3 etc.) that doesn't coincide with the paks that are used by default for RTCW. 3) Close winzip, and run RTCW, and turn up the volume. :o) Note: RTCW has a problem loading sounds in Multi-Player. If you intend to use the sounds in this environment, you must first start your own local server, then connect to a remote server. This enables RTCW to load the sounds into it's cache. Then you should be able to play with them. ================================================================== Legal Information ================================================================== You may distribute this as freely as you wish. But, please, be sure to distribute it's originally named ZIP form, and include this text file. If you would like to use these sounds in any of your own mods/TCs/games and what not for public release, please seek my permission first. Thank you, Panther. firstname.lastname@example.org All Sounds and Documentation Copyright © 2002 Panther.
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