I replaced each weapon's sound effects around the idea that they should retain their vanilla variant's notability and distinctiveness while sounding much more powerful and unique. I didn't want any weapon to sound too realistic or solely like one weapon (I.E., I did not want to replace the Ballista's base firing sound with the Quake 3 Railgun's, only add the sound as an identifiable motif).
I do not mean any sort of disdain towards id Software by replacing these sounds; even though I wasn't completely happy with the vanilla sounds, I still like them a lot and, ultimately, I only changed them because I could and because I thought it was a good opportunity to put my own creative spin on them while also expanding upon each weapon's lore and theme.
Plasma Rifle: The first weapon I worked on, as requested by KFFL3496. Initially, this pack was only going to include the Plasma Rifle, but I decided that it was not enough content to warrant releasing alone. I wanted to make the Plasma Rifle sound both more electrical and heat-based (similar to 2016's), with the added distinctive punch of the classic variant (complete with the iconic post-firing sound). Earlier versions had it featured too predominantly, and as such they were very annoying to listen to over long periods. I chose not to replace the weapon's other sounds since they fit well with the replaced firing sound.
Super Shotgun: The second weapon I worked on and, alongside the later BFG 9000, the flagship of this pack. The Super Shotgun's base firing sound, while potent and suitably powerful sounding, lacked in initial punch. Unlike other weapons that I felt had too much initial impact and no report (very little noticeable trail or echo after firing), the Super Shotgun has no shortage of report but lacked in its initial shot. I also did not like the reload sound much at all, since I feel it lacks the distinctive "click clack" of its predecessors for a more hollow, tube-like sound. I used sounds from each rendition of the SSG, most notably the 2016 and classic variants, while the Eternal SSG retained its powerful report. The Resurrection of Evil SSG also plays a massive role in making the report sound even more distinctive. The RoE variant also plays a big role in the reload sound alongside the classic and 2016 variants. Following some early feedback from friends, I made a version without the reloading sound, since some people preferred it without them.
Rocket Launcher: The third weapon I worked on. The vanilla Rocket Launcher has a distinct motif but is severely lacking in both punch and report, perfectly executing the metallic screeching motif of the Cultists but seemingly forgetting that it is a Rocket Launcher. I used each rendition of the Rocket Launcher, predominantly the 2016 variant, as well as the Quake Rocket Launcher, being my favorite rendition of the weapon in id's games (no thanks to my extensive use of the Original in Team Fortress 2). The result is a sound that makes it presence much more known in combat with both its distinctively evil mechanical motif and the iconic booming sound of its great grandfather.
Ballista: The weapon I worked hardest on and, frankly, the most tedious to get right. The original Ballista's firing sound is one I actually really like, as I feel it nails the Argent-energy motif, at least in my opinion, is an improvement over 2016's Gauss Cannon. I found in the process of remaking its sounds that I did not know exactly what to go for: did I want a vanilla theme, running the risk of not making it distinct enough from the original, or did I want to outright replace it, going against my goals from the start? In the end, I decided to run with an idea that Mick Gordon went with while composing 2016's soundtrack. Mick designed the distorted, oppressive electronic sounds around the theme of Argent energy and how it would sound in our world, and so I went for a similar idea but with Wraith Energy and the Night Sentinels: how would Argent-based weapons sound on the world of Argent D'Nur, where Sentinel Energy is a crucial part of making their holy elixir? Using a beefed up vanilla sound, the Gauss Cannon, and various Sentinel energy weapons from the campaign, I designed something with what I hope is a distinct and punchy firing sound and a uniquely haunting report, which uses demonic whispers and sounds from the World Spear where the Wraiths lie in slumber. One of the weirder inclusions was the sound of the Betrayer throwing Doomguy his dagger in Exultia, which created a very nice and ethereal sound that helped convey what I was going for. For good measure, I also added the iconic Quake 3 Railgun to better convey that it is an energy-based weapon, around which I based an alternative version of the SFX pack. I am still not 100% happy with the result, but at least for now, I think I've done a good job.
BFG 9000: One of the final weapon sounds I worked on, and the flagship along the Super Shotgun, the BFG 9000 is the weapon I am happiest with. I already loved the basic firing sound of the BFG, so I did not want to change it much. To beef up the BFG and make it sound much more powerful, especially when compared to the other weapons in this pack, I used sounds from the classic, 2016, and Eternal renditions, as well as the various sounds of the BFG 10000 found on the Phobos Base. MAXIMUM POWER is guaranteed.
Unmaykr: The final weapon I worked on and, excluding the Ballista, the most experimental. I based this sound replacement on the excellent Divine Unmaykr by Bloodstained on the Doom 2016+ Modding Discord. To convey the Unmaykr's enigmatic and angelic origin, I used sounds from the classic Unmaker for an energy-based feeling alongside the Eternal rendition. Perhaps the weirdest inclusion out of any of these sounds barring the Betrayer's dagger for the Ballista is that of the choir that plays when you pick up a Rune in Eternal. This hopefully gives the Unmaykr a more unique and identifiable sound, since I felt that the vanilla Unmaykr was severely lacking in distinctiveness.
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