KaffeekatzeA remix of "The Only Thing They Fear Is You" by Mick Gordon, from the DOOM Eternal OST.
This remix was made with the Marauder in mind first. I was really bummed out that he didn't get any music dedicated to him in the final game (nor was he really an individual like I'd hoped), so I set out to do just that.
I also wanted to try and improve upon my previous remix, which was little more than a small edit to the intro. This remix features actual mixing differences, however minor they may be, to better reflect the idea of a single, formidable threat to the Slayer, with a past centered around the fall of a once-great and honorable society.
The Only Thing They Fear Is You; that goes for both you and for him. The only one who can fight back is someone who is just like you — and neither of you are going down without a fight.
Copyright Disclaimer under Section 107 of the copyright act 1976, allowance is made for fair use for purposes such as criticism, comment, news reporting, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.
All rights go to Mick Gordon, id Software, Bethesda Softworks, and ZeniMax Media (and I guess Microsoft now as well). Cover art made by me, derived from "The Slayer" profile background from Steam's DOOM Eternal points shop.
The Only Thing They Fear Is You (Reborn Mix) - DOOM Eternal RemixKaffeekatze2020-09-20 | A remix of "The Only Thing They Fear Is You" by Mick Gordon, from the DOOM Eternal OST.
This remix was made with the Marauder in mind first. I was really bummed out that he didn't get any music dedicated to him in the final game (nor was he really an individual like I'd hoped), so I set out to do just that.
I also wanted to try and improve upon my previous remix, which was little more than a small edit to the intro. This remix features actual mixing differences, however minor they may be, to better reflect the idea of a single, formidable threat to the Slayer, with a past centered around the fall of a once-great and honorable society.
The Only Thing They Fear Is You; that goes for both you and for him. The only one who can fight back is someone who is just like you — and neither of you are going down without a fight.
Copyright Disclaimer under Section 107 of the copyright act 1976, allowance is made for fair use for purposes such as criticism, comment, news reporting, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.
All rights go to Mick Gordon, id Software, Bethesda Softworks, and ZeniMax Media (and I guess Microsoft now as well). Cover art made by me, derived from "The Slayer" profile background from Steam's DOOM Eternal points shop.
Link to my Soundcloud where I make similar edits soundcloud.com/ephemeral-coffeeDOOM Eternal - Beefier Weapons SFX Redux (Sound Mod Showcase)Kaffeekatze2024-03-07 | It's been a while, hasn't it?
Over the last few years, I've gained an appreciation for the soundscapes of my favorite games. While I am happy with my original Beefier Weapons SFX pack, I ultimately found that it no longer suited my tastes. However, switching back to the original sounds, I still found myself dissatisfied; while I do really like the sounds themselves, I found them far too quiet and lacked both the punch and aftermath that I wanted.
On a whim, I decided to increase the volume of the Combat Shotgun's firing and pumping sounds. It spiraled out from there, and the project became more ambitious. It went from simple volume increases to slight tweaks (I.E. a more emphasized report on every weapon, the sound of the ammo belt on the Heavy Cannon, etc.), with the goal of never straying from the original vision.
The only weapon where this was impossible was the Chaingun. Since the file for the firing sound's loop is unusable, I decided to go another route. I used the unused Pistol's sounds, among others, to make firing sounds based on the ones heard in the E3 2019 gameplay showcase. I went down a similar route with the Super Shotgun's Meathook, adding a faint firing sound from the weapon itself, based on (seemingly) an error in the TAG 1 trailer.
As a bonus, I also pitched down Blood Punch's impact sound to match the sound of the QuakeCon 2018 rendition. I forgot to include this in its own showcase, but it is audible in my rather sloppy gameplay video.
I initially made these sounds for my own personal use, but I decided to polish it a bit and release it. They aren't perfect by any means, but I hope they'll fill a niche for some people; that of improved sounds rather than different ones.
7:50 OutroSUBHUMAN (Theme of Dante - Extended Mix) - Devil May Cry 5 RemixKaffeekatze2022-09-26 | "What the hell is this?"
Subhuman wasn't great when it came out four years ago, but it grew on me over time. Despite the issues it had, I felt that the lyrics and the general vibe added some more depth to Dante's character. Nonetheless, each version of the song has issues that I wanted to fix.
The old version's vocals were far too loud and overshadowed the instrumental. The new version's vocals are much more subdued but sound too monotone. On top of that, the different in-game and album versions both have good parts but, in my eyes, felt a bit empty on their own, so I sought to remedy this by mixing the best parts of each version into one extended remix.
Whether or not this is a good fix is entirely up to you, but I kinda like it.
Copyright Disclaimer under Section 107 of the copyright act 1976, allowance is made for fair use for purposes such as criticism, comment, news reporting, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.
Subhuman ___________________________________________________________________________ Originally composed by: Cody Matthew Johnson Lyrics by: Cody Matthew Johnson, Eddie Hermida, Mark Heylmum Vocals by: Michael Barr (Retail Version), Eddie Hermida (Original Version) ___________________________________________________________________________
All rights go to Capcom and Cody Matthew Johnson. All I did was move some things around.Doom Eternal: Beefier Plasma Rifle SFX UpdateKaffeekatze2021-09-21 | A quick little video showcasing the Plasma Rifle weapon mods, which I previously did not feel the need to change since I thought they sounded fine. However, since the Plasma Rifle falls under the same category as its siblings (the Combat Shotgun and Heavy Cannon), wherein its usefulness comes largely from its weapon mods, I decided to change them around just a bit.
Heat Blast utilizes a beefed up vanilla sound as well as a primary fire sound. Later on I decided to use sounds from the Quake 4 Railgun, Blaster, Lightning Gun in lieu of my changes to the Microwave Beam to make it a little more streamlined. A version without these additions is available in case. The Power Surge mastery firing sound is a beefed up Doom 3 Plasma Gun sound. A goal I had early on was to better unify the Heat Blast mod with Shield Soldier enemies, who also utilize plasma shotguns. A replacement pack for the possessed soldiers will be coming soon.
(Note: The Updated (not alternate) version of Heat Blast is considerably more powerful sounding than was portrayed in this video. I wanted to get it out soon so I could have time to upload the mod to Nexus, after which I tested it in combat and found it to be a bit too shrill and not standout enough. Next time I will be more careful and test before I post.)
The Microwave Beam utilizes sounds from each rendition of the Quake Lightning Gun (minus the 2016 one, though I tried to emulate it a little) as well as the Quake 4 Railgun, Dark Matter Cannon, and Hyperblaster. My overall goal with it was to not change it too much but still make it sound more powerful. In particular, I aimed many of its more nuanced changes at quickly stunning enemies in combos, so a lot of work went into the winddown noises after using the beam.
Since I believed people would still prefer to use the vanilla sounds for each weapon mod, each version is independent and fully compatible with each other (minus the alternate Heat Blast versions).
0:00 - Vanilla 1:06 - Modded 2:15 - Modded (Alt. Heat Blast) 2:54 - Outro -------------------------------------------------------------------- Mod Link (included with the other Beefier Weapons) nexusmods.com/doometernal/mods/651
Viewmodel FOV Mod (my personal FOV setup uses the Alternate version of this mod and the following console commands: hands_offsetx 0.05 and hands_offsetz -0.05) nexusmods.com/doometernal/mods/49Doom Eternal: Beefier Weapons SFX Extras (Crucible, Hammer, Marauder)Kaffeekatze2021-09-08 | For the sake of completion, I decided to do the Crucible and Sentinel Hammer in addition to my previous Beefier Weapons SFX. I wanted them to sound more aggressive and scary, seeing as they're powered by the mysterious Wraith energy. I also decided to do the Marauder's Super Shotgun since it is technically the only gun I didn't change.
For the Crucible, I didn't have to do much. I overlaid the Marauder's axe swinging sounds with the Crucible's own. For the deploy sound, I used the vanilla sound, the Sentinel Hammer recharge, and the Marauder's axe deploy sound. I used ambient sounds from the initial Blood Punch pickup, the Sentinel Hammer, and the vanilla Crucible pickup for its ammo charges. I also used one of the Sentinel Hammer's pickup sounds for grabbing the charge as well. All this results in a weapon that sounds suitably powerful and threatening; a weapon that is not so much a blade as it is a force of nature.
For the Sentinel Hammer, I used various sounds from across the game, most notably various thunder and rumbling sounds. I also used explosion sounds from both the Sticky Bomb and the giant barrels in Mars Core for an earth-shattering, sky-breaking hammer fit for a god.
Unfortunately, during testing the ambient sound for the Hammer Pickups broke for unknown reasons. Hopefully in the future I will find out why and get to fix it.
For the Marauder's Super Shotgun, I used the default sounds spliced together with my Beefier SSG sounds, which also applies to the reloading sound. This unifies them while still keeping the Marauder's own weapon distinct, fit for the unholy crusader's arsenal. Also works for Campaign and the Cultist Marauder podium! (Fun fact: the Marauder's SSG can four shot a Baron of Hell, and the third shot staggers it!)
Also included in the video are some redone weapon comparisons between my older SFX and their vanilla counterparts. I've learned more about editing since I made those videos and wanted to bring them in-line with my main Beefier SFX pack video, while also including the Chaingun's alternate styles that were missing in the original video.
As a last point, I received feedback regarding the Combat Shotgun's Full Auto SFX feeling strange with the Beefier SFX. I made a small addon that can be used alongside the main file. This changes Full Auto's firing sound to be much more fluid and easy on the ears without sounding lackluster or underwhelming.
Link to the mod (and other SFX) nexusmods.com/doometernal/mods/713bonkKaffeekatze2021-09-06 | teaserDoom Eternal - The Only Thing They Fear Is You (Reborn Mix V2)Kaffeekatze2021-09-05 | Here we are again, huh? Third time's the charm, as they say!
I've (sort of) had this version of TOTTIFY on my hard drive for about a year now. I made it a few weeks after I had finished my second remix of the song since I figured I didn't change enough to warrant it being a good remix. After a long time, I've decided to upload this version as well to better reflect my original vision but also to have some peace of mind. It isn't the best version of this song by a longshot, since there's plenty of mistakes here and there, but it feels nice to finally get it out there. Thank you to everyone who watched my original two versions.
This version is spliced together from multiple different experiments I did after I finished my second upload. I thought it would be redundant to upload two or three different versions on top of the two I made before, so I decided to make a longer version from those different iterations. This version has increased treble, bass, stems that went unused in the final version but are present in-game, and a leitmotif from Sam's Base (the ARC Complex Ambiance song). I also included some Kar En Tuk chants in the song, since a friend suggested it and we both thought it sounded really cool. The resulting product is much longer than I anticipated and might turn some people off because of that, but I hope it's worth listening to at the very least.
There's also a sloppy visual bug at 2:21 and 7:12 where the visualizer and the text disappears because I'm dumb.Doom Eternal: Beefier Weapons SFX PackKaffeekatze2021-08-12 | The finale of the Beefier Weapons SFX series. Each weapon not covered prior (that being the Heavy Cannon, Combat Shotgun and Chaingun) has been overhauled to sound beefier and much more powerful. The Sentinel Hammer and Crucible were both excluded since I found their sounds to be perfectly fine, though I could always come back to them in the future. Powerups (Onslaught, Overdrive, and Berserk) have each been overhauled as well to include sounds from classic Quake.
The Ballista and Super Shotgun both feature alternate versions. In the Ballista's case, a version based on Quake 3's iconic Railgun is available, while the Super Shotgun's alternate version leaves its reloading sounds unchanged.
Design process stories will be included for each weapon in their descriptions and in articles on Nexus Mods.
Timestamps: ------------------------------------------------- 0:00 - Super Shotgun (Vanilla) 0:22 - Super Shotgun (Modded) -------------------------------------------------- 0:46 - Plasma Rifle (Vanilla) 1:02 - Plasma Rifle (Modded) -------------------------------------------------- 1:19 - Rocket Launcher (Vanilla) 1:45 - Rocket Launcher (Modded) -------------------------------------------------- 2:11 - Ballista (Vanilla) 2:44 - Ballista (Modded) 3:16 - Ballista (Quake 3 Railgun Version) -------------------------------------------------- 3:43 - BFG-9000 (Vanilla) 4:08 - BFG-9000 (Modded) -------------------------------------------------- 4:31 - Unmaykr (Vanilla) 4:45 - Unmaykr (Modded) -------------------------------------------------- 4:58 - Powerups SFX Intro -------------------------------------------------- 5:04 - Berserk (Vanilla) 5:18 - Berserk (Modded) -------------------------------------------------- 5:32 - Overdrive/Haste (Vanilla) 5:46 - Overdrive/Haste (Modded) -------------------------------------------------- 6:01 - Onslaught/Quad Damage (Vanilla) 6:26 - Onslaught/Quad Damage (Modded) -------------------------------------------------- 6:54 - Radsuit (Vanilla) 7:06 - Radsuit (Modded) -------------------------------------------------- 7:19 - Divesuit (Vanilla) 7:36 - Divesuit (Modded) -------------------------------------------------- 7:54 - End ScreenDoom Eternal: Beefier Combat Shotgun & Chaingun SFXKaffeekatze2021-07-30 | After replacing the Heavy Cannon's sound effects, I decided to have a go at the other two weapons that I think sound rather underwhelming: the Combat Shotgun and the Chaingun.
Starting off with the Combat Shotgun (the sounds of which I actually made after the Chaingun's), I was very underwhelmed by its shooting sounds, especially after 2016's Combat Shotgun. It is one of the quietest weapon sounds, drowned out easily by the impact sounds of its pellets, even against enemies. Its pumping sound, while distinct, is barely audible in combat, which can be said for the rest of the weapon's sounds outside of the Sticky Bombs mod. Full Auto's sounds are very weak as well, which I think greatly contributes to its underwhelming nature. Makes sense that it would sound so weak, basically being the game's equivalent of a starting pistol much like in the original Quake, but its status should not be an excuse for sounds that leave so much to be desired.
Overall, I found the Combat Shotgun too hollow and quiet sounding, and much in need of an improvement... though, I took a liking to its auditory style. The loud boom of its firing sound, while too quiet for my liking, sounded very similar to the classic Shotgun, and its pumping sound's distinctness stuck with me a lot.
Using the firing sounds of a louder vanilla Eternal Combat Shotgun, the 2016 rendition, and the 2016 Rocket Launcher, I set out to make a more powerful, metallic, and explosive sounding weapon that won't easily be drowned out by the heat of combat while still retaining its identity and fitting in with Eternal's sound design. Full Auto and the pumping/Sticky Bomb reloading sounds (made with 2016's, Eternal's, and 1993's pumping sounds), received much-needed improvements, now sounding much more powerful and satisfying to use. Now, the Combat Shotgun can stand up to the likes of the Super Shotgun, Rocket Launcher, and Chaingun in battle... the last of which received a similar treatment.
The Chaingun is a much different story in comparison to the anemic Combat Shotgun. Being an upsized version of 2016's starting Pistol, Eternal's M220 Chaingun is essentially a hybrid between a railgun and a Gatling gun, using electromagnetic acceleration and presumably energy gel contained within its rounds to provide maximum firepower. I and many others love the sound of the vanilla Chaingun due to its distinctness and satisfying sound, especially in Mobile Turret's case, but I felt that more could be done with its theme.
The Chaingun by default is similarly too quiet for my tastes: if any weapon in Eternal should sound loud and distinct, it's the Chaingun, much like its fellow "super" variants (Ballista, SSG, BFG and Unmaykr). Using a boosted vanilla sound, the 2016 Chaingun, the 2016 Pistol, and a lot of subtle ambience (like the motor spinning, casings falling, etc.), I tried my best to make the Chaingun sound much heavier, punchier, and more powerful, worthy of being mounted on a small mech or an aircraft. Two alternative versions not shown in the video with, respectively, a more pronounced motor and a more pronounced 2016 firing sound are available.
Unfortunately, the Chaingun too suffers from the Heavy Cannon's sound bug (which also affects the Combat Shotgun's pumping sound, though this is not as noticeable), and so I instead replaced the cut Pistol's sound effects to achieve the result I wanted. This meant that the Chaingun had to lose its dynamic "revving up" sound, wherein it sounds like it's getting close to overheating in the vanilla variant, most noticeable when using Mobile Turret. While I tried to make the sounds satisfying enough to sound good while using the turret, I understand that the appeal of the original is hard to top, so versions of the mod without Mobile Turret replacements will be available.
Hopefully these sounds are enjoyable and fun to use. I'm not sure if I will do the rest of the weapons, as I am mostly happy with the rest (with the exception of the Super Shotgun, but that will have to wait for quite a while).
Beefier Heavy Cannon (Updated with the release of the CSG and Chaingun) nexusmods.com/doometernal/mods/616Doom Eternal Mod: Beefier Heavy Cannon SFXKaffeekatze2021-07-22 | The Heavy Cannon's sounds, while very good and fitting of Eternal's sound design, often leave much to be desired and not living up to the weapon's namesake. These two sound packs seek to make the Heavy Cannon befitting of its name, sounding much more powerful and distinct while remaining true to the original weapon.
The first sound pack utilizes sounds from the burst-fire Pistol, cut from Doom Eternal before release. These sounds are much punchier and impactful, retaining the booming qualities often found in Eternal's sound design (and as such not standing out too much, true to the original). Changed sounds include the primary fire, Precision Bolt (basic and mastered), and Micro Missiles (basic and Primary Charger-powered).
The second sound pack utilizes sounds from both the cut Pistol and the 2016 Heavy Assault Rifle, resulting in a much sharper and mechanical sound akin to a belt-fed weapon like the Heavy Cannon as well as its predecessor. While this results in a slightly more obtrusive sound, it nonetheless feels like a beast to fire, making the Heavy Cannon feel like a true heavy assault weapon. Changed sounds include the primary fire, Precision Bolt (basic and mastered), and Micro Missiles (basic and Primary Charger-powered, the latter of which very subtly utilizes sounds from the 2016 Pistol).
Unfortunately, the Heavy Cannon suffers from a bug that causes the primary fire sound to play every now and then despite having sound mods, as such not every shot is replaced. However, I utilized the vanilla Heavy Cannon sounds for the primary fire and attempted to make the sounds as faithful yet distinct as possible, hopefully masking the issue.
Link to the mod (and other SFX) nexusmods.com/doometernal/mods/713Half-Life: Alyx - Garrys Mod EditionKaffeekatze2020-08-12 | A short and rough gameplay recreation of Half-Life: Alyx in Garry's Mod. This scenario features Alyx facing off against a squad of Combine Soldiers (and two very interesting Metrocops) during an apartment raid.
Collection of the addons in this video: steamcommunity.com/sharedfiles/filedetails/?id=2283088865Garrys Mod Workshop - TFA Heavy Cannon Sound & lua Script ModKaffeekatze2020-07-18 | Another sound and script mod! This time, it's the TFA Base Heavy Cannon from Doom Eternal.
The original addon was very good and enjoyable - I definitely couldn't have made something like it. However, the firing sound, descriptions, and functionality weren't exactly what I would have hoped for. I sought to remedy those issues with this addon, featuring a new firing sound and script adjustments!
The weapon sound files from Doom Eternal aren't yet available to my knowledge - I had to take the sound from a recording of the game itself (thankfully without any background noise).
Furthermore, I tried to tune it so that it would still be usable as a TFA weapon - it might be a little powerful, but definitely still on par with other weapons... excluding the Micro Missiles, of course. Those are pretty dang strong.
id Software - The original Doom Eternal Heavy Cannon, including its sound and the stats that inspired this addon.Half-Life: Alyx - ArcCW Base Alyxs Gun (Custom Sounds & Scripts)Kaffeekatze2020-06-25 | A sound and script replacement for the amazingly made ArcCW Alyx Gun!
The original sounds for the weapon were good, but I wanted something closer to the original game.
While some of the sounds aren't 1:1 with HLA, particularly the firing sound, they were chosen to represent the weapon's power more accurately and to add a more unique flair to it.
As an added bonus, the addon includes new script additions (sorta), primarily to the descriptions and details of the weapon. The damage dealt has also been changed, to make it more fair to fight against enemies with the weapon.
Valve - Making the original pistol sounds found in the released Half-Life: Alyx game (Duh).Garrys Mod - Half-Life: Alyx TFA Shotgun (Updated)Kaffeekatze2020-06-14 | A simple and short update to the TFA Shotgun, specifically it's firing sound. It has now been updated to more closely match the original game.
Workshop Page steamcommunity.com/sharedfiles/filedetails/?id=2097907424DOOM Eternal Soundtrack - The Only Thing They Fear Is You (Custom Mix)Kaffeekatze2020-06-06 | A slightly modified edit of The Only Thing They Fear Is You, by Mick Gordon, from the official Doom Eternal OST.
The only difference is an extended intro featuring a segment of the track not included anywhere on the official soundtrack, itself a rearrangement/modernization of Into Sandy's City by Bobby Prince (from the Doom II soundtrack).
I DID NOT COMPOSE THE SONG ITSELF - I ONLY MADE A MINOR EDIT.
Copyright Disclaimer under Section 107 of the copyright act 1976, allowance is made for fair use for purposes such as criticism, comment, news reporting, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.
All rights go to Mick Gordon, id Software, Bethesda Softworks, and ZeniMax Media.
Link to my Soundcloud where I make similar edits soundcloud.com/ephemeral-coffeeGarrys Mod - Half-Life: Alyx TFA Shotgun [Sound Replacement]Kaffeekatze2020-05-16 | A simple addon that replaces the sounds of the amazingly made TFA Shotgun that is available on the GMod Workshop (made a full month before the game's release!).
The sounds aren't 1:1 with the official game's. Some liberties were taken with the firing sound in particular, as I wanted the gun to sound punchier and more powerful, while remaining accurate to the game.