Black Mesa

Black Mesa

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Sound Design Overhaul - Earthbound
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155.877 MB
6 Aug @ 5:02pm
18 Aug @ 6:10am
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Sound Design Overhaul - Earthbound

In 1 collection by AdrianDogmeat
Sound Design Improvements
6 items
Description


An expansive overhaul of various sounds from throughout the game, using fresh new SFX effects from multiple BM mods to enhance the gameplay experience & world feel to bring up Black Mesa's somewhat antiquated Sound Design up to snuff with mods like Blue Shift



Conception
For about 2 years now, I've been spoiled with how BM:BS handled sound design with some clever use of post-2019 Xen machinery sounds, that's where I felt a gap between (ironically) Black Mesa & Blue Shift, you can see some of the work leading up to this mod in both Improved Classic HEV Health & Charger Sounds and Immersive Bootup - Remastered.

Development
Development started last month while following FUBAR, an Opposing Force Remake set on Source 2013 & MapBase (you should check it out btw), a certain dev blog caught my eye for a sliding door sound, so I gave it a shot and replaced a fair few door sounds, then spiraled into me overhauling many SFX effects ranging from scripted sequences to environmental effects, culminating in over 100+ sounds being replaced in various capacities.

Now you may have noticed me using "Earthbound" in the mod title, that's because Xen was planned from the get-go to be a separate addon altogether, it's now available for download down below:

Features
  • Over 100+ Unique Sound effects
  • Improved various scripted and non-scripted effects
  • New Flashlight & Sprint SFX
  • New Tram (Inbound) and Train (OaR) sounds
  • Multiple Alarm replacements for Post-Disaster levels
  • More Realistic Rocket Engine & Launch Sounds (BP, On a Rail)
  • Replaced 90% of all mechanical door sounds (Sliding, Airlocks... etc)
  • Enhanced HECU Radio Transmissions in Surface Tension to include more depth to the current losing battle in ST

Installation
Installation should be as easy as subscribing to the mod w/o any additional manual steps, however I also included some dependencies for the mainline BM campaign which consists of 4 modified maps to:
  • A- Add in sound events not possible with soundscipt editing
  • B- Fix some in-game events having broken loop points (i.e. UC Desk Alarm)
But if you're using something that's modifying the maps included in dependencies, the mod should still work for the most part.
(i.e. Inbound Revamped, Chapter Overhauls)
Highly Recommend pairing this mod with CitizenFive's Soundscapes+



The mod should be compatible with most campaign mods (Chapter Overhauls, BMS Classic... etc), same for other sound mods (e.g. MBWS Act II)
However, this mod modifies the following soundscripts, so any mods that alter these are directly incompatible with SDO, these include:
  • game_sounds_bm_ambience.txt
  • game_sounds_bm_objects.txt
  • game_sounds_bm_scripted.txt
  • game_sounds_oartram.txt
  • game_sounds_scenes_st.txt
  • level_sounds_k_lab.txt

Sound Credits
- Valve
- Crowbar Collective
- HECU Collective [BM:BS & Azure Sheep]
- Senn's Full Audio Remaster
- Black Box Team [RTE]
- Cyv0 [BM:Damocles]
- Monolith Fanatic [Radio Effects]
- Freesound[freesound.org]
- Katniss218, ensou04 & damon [Rocket Sounds]
- Chocolate-Helicopter [Suit Sprint Sounds]
- Gunship Mark II [Flashlight Sounds]

Special Thanks
- Colonel Orange - Playtesting & Feedback
- tpd1864blake - Helping w/ certain sound systems alongside map-side compatibility
- Nostalgia Sound Pack Remastered - Environment - Served as main inspiration for the mod idea
- Jane Thrace - For her excellent SFX work which was one of the catalysts beyond me starting this mod in the first place, check out her work on FUBAR too
Popular Discussions View All (1)
0
7 Aug @ 5:06am
PINNED: Bug Reporting & Feedback
AdrianDogmeat
54 Comments
AdrianDogmeat  [author] 23 Sep @ 12:57pm 
Thanks!
Tromingus 23 Sep @ 12:50pm 
Completely changed the whole experience of the game.
Would never play without.
AdrianDogmeat  [author] 14 Sep @ 3:55pm 
No since I didn't modify the files present there
AdrianDogmeat  [author] 7 Sep @ 7:50pm 
Yeah there was a clear gap in sound design quality between earthbound & xen (even blue shift), and I filled it in with what you see here
Jaegermeister 7 Sep @ 7:37pm 
I made a few videos with these concepts actually a few years back. They're off YT now, but I'm glad someone went ahead and added more depth to the world! Just what I wanted to see.
TR_Gavin 1 Sep @ 11:44am 
nvm just decompiled the addon and recompiled it with a silent sprint sfx
TR_Gavin 1 Sep @ 11:38am 
is their any way to just not have the annoying loud sprint sound
AdrianDogmeat  [author] 28 Aug @ 5:56am 
fr
Phantom 28 Aug @ 5:46am 
i love the OaR tram sounds so much