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June 9, 1999
Interviewed: Matthew Hanson-Weller <Anvil.Chorus> / Weapons Factory
Date: June 9, 1999
Weapons Factory (WF) is a multi-player, team oriented mod for Quake
2. It builds on the standard capture the flag (CTF) game patch from id Software,
incorporating features from the popular Quake I mod Team Fortress and its own
unique features:
Ten player classes - Each with its own
array of weapons, grenades and capabilities:
Sniper - Deadly Sniper Rifle with lasersight.
Recon - Can fly and drop Cluster Bombs.
Cyborg - Grenade launcher with Plasma Bombs
and Sentry Killer rockets.
Marine - Homing Rocket Launcher, Proximity and
Turret Grenades.
Nurse - Infected Dart Launcher, Health Depot
and BioSentry.
Arsonist - Flamethrower, Guided Napalm Rockets
and Flaregun.
Spy - Can disguise as an enemy player and stab
them in the back with Knife.
Gunner - Heavily armed. Carrys Mega Chaingun
and Laser Defense.
Spawn fully armed in your own fort -
Makes sense to most players. This differs from standard CTF where players spawn all over
the place and have to hunt for weapons.
Two Teams - Fight alongside your team
mates against a common enemy. Coordinate defensive and offensive tactics.
Variety of map goals - Version 4.0
offers a variety of goals possible in each map. For example:
2Fort - Two opposing forts. Goal is to steal
enemy flag and capture it at your flag location.
1Fort - Two opposing forts. Goal is to fight
over a center button that will grant captures every few minutes.
Keys - Captures are achieved by using keys to
gain access to either flags or capture buttons.
Flag Hunt - Flags and capture points could be
anywhere on the map.
Map voting - Players choose what map
they play on next. At anytime during the game, simply type "vote" in the console
to select possible maps from a menu.
Custom sounds - Taunt others around you
with creative insults. Laugh in the face of death.
Radio System - Communicate with team
mates only with custom radio messages for each class.
It was the custom sounds and radio system that first caught our attention with
Weapons Factory. The following description was taken from the Weapons Factory
website: "Weapons Factory has a large bank of audio clips built into it. These
sounds were added to the game to facilitate communication between players. As such, they
naturally break down into two categories: sounds you direct toward your teammates
(strategic information -- we call them radio sounds), and sounds you direct toward the
enemy team (taunts, epithets, editorial comments). We've organized the sounds for your
reference here using these categories, although in actuality, you can use any of the
sounds in any context."
All this, and the fact that they will be doing a Weapons Factory for
Quake 3: Arena and the potential for 3D sound was enough for us to hook up with Weapons
Factory sound guru <Anvil.Chorus> to get more details on their current and
future plans for Weapons Factory sound. So lets get on with the interview!
3DSS:
Thanks again for taking the time to do this interview. Perhaps you can start out be
telling our readers a little about Weapons Factory and your background and your current
role with Weapons Factory?
Anvil: You're welcome. Thank you for your
interest in Weapons Factory and its sound department. I am known as <Anvil.Chorus>,
but you can call me Anvil. I am the current head soundman for Weapons Factory Staff for
the Quake 2 release and the soon to be released Quake 3!!!
3DSS: Thanks! Are we correct in assuming
that Weapons Factory for Quake 2 uses the standard audio engine that ships with Quake 2
and therefore is just stereo?
Anvil: That is correct. We currently work
with that which the grace of the Gods and id Software have bestowed upon us.
3DSS: You have done some neat things with
the audio in Weapons Factory for Quake 2 with custom sounds and a radio system that allows
players to actually communicate with teammates only with custom radio messages for each
class. Can you talk a little about the challenges of this undertaking?
Anvil: Thank you. The radio wavs turned out
a lot better than I would have imagined. It was a trial to say the least. With 8 different
people and a talking computer to play all the roles, and to recite as many wavs as they
all did, it was a great strain on my sleeping habits for about a month. We had so many
script changes, retakes and hardware failure during that time that I was wondering if I
was even going to DO them. The Cyborg was the biggest pain in the Arse! His voice was
derived from a Text 'Ole program and I couldn't directly record from that program into wav
format. My sampler broke down and I had recently sold my Multitrack cassette, so to get
the voice of the Cyborg off my computer and then back on it in wav format I pumped it into
a shelf unit cassette deck and back to the computer. It turned out OK, but the more I hear
it the more I laugh. He really sounds like he is getting goosed about every other
syllable. He he.
3DSS:
:) How long has Weapons Factory Arena Quake 3 been in development and when do you
anticipate its release (realizing that the timing of the release of Quake 3 will impact on
your own release)?
Anvil: It has been mulled over for a long
time now, hard to give an exact time when we all got stirred up and ready for its release.
And as far as us releasing product for Quake 3 when it's GOLD, all I can say is that we
will be there. We will deliver.
3DSS: We can't wait! We understand
that you will be implementing 3D support for WF Area Quake 3. We have some specific
questions around 3D audio to ask you now. First off is the 3D audio support
contingent on John Carmac implementing it directly into the Quake 3 Arena engine?
Anvil: Yes, whether or not Weapons Factory
applies 3-D positioning to its sound source is dependant on the next release of Quake
supporting it out of the box or through patches.
3DSS: How long have you had a personal
interest in 3D audio?
Anvil: Positional audio has been something
that I have always been very very interested in. Not so much in games, but in music. A 3d
field is an incredible, aural experience. I can't say that any game has influenced me at
all in this respect. Many musicians and performances have influenced me, though, and some
of the music that I am currently producing at home are taking advantage of stereo and 3d
fields. The results can be amazing.
3DSS: If Quake 3 were
to support 3D audio how would you see it benefiting game play in WF Area?
Anvil: I don't know if benefit is the
correct term I would use.
3DSS: Interesting that you would say that.
We are starting to hear things from some people that with a competitive multiplayer game
like WF Arena Quake 3, allowing people to take advantage of 3D sound cues while others
cant because they don't have the hardware is an unfair advantage. Others think that
advanced features like occlusions can actually be a disadvantage as they may not hear
things that a player using stereo playback will hear. These discussions are very similar
to the early days of 3D graphics with owners of 3Dfx cards been singled out as having an
unfair disadvantage. What's your perspective on this and is there anything like server
controls of audio feature that you might implement to address any of these concerns?
Anvil: Positional audio can be a hindrance
to some people, too much information at once can confuse a player. There is also a
finite number of sounds the ear can pickup and distinguish at any one given time.
Sometimes nuances will be lost in heavy combat. You know there is nothing wrong with a
typical L-R stereo field, it isn't like it is OBSOLETE. I seriously hope that these
people who posted concern about an "unfair advantage" aren't going to lose sleep
over it. If their current soundcard and two speakers do the job and blurt noises
found in the game or MOD pak file, then they are doing better then those who don't.
As far as controlling sound options server side that might be more code than it is worth,
but then we at Weapons Factory Software release and continue to hone it. So you never know
what may be in store.
3DSS: With all the custom sounds you have to
work from in WF Quake 2 you have a good base to start from in doing WF Arena Quake 3. What
type of special audio effects will WF Arena Quake 3 utilize to emphasize these
environments?
Anvil: First off let me say that each and
every wav that will be Created for WFA will be 110% original material, no manipulated
wavs, no audio clips from cartoons or media of any sort. I am revamping my studio
and recruiting some talented studio engineers out there in quakeland to aid me.
There will be many a new map environment sound, a huge palette for map makers to chose
from. Many new radio wavs, big, bolder, better. There will be many new voices in the
cast and some of the old ones, too. Much more music will be coming out, both for
Weapons Factory and on my own, and I am sure there will be more contributions from
talented players out there. And there are some surprises in store...
3DSS: Sounds great!! So how are you
generating all of your sound effects?
Anvil: Since
the last issue of WF sounds I have totally and utterly redone my sound generations set up.
I got rid of the old broken sampler and my old FM synth. I just purchased a new Roland
XP-60 synth workstation and a Korg NS5r rackmount sound module. I have a new vocal mic to
get the real nuances and articulation of vocals and an Aural Exciter (say that 10 times
fast, in the buff, to a stranger) on the way in the mail. And who the heck knows what else
I will buy or barter. I have some old equipment for sale. Interested?
3DSS: Hehe not us, we will leave the sound
design to experts like yourself :) Perhaps some of our readers might take you up on the
offer though! Will you be doing any of the special effects in software for those
people who have not purchased 3D sound cards?
Anvil: I should hope so. Why not!?!?! Sure
thing. It can't hurt. I work for the people.
3DSS: Are there any feature that you would
like to see added to the 3D sound APIs on the market today?
Anvil: Yes, I need it to fix me breakfast.
3DSS: That's a new one for our wish list :).
In today's 3D soundcards we are seeing hardware 3d channel support ranging from 8
to 32. Has this posed any challenges in the development of WF Arena?
Anvil: Nope, not yet. I can't see it being
an issue.
3DSS:
What frequency will the audio be recorded/played back at?
Anvil: It seems the format for Quake 3 will
support 8bit 22hz, but we are experimenting with some forms of audio compression that
might prove very helpful. In the end, if compressed, we would be looking (listening) at
resolution that less than 8bit. I'll say 8bit for right now, but that may change too.
3DSS: Will there be a custom sound track
associated with WF Arena Quake 3 and if what form will it take and what format will it
use?
Anvil: Why yes there will, in one form or
another. We have some plans for music in WF, but the details are top secret right now. We
strive to make the gaming experience as fun and configurable to the players' needs. Music
will play a definite roll in WFA.
3DSS: Still on the sound track questions,
personally I find that most of the time, if I am going for a truly immersive experience, I
turn off the music so as to emphasize the environmental effects. Can you briefly give the
pros and cons of sound tracks as you see it?
Anvil: I used to play with music while I
Quaked, but I get interrupted so much of time that someone talking in my ear with Quake
and a CD going at the same time drives me nutz. The pros is that you can chose whatever
music that puts you in that "QUAKE MODE", or whatever game you are playing, and
it's fun and intense. If you lean too much on the soundtrack side of gameplay you will
miss out on important and subtle sound cues in a game. Smoking is bad for you, too.
3DSS: Finally, what is it that WF Arena Quake III
will offer gamers to distinguish itself from mulitplayer games like Unreal Tournament,
Team Fortress 2 and of course, Quake III Arena which will be coming out in the coming
months.
Anvil: First off, it is Quake, baby. No
contest. All those other games are nice, but this is Quake. All Quakers out there know
what I mean by that. Second, this is the most fun and frustration I have ever
experienced in a modification. With the new plans for WFA being sorted through and
passed about within the WFS circle I am getting excited to play it. The multiclass
capability, point scoring and strategy will surpass WF for Q2. And if you are familiar
with the current Weapons Factory MOD then you know how it morphs and mutates in time.
The possibilities are endless and it is going to be fun playing another year on a
new MOD.
3DSS: Can you tell us anything about your
plans beyond WF Arena Quake 3, and more specifically, is continued support for 3d sound in
those plans?
Anvil: Yes, I plan on producing my first
music release that will print sometime this fall. I will have a website up soon as
well that will delve into my projects, influences and other Quake related realms. I
plan on producing as much quality soundwork as possible, building a portfolio and trekking
off to E3 next year to find some paying work. Anyone out there reading this who
hires freelance sound designers for games, HIRE ME!
I plan on twiddling with 3d sound on my computer this summer, applying to music and games
when needed. Specifics are difficult to say now since the market always changes and
then there is that one new product or platform out there that you have to research and get
intimate with. So things can/will change.
3DSS: Thanks a lot for taking the time for
answering our questions and we wish you all the best with your endeavors.
Anvil: No problem! Thank you for your
interest and the delicious refreshments. Is this the way out?
If you have any question's or comments on this interview please
direct them to mark@3dsoundsurge.com.