Q3A Database
Lost at Sea
by Kaz
Title: Lost at Sea (kazdm5) Author: Clinton "Kaz" Freeman Site: http://student.cs.appstate.edu/freemancw Email: **email removed** Date: August 02, 2010 Description: An underwater themed level complete with leaking pipes and a submarine. Designed for 1-4 players. Credits: Evil Lair for the evil8 texture set Lunaran for the pipe texture Tabun for the stain decals Freesound.org for the sounds/music Anyone I forgot to mention send me an email Thanks: Everyone at Quake3World.com LEM Forums All the other competitors Maverick for organizing this great contest All the sponsors who made it possibleClinton's Credits ------------------------ I used the following files: 26921__roscoetoon__Ewater_drip_echo.wav 11474__dobroide__metal01.wav FREESOUND.ZIP - A sound collection for game development ******************************************************* Compiled by: Laszlo Menczel (aka Speaker) Date: September 2009 The sounds in this archive have been downloaded from the WEB site 'freesound.org'. They are distributed under the Creative Commons Sampling Plus 1.0 license. The license can be found here: http://creativecommo...es/sampling+/1.0/ Excerpt from the license: 'Your Derivative Work(s) must only make a partial use of the original Work, or if You choose to use the original Work as a whole, You must either use the Work as an insubstantial portion of Your Derivative Work(s) or transform it into something substantially different from the original Work.' My interpretation is that if you only include a couple of sounds in unchanged form into a several MB game level or into a large game pack, then you are in the clear. I also believe that according to the terms of the license modified sounds (derivative works) may be distributed under the GNU General Public License. Disclaimer: IANAL, so ask one if this is important to you. Sounds on 'freesound.org' are in many different formats (WAV, AIF, MP3, OGG, FLAC, etc.). In addition, their sample size and number of channels are also variable (8, 16 or 24 bits, mono or stereo). Quake III Arena and its derivatives use 16-bit mono sounds sampled at 22 kHz. In order to make the sounds in this archive easier to use, I have converted them to this format. I have also removed silent and/or uninteresting parts from the original sound samples, and made them seamlessly looping when it was possible. Not all sounds have been modified by me (maybe 90 percent, I am not sure), so you should look up the original and make a comparison if you are worried abut license issues. Sounds in the archive are divided into several categories, each having a separate folder. The following categories are used at present: alarm ambience animal bell_gong bubbling choir click creaking drip electric fire footstep grunt_fight hissing_noise hum human machine mechanical metallic monster musical rain ringing scream shot_explosion splash swoosh thunder water weird_scifi wind This categorization is probably not perfect, but certainly better than having all files in a single folder. The archive at present contains about 740 sound samples. I have kept the original sound names (ecept for occasional '_1', '_2', etc. postfixes when several sounds were derived from a single downloaded sample). The names are quite haphazard but the arrangement of the different parts is consistent: 1. each name starts wiht a unique ID number 2. the next token is the name/ID of the author 3. the rest is a brief description So when you want to give credit (as you are obliged to do), you should quote the ID number and the following token (author name) and mention 'freesound.org'. In case if you are curious why I created this archive: I am one of the developers of the freely distributable minimalistic clone of Q3A called Q3MIN (http://www.q3min.org)) We needed this material for the creation of replacements for the sounds used in the original game. I thought that other people working on maps or mods may also find this stuff useful, so just zipped the folder where I kept these sounds and added this README. Enjoy! Speaker
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