>>16066946
nuDoom
>have enemies spawn all around you, even outside your field of vision
>but then make sure that the cannon fodder enemy type which poses absolutely zero threat lets out a constant piercing shriek which dominates everything else in the sound mix
>make sure the music completely overshadows most of the sound effects in terms of sheer volume
>make sure the whole audio mix sounds like a live metal concert being played underwater
>slap reverb onto fucking everything, make it sound like the Bayformers movies
>provide no audio cues for enemy attacks, especially not for those outside your FoV
the sound design was especially shit in that game because it needed good sound design as you couldn't see all threats at any given moment
olDoom did have technically worse sound design, but there it didn't matter as much because the levels were nice enough to place all enemies inside your FoV instead of behind or around you, so you never had to rely on your ears as much