Download for GZ+ZDoom HERE: ArmedRecruit.pk3
Download for Zandronum HERE: ArmedRecruitMP.pk3
Mirrors:
http://devilhunter.rfc1337.net/wads/Meg ... ecruit.pk3
http://devilhunter.rfc1337.net/wads/Meg ... ruitMP.pk3
ARMEDrecruit is a class based weapons mod with enormous attention to balance.
If you play single player, use the GZ+ZDoom version. If you play multiplayer, use the Zandronum version.
The GZ+ZDoom version allows you to keep your items after a level since it supports 'Inventory.InterHubAmount'.
The Zandronum version supports many game modes, including, Co-op/Survival, Deathmatch/Team Deathmatch ,LMS/Team LMS, Capture the Flag/One Flag CTF, Possession/Team Possession and Terminator.
Gameplay footage:
[spoiler]
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[/spoiler]
Changes to gameplay:
Brand new HUDs, fullscreen and bar.
Stimpacks, Medikits and Armour are now added to the players inventory.
Archviles drop a Tome of Power which changes weapon behaviour drastically.
Classes
There are 3 Classes in this mod that you can play as:
Machinegun guy
Armed with: Pistol and Machinegun.
• The pistol is the most powerful and accurate pistol in this mod but it isn't automatic and quite slow.
• The Machinegun eats ammo fast but deals a ton of damage per second.
• Minigun (Special weapon), slows you down when you're firing it but great for taking out large groups in an open space.
Shotgun guy
Armed with: Automatic-pistol and Shotgun.
• The Automatic pistol is a lot more accurate than the shotgun, it may seem week at first but it does send targets quickly falling with consecutive hits.
• The shotgun is useless for long range, but for close range, it can kill a fully armoured player in 2 hits.
• Flamethrower (Special weapon), melts all tiers of enemies very fast but has a limited range.
Rifle guy
Armed with: Uzi and Rifle.
• The Uzi is only useful at close range. It works really well against crouds of weaker enemies and stunning stronger ones. Ammo is almost always available for it.
• The Rifle is useful at any range in co-op, but in competative modes, you want to keep a distance and use your advantages.
• Rocketlauncher (Special weapon), self explanitory.
All classes are armed with Knives and Grenades.
New Monsters:
Zombiemen are replaced by zombie variations of the classes to drop appropriate ammo.
Nightmare Imps, Nightmare Demons and Nightmare Cacodemons have a 1/100 chance of spawning in place of a normal imp or demon. They are faster, have more health, not harmed by fire or explosions, and a lot more firepower than the normal monsters. They reward you by dropping a Soulsphere on death.
A few suggestions to play with this:
Co-op/Surv/Single Player
CChest3
1024CLAUS
zPack
DM/TDM
UDM3
UDMX
GreenWar
CTF
STCTFMP 1, 2 and 3
3waymadness
st_4way
Spoiler: Credits (Open)Peter Lawrence aka DTDsphere for creating "ArmedRecruit".
Testers:
Peter Lawrence
Swedish Dude
Helten: Discovered bugs
Graphics:
Peter Lawrence: Editing the pickups, HUD, textures for 3D models.
DJ P0N-3: 3D Models.
Mechadon: Font
DaMan: Smooth weapons shotgun.
Helten: Smooth rifle.
Id Software: Machinegun, Shotgun, Rifle and EVERYTHING ELSE!
3D Realms: Uzi
Eriance: Pistol, Handgrenade
Scuba Steve: Knife
Marine Skins:
Xim, Captain Toenail, Boingo_The_Clown, Anthony Cole and Toke
Code:
Peter Lawrence
Dusk: HUD
Helten: Balancing weapons, Armour/Health
Thanks to Cutmanmike for letting me use his Grenade code.
Sounds:
Peter Lawrence: Ripped from everywhere
Helten: Sound effects (various)
Spoiler: Changelog (Open)
- Dates = (dd/mm/yyyy)
#1.2 (Released on 16/10/2011)
- Added more 3D models and retextured some of them.
- Remade armour shard sprite.
- Fixed a bug where monsters would wake up by you reloading your full weapon and other things related to that.
- Fixed a bug with the pistol where it would reload your clip to 13 bullets disregarding if you had 13 bullets left or not, unless you had 0 bullets left.
- Fixed a bug where the pistol would appear empty if you have no bullets left in your backpack.
- Fixed a bug where bullet casings and clips don't change height on lifts.
- Made it so that if it is NOT Survival, SV_Coop_LoseWeapons and SV_Coop_LoseAmmo are no longer forced on.
- Removed slowdown on low health.
- Added "Stronghold PowerPad" from Realm667 to the Spheres.
- Made it so that the reload key is seperate from Altfire, Altfire now throws grenades for all weapons.
- Added burstfire accuracy to the Uzi and Machinegun.
- Added new reload to Shotgun.
- Made it so that monsters can gib, just like the good old Doom.
- Added 3 more Weapons, Minigun, Flamethrower and RocketLauncher.
- Added more blood colours and added sound effects to the splats.
- Added "Tome Of Power" powerup.
- Removed the FX you get for having low health.
#1.3 (Released on 8/11/2011)
- Made it so that if you pick up a Stimpack on 85 health or less, it gets used automatically.
- Made all the weapons undroppable.
- Buffed Rifle (against players only).
- Buffed Minigun.
- Made the Flamethrower less laggy.
- Slightly altered the Flamethrower skin, made the muzzle flash yellow.
- Fixed LMS support.
#1.4beta (Pre-released on 21/03/2012)
- Remade the HUD.
- Added more models thanks to DJ P0N-3 (Stimpack, Medikit, Armour).
- Added Nightmare Cacodemon.
#1.4 (Released on 24/03/2012)
- Fixed the player team colour icon, and a lot of stuff to do with team games.
- Fixed pickup sound when you pick up the medikit.
- Gave the Nightmare Cacodemon GLDEFS and made him belch green fire, gave him the correct sounds.
- Nerfed the Nightmare Cacodemon, made it fire less shots.
- Removed unused graphics.
- Cleaned up the code a lot. This shouldn't change anything ingame but makes the code easier to read.
- Gave the Pistol and Auto-pistol a faster fire rate.
- Remade the grenade ammo sprite.
- Scaled the throwing grenade to a realistic size, the actor still has the same dimensions.
#1.5 (Released on 27/03/2012)
- Added even more models, thanks to DJ PON-3 (Tome of Power, Rocket, Thrown knife).
- Changed global.acs to armed.acs, this is to increase compatability with other mods.
- Removed the bullet puffs that the flamethrower and thrown knife produce.
- Fixed the inventory bar for selecting your item.
- The hand holding the shotgun is now normal sized.
- Gave ammo, zombies, nightmares DoomEd numbers so mappers can place them freely.
#1.6 (Re-released on 10/04/2012)
- Fixed Shotgun guys inability to use his pistol in LMS.
- Fixed LMS and TLMS, when you get telefragged on spawn, you now raise your correct weapon.
- Fixed team colour indentifier in some gamemodes.
- Added Nightmareon and Nightmareoff alias as an alternative to entering SV_FastMonsters and SV_MonsterRespawn.
- Added even more models!! Thanks to DJ P0N-3 (Keycards and Skullkeys).
- Made the pick-up messages for magazines say magazines rather than clip.
#Zandronum (Released on 7/06/2012)
- Fixed armour GLDEFS.
- Supports Zandronum rather than Skulltag.
#Final(Released on 8/10/2012)
- Only compatable with Zandronum.
- When the player stands still. He will look like he is aiming (use chasecam to see or play online).
- Fixed the lack of Archvile fire graphics in Doom 1 for the Flamethrower.
- Rifle acts different. Standing still will make you aim down sights.
- Fixed bots inability to use special weapons.
#ARMEDrecruit(Released on 25/12/2012)
- Fixed inf. grenades bug when you were using the Tome Of Power,
- Fixed 3D model of the Armour pickup. It was facing the wrong way.
- On ARMEDrecruit exclusive maps. Intentionally placed ammo could be picked up by any class.
- Fixed the minigun skin, There was a muzzleflash when the player was standing still.
- Nerfed the slowdown on firing the minigun (and on cooking a grenade) to make it more usable in firefights.
- Added another HUD.
- Made the bullet casings exit out of the right place on the MachineGun, Minigun and the Chaingunguy.
- Added more controls; Use Stimpack, Use Medikit, Use MarineArmour, Use Tome Of Power.
- Changed the positions of the items on the HUD to form a + layout rather than stacking them all vertically.
#ARMEDrecruit2013(Released on 10/09/2013)
- Gave special weapons more ammo.
- Buffed FlameThrower (Tome of power).
- Removed earthquake effect from using the FlameThrower.
- Added DSFLAMST sound from Doom 2 into this pk3 since it's missing when you run this with Doom 1.
- Added voxels of items.
- Fixed special weapons switching instantly when out of ammo.
- Cyberdemons can no longer infight.
- Stimpacks and Medikits carry over into the next map.
- Improved accuracy of the Minigun.
- Tweaked pistol code, it now plays the weapon raise and lower sound properly.
- Rebalanced weapon reload times.
- Replaced a few sounds.
- Fixed HUD being odd at some resolutions.
- Tweaked HUD to show you ammo for your special weapon at all times to stop you forgetting you have it.
#ArmedRecruit(Released on 28/11/2014)
- Scaled the flamethrower flames from 0.6 to 0.3.
- Instead of Rocket Ammo spawning a Stimpack every time, it now has a 25% chance of spawning Grenades instead.
- Fixed bug where using a Tome of Power, you would have infinite cooked grenades with weapons that reload.
- Removed Interpolate Health and Armor from the HUD because it's stupid and annoying.
- Brand new bar HUD to replace the terrible old one.
- Finalised entire project. Thanks to everyone who has helped along the way.
#ArmedRecruitMP(Released on 28/11/2014)
- Zandronum support for ARMEDrecruit. Adds bots and support for all multiplayer gamemodes.
Spoiler: Extra info (Open)This gamemode is unable to be played on Nightmare difficulty. There is a way to simulate Nightmare on this mod though. Type in the console:
Then play on Ultra-Violence. The gameplay will be identical to Nightmare mode (except that you are still able to use cheats).
To reset it so that you can play normally, type in the console:
If your HUD appears really small, especially compared to these screenshots and gameplay videos, then type this into the console: