Doomkid's FunGuns

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Doomkid
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Doomkid's FunGuns

#1

Post by Doomkid » Wed Feb 10, 2016 7:55 am

Hey there people! I was messing around in the editor (as usual) and made an few tweaks to the original gun behavior. This should be perfect if there's a mapset you enjoy but is a little too difficult, or if you want a little variety in your deathmatch server.

What's different:
The fist is now exponentially more powerful. When you have a berserk pack, you can annihilate almost anything.

The pistol is replaced with the normal chaingun, and now has infinite ammo. If you keep running out of ammo on your favorite mapset, this is the solution for you.

The chainsaw has been replaced by the Skulltag railgun, however it functions exactly as Zdaemon railguns always have, meaning slower rate of fire and no pesky reload sequence.

The single barrel is a minuscule bit faster, just to help it keep up with the SSG. You might not notice, it's only a 3 tic difference. The SSG remains unchanged, because that gun is perfect as-is!

The chaingun is now a super chaingun. I figured if the Shotgun gets a super version, why not the chaingun? I found Skulltag's minigun to be a little too overpowered, so this sits directly between the minigun and vanilla chaingun. (There's a 4 tic wait per frame on the vanilla chaingun, the Super chaingun has a 3 tic wait.)

Rockets originally travel at a speed of 20, they now travel at a speed of 25. Plasma originally travels at a speed of 25, it now travels at 29. May seem minor, but can make a huge difference in deathmatch. The plasma gun is also 25% quieter, great on the ears!

The BFG remains unchanged, because like the SSG, it's already perfect. :cool:

I hope you guys have fun with this one. Let me know what you think or if you find any bugs or anything else. Enjoy!

http://www.geocities.ws/doomkid/funguns.wad
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agaures
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RE: Doomkid's FunGuns

#2

Post by agaures » Wed Feb 10, 2016 9:19 am

To me the super chaingun seemed to have the same or very close damage per second as the original chaingun.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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Doomkid
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RE: Doomkid's FunGuns

#3

Post by Doomkid » Wed Feb 10, 2016 10:56 am

It fires about 33% faster, so over the course of a few seconds you're doing quite a bit more damage assuming each bullet hits. I didn't want to make it as powerful as the ST minigun, because that destroys far too much at long range (in my opinion, that is.)
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ARGENTVM
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RE: Doomkid's FunGuns

#4

Post by ARGENTVM » Wed Feb 10, 2016 12:16 pm

Cool new era of competitive weapons I hope I can load it with brutal doom the way id did it in my skins folder. Good job with a railgun that's not Carn's (four shots and reloading was awful).

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RE: Doomkid's FunGuns

#5

Post by Doomkid » Wed Feb 10, 2016 12:22 pm

ARGENTVM wrote: Cool new era of competitive weapons I hope I can load it with brutal doom the way id did it in my skins folder. Good job with a railgun that's not Carn's (four shots and reloading was awful).
this is a wepaons to mod to revittles the competitive scene on dwango5 ctf servers credits to sgt mark for the realgun sprite
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