[Weapon mod]Plasmid DM 1.1

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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smoke_fumus
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[Weapon mod]Plasmid DM 1.1

#1

Post by smoke_fumus » Thu Apr 04, 2013 12:38 pm

Small project i made in span of several days and 3 multiplayer tests:
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Plasmid dm features pack of 6 new weapons which replace doom 2 firearms (fist and chainsaw aside as I weren't able to figure out anything to suit graphical style):
-Plasmid Niddler shotgun:
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Basic weapon which replaces both pistol and shotgun. Shoots out 4 plasmid niddles.
Spoiler: (Open)
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-Plasmid Niddler double shoutgun
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Double barreled shotgun. Same deal but spits out 8 niddles.
Spoiler: (Open)
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-Plasmid Niddler Chaingun
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Typical chaingun with spinup. After clicking mouse ones it spits out only one pellet and then stops. You need to hold button down to spin it - after 7 shots it goes double speed, after 20 shots - triple speed. Each niddle shot consumes 2 niddle charges but does same damage (motor takes charge ??? ).
Spoiler: (Open)
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-Plasmid Blaster
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Local analog of missile launcher. Fires faster, does more damage, but has smaller aoe, so technically it is a weapon for skirmish rather than battle. Despite that - quite useful. Each shot consumes 3 HCEU (high charge energy units) 25*1d8 damage
Spoiler: (Open)
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-Plasmid Longsword
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Railgun. Nothing more, nothing less. Has low recharge speed, does 80 damage, consumes 9 HCEU on shot.
Spoiler: (Open)
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-Plasmid beamer
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Something like plasmagun but spews a crapton of projectiles, making it a beam weapon. Unlike BFG, it doesn't have any AOE but rather high amount of crap down opponent's neck. Spits out 12 projectiles, each one dealing 12*1d8 damage. Each projectile eats 1 EU. Projectiles move not that fast, so it is reasonable to use it in close-mid quarters.
Spoiler: (Open)
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Every weapon in this mod (railgun aside) is projectile based. First 3 using niddle charge which has speed of 95 units so it does work like hitscan in close distance, but not so on long one giving players ability to maneuver.

Here is info about charges:
-Plasmid niddle charge:
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Small plasma pellet. Each does 5*1d8 damage.
-Plasmid high charge:
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Advanced charge, last 3 weapons use it differently, generating their owns type of charge.

All sprites are scaled down 2 times (chaingun 2.5 times) with TEXTURES, to fit 320x200 internal resolution yet maintain high res of sprite.
Each weapon has up to 40 frames of animation so it all looks very smooth while shooting.

The pack itself was intended for Deathmatch, but obviously can be used with SP maps, although weapons are a bit overpowered for monsters.

P.S. for skulltag-based maps (grenade launcher, chaingun, BFG10k) I insist users to use PlasmidDM_STADD as it replaces those 3 with custominventories which give Blaster, Plasmid chaingun and beamer respectively. (because fuck bfg10k and also local chaingun is more fun than skulltag's one)

P.P.S also forgot to mention - i am using samsara's q1 recoil - to turn it off set samsara_cl_norecoil 1

1.1 is out
Changelog:
In this version, by popular demand i added speed to railgun and (for obvious reasons) got fist back as starting weapon. It is still default as i have no ideas for replacement.
DOWNLOAD:
Plasmid dm 1.1
Addon For skulltag maps

P.P.ShP.S. niddle is a cool 90s retard way of spelling needle. think kombat or lazer. :lol:
Last edited by smoke_fumus on Sun May 27, 2018 4:14 am, edited 8 times in total.

Springy
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RE: [Weapon mod]Plasmid DM 1.0

#2

Post by Springy » Thu Apr 04, 2013 1:02 pm

Interesting graphical style. Not sure about the "Plasmid Blaster" looks to me like a Toshiba printer. EDIT: I meant the pickup sprite. The first person perspective doesn't look too bad. How many maps are we expecting?
Last edited by Springy on Thu Apr 04, 2013 1:04 pm, edited 1 time in total.
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smoke_fumus
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RE: [Weapon mod]Plasmid DM 1.0

#3

Post by smoke_fumus » Thu Apr 04, 2013 2:23 pm

Springy wrote: Interesting graphical style. Not sure about the "Plasmid Blaster" looks to me like a Toshiba printer. EDIT: I meant the pickup sprite. The first person perspective doesn't look too bad. How many maps are we expecting?
No internal maps. Primarily it is just weapon pack to give some edge to (for me at least) alredy boring doom dm. Even with jumping and crouching it is still keeps getting boring. Just to add something new on the table.

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RE: [Weapon mod]Plasmid DM 1.0

#4

Post by one_Two » Thu Apr 04, 2013 2:23 pm

Nice mod, I like the graphical style. Also do you mean the st minigun?

smoke_fumus
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RE: [Weapon mod]Plasmid DM 1.0

#5

Post by smoke_fumus » Thu Apr 04, 2013 2:40 pm

one_Two wrote: Nice mod, I like the graphical style. Also do you mean the st minigun?
Yea.

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RE: [Weapon mod]Plasmid DM 1.0

#6

Post by smoke_fumus » Mon Apr 08, 2013 1:00 am

1.1 is out.

smoke_fumus
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Re: [Weapon mod]Plasmid DM 1.1

#7

Post by smoke_fumus » Sun May 27, 2018 2:27 am

Updated links and image links.

Samuzero15tlh
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Re: [Weapon mod]Plasmid DM 1.1

#8

Post by Samuzero15tlh » Sun May 27, 2018 9:18 pm

Looks smooth, I'll give it a shot!
Did you used 3d models for your weapons?

smoke_fumus
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Re: [Weapon mod]Plasmid DM 1.1

#9

Post by smoke_fumus » Mon May 28, 2018 11:47 am

Samuzero15tlh wrote:
Sun May 27, 2018 9:18 pm
Looks smooth, I'll give it a shot!
Did you used 3d models for your weapons?
Yes i did.

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Combinebobnt
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Re: [Weapon mod]Plasmid DM 1.1

#10

Post by Combinebobnt » Mon May 28, 2018 9:14 pm

What a bump. I remember this mod but never played it again. u get to compete with stuff like qcde now yea future

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Re: [Weapon mod]Plasmid DM 1.1

#11

Post by Matiu » Thu May 31, 2018 12:01 am

Seems Interesing for a Future SNS Event... also Good Mod!
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