OP Weapons (current version: v44), when balanced weapons just won't do

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Empyre
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OP Weapons (current version: v44), when balanced weapons just won't do

#1

Post by Empyre » Sun Nov 15, 2015 11:45 am

In the thread for my altfires mod, Dusk said: "Russian Overkill was designed with the purpose of being OP. It expressly throws balance out of the window" and that gave me an idea. I have made a set of weapons that do that same thing, once again using DECORATE only.

By v27, the weapons had gotten so OP that even I thought they were too much, so I have toned them way down, but they are still definitely OP. I forgot to mention it in the changelog, but the three weapons that did damage through walls don't any more.
Spoiler: Screenshots (from v32) (Open)
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Spoiler: Changelog (Open)
Changes in opweapons_v44.pk3:

- Players' homing projectiles autoaim at only hostile monsters, because
+NOTAUTOAIMED on the player caused monsters to not aim at the player, too. For
this to work in multiplayer, YOU MUST HAVE +sv_smartaim 3 ON THE SERVER!
-------------------------------------------
- Gave the weapons DoomEd numbers and //$Category.
- Added keybinds for using turrets and teleport.
- Added the following CVars to customize your gameplay experience:
float OPDamage = 1.0; //0.01 - 10.0 Multiplier for damage dealt.
int OPHealth = 10; //1 - 100 Multiplier for player health.
int OPArmor = 10; //1 - 100, but only certain values are allowed.
int OPTurrets = 3; //0 - 5, How many turrets of each kind?
int OPTurretLife = 600; //0 - 900 Life-span of turrets in seconds.
//0 means forever.
bool OPTeleport = True; //Is the teleport allowed?
bool OPSkulltag = False; //Do OPWeapons need to replace Skulltag weapons?
int OPRedGhost = 12; //0 - 100 Percent chance of Red Ghost appearing instead
//of white ghost.
bool OPPistolStart = False; //If True, each map will be a fresh pistol,start.
bool OPInvul = True; //Replaces Invulnerability with OPInvulnerability
//Setting this to False also removes invul from Megasphere.
bool OPPowerSuit = True; //Replaces the RadSuit with OPPowerDSuit.
//Setting this to False also reduces immunity to\
//slime and drowning to 50%.
bool OPGhostSphere = True; //Replaces BlurSphere with OPGhostSphere.
bool OPAllMap = True; //Replaces AllMap with OPAlllMap, which adds radar.
- A Change to any CVar takes effect on the next map change.
- Changed the Radius of the OPPlasmaBall to match the original PlasmaBall.
- Made turret and ghost health show correctly in OPMonsters version of HPBar.
- Gave powerups a Powerup.Color that is not None, but subtle enough to be only
noticeable when it is ending.\
- Organized DECORATE and .gl files into more organized folders.
- Made the explosions of the BFG alt-fire glow.
- Improved the Unmaker alt-fire's glow.
- Fixed sprite name conflicts with plasma gun, lightning ball, and unmaker ball.
- All weapons have a sound to play when selected.]
- Tried yet again to fix projectiles sometimes living forever.
- Changed how armor pickups work to act more like health pickups.
- The inventory items will no longer rearrange themselves at map change.
- Made the berserk fist invulnerability work in a much more elegant way.
No more spaghetti code.
- The ghost launched by the Magic Powers weapon has a chance to be a red variant
with no projectile attack but with the ability to raise an enemy. This can be
controlled with a CVar.
- Some weapons will be able to foil an enemy's invulnerability.
- Changed the sparsity and duration of rails so you will actually be able to see
them more often.

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Changes in opweapons_v43.pk3:

- Added player firing frame to GLDEGFS.
- When a player disconnects, his ghosts are removed like his turrets and
teleport markers.
- Improved the BFG 666000's alt-fire, thanks to studying Ijon Tichy's code for
his TCBPR in LelWeps.
- Removed the word Maker from the names for the turret makers.
- The DoNothings are now correctly placed in the inventory in coop as well as
single-player, on either side of the teleports to help prevent accidental
teleporting when placing turrets.
- Improved the spread of the Many Launcher primary fire.
- The Fist alt-fire now heals all players everywhere. To make this slightly
less OP, the berserked healing is now 100 at a time instead of 250, double the
non-berserked rate instead of 5 times.
- The Goo Gun no longer hurts turrets and ghosts, and the goo now passes right
through them, and through players too.

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Changes in opweapons_v42.pk3:

- Added a new weapon: Goo Gun, which shoots radioactive goo that the player can
detonate with alt-fire. It randomly replaces the Chainsaw, but it joins the
pistol in slot 2.
- Added a new weapon: Sniper Rifle, which shoots a rail that does twice enough
damage to kill a cyberdemon, but with a slow firing rate. Alt-fire zooms, but
with only one zoom level, so returning to normal is easier. It randomly replaces
the chaingun, and joins it in slot 4.
- Instead of zooming, the Pistol alt_fire now fires a concussion wave that
damages and pushes all nearby monsters.
- When a player disconnects, his teleport markers and turrets are now removed.
- When player is healing with alt-Fist, it heals other players in a much larger
radius now, and announces that the player is healing the team.
- Tweaked the weapon selection order.

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Changes in opweapons_v41.pk3:

- Changed the teleport so that instead of always teleporting to spawn, the
player can place a teleport marker to teleport to. This should allow a single
player to use those dreaded coop-only switches.

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Changes in opweapons_v40.pk3:

- Fixed a bug that displayed armor bonus icon when you pick up green or blue
armor and you have none already.
- Changed the sprites for medikit, stim pack, blur sphere (now ghost sphere),
allmap, berserk, and radsuit (now power suit).
(now power suit).
- Changed the pick-up sounds for health and armor.
- Made sure all graphic are in PNG format so they won't be messed up by custom
palettes.
- Made all hud icon offsets line up right.
- Sprites and sounds are now (nearly) all included even if unchanged, so other
wads can't mess them up.
- Got rid of the annoying turret see sound.

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Changes in opweapons_v39.pk3:

- Fixed a bug in the Megasphere's armor that was just like the spawn armor bug
I fixed in v38, but forgot to also fix this bug then.
- Made the turrets take 3 seconds to be created.
- Changed the sounds for turret creation, idle, and pain, and added a see sound
for turrets.
- Fixed the way turrets shoot so now they shoot more reliably, working much like
the Chaingun Guy, Arachnotron, and Spider Mastermind.
- Added Rocket Turret. The rockets fly fast, but they do not home.
- Added Minigun Turret. It shoots faster than Rail Turret, but does not pierce.
- Lowered carrying capacity for each kind of turret from 4 to 3, but the new
4 kinds * 3 each is more than the old 2 kinds * 4 each.

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Changes in opweapons_v38.pk3:

- Fixed a bug with the blue armor that you spawn with not acting like you have
blue armor.
- Renamed some sprites to be different from sprites used by SunMadcat's
monsters, giving me an excuse to fix the above bug.

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Changes in opweapons_v37.pk3:

- Replaced PermaRadSuit with 100% resistance to Slime and Drowning damage. This
achieves the same effect, but without leaking and without the always-there
power-up color dimming the screen.
- Fixed the problem of other mods overriding some of the sounds in OPWeapons.
- Re-did the recoloring of the Plasma Gun alt-fire.

--------------------------------------------------------------------------------

Changes in opweapons_v36.pk3:

- Edited GLDEFS so the new sprites for Ghosts and Plasma Gun alt-fire now glow,
because I forgot to do that in v35.

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Changes in opweapons_v35.pk3:

- Corrected a misspelled sprite name in the Many Launcher.
- Increased the starting (and respawning) health and armor to the same as the
maximum, 2000.
- Made the Plasma Gun alt-fire blue, to better match the primary fire.
- The Quad Shotgun on Hax now makes bullet chip decals.
- Changed the sprites for the ghosts. Thanks, WARDUST!

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Changes in opweapons_v34.pk3:

- Added a skin for the player, Zandroguy by President People.
- Added a new weapon, the Many Launcher!
- Made the Lightning Gun more powerful because it was under-performing relative
to the Plasma Gun that shares its slot.
- Increased the sparsity and decreased the duration of the Lightning Gun's rail
to reduce the problem of it not always drawing when shot at an extreme distance.
- Changed the sprite for the Chaingun because the old one, which was really
nice looking and had extra frames in the animation, but it was so big that the
player could barely see the rails.
- Set the radius and height of several projectiles that were scaled larger or
smaller than their parent actor.

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Changes in opweapons_v33.pk3:

- Added the Lightning Gun.
- Fixed the select state for the Unmaker.
- Added a trail to Unmaker alt fire.
- Added do-nothing inventory items before and after the teleport to prevent
accidental teleporting.

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Changes in opweapons_v32.pk3:

- Made the Quad Shotgun on Hax not damage players, ghosts, and turrets.
- Made the Unmaker primary fire shoot 6 projectiles as intended, instead of 5.
- Increased the damage from the alt-fires of BFG666000 and Unmaker, but they're
still surprisingly weak in tight spaces.
- Made the puffs from all weapons (except fists) go through players, ghosts,
and turrets.
- Fixed: Some weapons weren't using ammo.
- Tweaked ammo usage on several weapons.

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Changes in opweapons_v31.pk3:

- Replaced many default sprites and sounds with custom ones, credited above.
- Added two new weapons: Quad Shotgun on Hax and Ultimate Unmaker.
- Added Open GL glowing effect to Shotgun alt-fire.
- Made sure all weapons sprites were bright while firing.
- Made the turrets and ghosts especially vulnerable to the players' fists,
so they can be easily removed if desired.
- Made the ghost actor not inherit from the lost soul actor because that was
causing problems with certain mods.

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Changes in opweapons_v30.pk3:

- Fixed the bug that caused the invulnerability granted by your fist when you
have berserk to fail after a while. The invulnerability granted by a switch in
a map, like my maps for example, still breaks it, but that can't be fixed.
- Fixed a bug that caused the armor bonus to displayed as your armor level when
it should be green or blue armor.
- Reduced the blue armor's protection from 75% to 66.667%.
- Reduced the both health and damage of turrets and ghosts by half.
- Made the Chainsaw primary fire 3/4 as strong, and the alt-fire's twice as
strong.
- Doubled the radius of the explosions from both primary and alt-fire on the
Shotgun, but the actual damage is unchanged.
- Made Super Shotgun primary fire 5/8 as strong, and the alt-fire about twice
as strong.
- Made the puffs from the big rocket do damage like they used to.
- Doubled the damage of the Plasma Rifle alt-fire.

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Changes in opweapons_v29.pk3:

- Changed all powerups to use Powerup.Color None so they will have no visual
effect as desired in ZDoom and GZDoom (and presumably QZDoom). Even in Zandronum,
the unwanted visual effect looks better than what I was using in v28, so much so
that I decided to release a new version with just that one small change.

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Changes in opweapons_v28.pk3:

- The weapons had become so OP that even I thought it was too much, so I made
all the weapons much much weaker, but still definitely OP. You can still use
them in slaughtermaps with confidence.
- Also, the max health and armor is now 2000, instead of 30000, still OP.
- Fixed the bug where the armor icon didn't change from armor bonus when you
picked up better armor.
- You no longer pick up (and waste) unneeded health and armor bonuses, green
and blue armor, or soul spheres. Megaspheres are still set to always pick up.
- The Magic Powers alt-fire now stops your fall.

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Changes in opweapons_v27.pk3:

- Fixed a bug that caused the Shotgun alt-fire to damage a turret when you were
standing right on it.
- Changed the firing rate of the Shotgun alt-fire to match a Super Shotgun, and
changed the whole look of it.
- Made the Ghost's fireballs faster and homing.
- Sped up the firing rate of the Plasma Turret.

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Changes in opweapons_v26.pk3:

- Made the explosions from the big rocket and the BFG ball kill through walls.
- The Shotgun alt-fire now shoots through walls, but with limited range.
- The Fist is now the only weapon that can damage turrets. We need some way to
remove poorly-placed turrets, or the Fist wouldn't hurt them either.

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Changes in opweapons_v25.pk3:

- Removed the Do-Nothing, which was no longer needed, thanks to the turrets.
- Set all powerup colors to Black 0.0, which seems to do what None should do.
- Made a timer (a long one) for all bouncing projectiles to try to fix the
problem where sometimes somehow they keep bouncing forever.
- Increased the speed of both kinds of rockets, and the speed of the homing
plasma balls from Plasma Rifle and Plasma Turret.

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Changes in opweapons_v24.pk3:

- Increased the range of alt-fist healing from 256 to 2048. Doubled the healing
rate whether berserked or not.
- Fixed the Plasma alt fire damaging turrets.
- Fixed the turrets blinking out in their pain state.
- Set all powerup colors to None, but some effect still shows in Zandronum 3.0.
- Doubled the damage of plasma primary fire.
- Added a small undocumented damage boost to the shotgun. Oh, wait.
- The player now starts each map with 4 of each turret.

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Changes in opweapons_v23.pk3:

- Gave the Ghost immunity to player damage, and made it quick to retaliate.
The ghosts also attack more quickly, and they have a 1/8 pain chance with a
threshold of 50 points of damage before they will enter the pain state. They are
now solid with 10000 health, and they do explosive damage when they die.
- The turrets have 1/16 pain chance with a threshold of 100, and 100000 health.
- Increased the delay between giving new turrets from 20 seconds to 30 seconds.
- Made the homing plasma balls from Plasma Rile and Plasma Turret home even
more aggressively, while not changing the homing of the Rocket or Chainsaw.

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Changes in opweapons_v22.pk3:

- Reorganized the lumps with decorate code to make this easier to edit.
- Arranged for all decals made by stuff in the pk3 to fade away.
- Added turrets in 2 types: Plasma Turret and Rail Turret.
- Enabled autofire for Rocket Launcher and BFG.
- Decreased ammo usage for BFG to 20 cells.

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Changes in opweapons_v21.pk3:

- Neither the player nor the ghosts summoned by the Magic Powers weapon can be
auto-aimed by the player's homing attacks (rocket launcher primary, plasma rifle
primary, and chainsaw alt). No more rockets orbiting a player forever.

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Changes in opweapons_v20.pk3:

- Now, only rocket explosions will push players.
- Player now gets credit for kills from the rails from the BFG balls.
- There is now only one BFG with the primary fire of the old BFG666000 and the
alt fire of the old BFG900000.
- Both primary and alt fire on the BFG now use 40 ammo.
- Fist alt and Magic Powers alt now officially use no ammo, but it still costs
a rocket to launch a ghost.
- The player now starts with all four types of ammo half full.
- SSG alt now works in a slightly more elegant way, but with the same results.
- Made all weapons do damage type PlayerDamage, and made players immune to that
damage type. This way, even if a player leaves a server while his projectiles
are still flying, other players should still be undamaged by those projectiles.

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Changes in opweapons_v19.pk3:

- Successfully got the rails from thr BFG 666000 balls working! They kill any
monster in one shot, while not harming players. They do push players a little
bit, including the one who shot it, but not as much as the other BFG attacks.
- Reduced the lifespan of the homing plasma balls from the plasma rifle
primary fire from 8 bounces to 3 bounces to try to reduce lagginess.
- Added an inventory item to teleport to player spawn, and another item that
does nothing to avoid accidentally teleporting.

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Changes in opweapons_v18.pk3:

- After being unable to keep the rails from the BFG 666000 balls from damaging
the player who shot it, I reverted to explosions, but stronger ones. I also
added a slightly less OP BFGSpray every 8 tics as the BFG ball is in flight.
- Increased the bounce factor of the balls shot by the SSG primary fire, from
0.8 to 0.95.

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Changes in opweapons_v17.pk3:

- Tried to make the BFG666000 alt fire less laggy.
- Made the BFG666000 primary fire deadlier with rails.
- Made the powerup colors less intense.
- Shortened refire time for the weapons that already have a slow rate of fire.

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Changes in opweapons_v16.pk3:

- Added the BFG900000. The BFG9000 in a map is randomly replaced with either
the BFG666000 or the BFG900000, with each having an equal chance.
- Lowered the firing rate of the plasma primary fire to about half what it was
before, but increased the damage to four times as much.
- Increased the damage of several weapons: pistol, shotgun, SSG, chaingun,
and plasma.
- Changed the alt fire of the chaingun to very rapid fire with a spread,
instead of zooming. You can still snipe using the pistol's zoom.
- Made it harder for cacos to fly over the damage of the BFG666000.
- Made sure all weapons have decals, but the spammier ones will fade.
- Removed OpenGL lighting from the spammy projectiles to help framerates.

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Changes in opweapons_v15.pk3:

- Removed the shadow shading from the Magic Powers weapon. It wasn't working
and it caused an error for some players.
- Added +MTHRUSPECIES to the puffs for SSG alt and BFG primary fire. This
should cause them to not affect other players.
- Reduced the number of "bullets" from the chainsaw from 120 to 60, but
increased damage per "bullet" from 40 to 60. The overall damage is just a little
bit less (3/4 as much), but it should be less laggy.

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Changes in opweapons_v14.pk3 (Yes, I skipped 13.):

- The berserked fist now kills more than one enemy at once.
- A new weapon has been added, Magic Powers. It looks like the fist, but the
primary fire launches ghosts, and the secondary fire gives you a boost upward,
so you can fly.
- Removed flight from the Ghost Sphere power-up.
- Removed the Ghost Launcher inventory item.
- Added tags to all weapons (the name you see when you change to a weapon), and
changed the pick-up and obituary messages to match the new tags.
- Fixed the armor level not upgrading from armor level 0 (armor bonus)
when you pick up green armor (armor level 1) or blue armor (armor level 2).

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Changes in opweapons_v12.pk3:

- The player now starts with green armor (1000), for real this time.
- Tried again to fix the screen getting cloudier with each new map.
- Changed the plasma rifle primary fire to something completely different. It
fires a slow large ripping plasma ball that shoots off lots of small bouncing
homing plasma balls. It's deadly.

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Changes in opweapons_v11.pk3:

- The player now starts with green armor (1000).
- Fixed the screen getting cloudier with each new map (perma-radsuit color was
accumulating).
- Rocket alt-fire no longer uses A_Mushroom, which was causing problems.

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Changes in opweapons_v10.pk3:

- Increased player's starting health from 100 to 1000.
- Increased the players mass from 100000 to 1000000.
- Made the ghost launcher have no icon.
- The fist's healing alt-fire now uses A_RadiusGive to heal other players. This
feature, and this pk3, will not work in Zandronum versions earlier than 3.0.

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Changes in opweapons_v9.pk3:

- Increased the player's mass from 500 to 10000 to make him harder to push, but
with these weapons, even that might prove insufficient.
- Fixed the invul from berserked fist robbing the player of the invul from
invulnerability sphere. The unfortunate-but-unavoidable consequence is that when
you grab an invulnerability sphere or megasphere while protected by the berserked
fist's invul, you will not get the invul effect from that sphere, or else it
would have robbed you of the berserked fist's invul. You do still get the other
effects of the sphere: health for both and also armor for the megasphere.
- Fixed the permanent radsuit by giving it to the player over and over.
- Added a new power-up replacing the radsuit: the Power Suit, which gives
regeneration, high jump, protection, and double firing speed, all for 2 minutes.
- Removed protection from the Ghost Sphere so I could put it in the Power Suit.
- Fixed the shotgun being silent in ZDoom and Zandronum 3.0, but unfortunately
that causes the sound to play twice in Zandronum 2.1.2 snd earlier.
- Buffed the damage and blast radius of the homing rocket to better handle
crowds.
- Reduced the number of puffs in the mushroom explosion of the big rocket from
60 to 40 to reduce lag. Fewer than that just doesn't look good.
- Added a DECALDEF lump so you can leave your mark.
- Added obituaries, but this is still nowhere close to balanced for PvP.

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Changes in opweapons_v8.pk3:

- Just a quick fix to stop BFG alt, rocket alt, and berserked fist from team
killing even with team damage off. Each of those did 1000000 damage, which
overwhelms invul and apparently the no-team-damage flag, so now they do 999000
damage instead.
- Buffed the shotgun even more.

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Changes in opweapons_v7.pk3:

- Only the Berserk gives berserk, and it powers up only the fist, but the
berserked fist turns you into one-hit-man.
- The Invis gives you a powerful suite of power-ups for 2 minutes: 1000 health,
Partial Invisibility, Frightener (scares the monsters), Double Speed, Flight,
protection that only lets 33% of normal damage through, and immunity to splash
damage and seeker missiles and ripping missiles and pain states.
- The Invul gives some health and 2 minutes of invul.
- Made the tracers client-side-only.

A by-the-weapon breakdown:
- Use your inventory to launch ghosts that are more powerful than before.
- Fist - Before being berserked, it does 20 times as much damage as a berserked
fist without this mod, and with berserk, it grants invul and 999000 damage. The
alt-fire heals both health and armor.
- Pistol - Fires a powerful rail attack, and alt-fire zooms for sniping.
- Shotgun - Does massive damage and the explodey puffs add some more damage.
Alt-fire does even more damage with the SSG spread.
- SSG - Shoots a cluster of ripping, bouncing plasma balls. Alt-fire shoots a
bfg spray that does more damage than a vanilla BFG, except for no damage from
the invisible BFG ball itself, and it shoots more rays.
- Chaingun - Shoots same rails as pistol, but faster. Alt-fire zooms.
- Rocket Launcher - Shoots homing rockets that do a lot of damage, and alt-fire
shoots a big rocket that will 1-hit anything.
- Plasma - Shoots an ice ball that will quickly freeze an enemy to death, and
alt-fire shoots a spread of floor-hugging explosive fireballs.
- BFG - Shoots a ring of 12 BFG balls in all directions, each of whch does much
more damage than a normal BFG ball. Alt-fire will clear any sized room of all
monsters, with no chance of any survivors.

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Changes in opweapons_b6.pk3:

- Since the 2 Berserks give invul, the Invul now gives berserk.
- Invul from any source now gives the golden lightmap, which is much less
annoying than the usual inverse lightmap, but still easy to tell whether you
currently have invul active.
- Added DOOMDEFS (Doom-specific GLDEFS) so everything that should glow, does.

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Changes in opweapons_b5.pk3:

- Fixed the shotgun playing its firing sound twice.
- Made the homing rockets bounce (non-berserked rocket launcher alt-fire).
- Halved the armor given by green armor, blue armor, and megasphere, but made
them add to your armor when you pick them up again all the way to the maximum.

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Changes in opweapons_b4.pk3:

- Made sure that all projectiles will pass harmlessly through players. However,
players will still be pushed by hitscans and explosions.
- Increased the mass of the player from 100 to 500 to make them harder to push
around, and increased the damage of the non-berserk primary rocket so it still
gives the player a good rocket jump boost.
- Made the berserk that replaces the blursphere give invulnerability just like
the other berserk.
- Made the invuleribility sphere last 2 minutes just like the berserk-given
invulnerability, and gave it a less-annoying effect on your acreen.
- Made the homing chainsaw bounce off walls, ceilings, and floors instead of
crashing, which makes it even more deadly, even though I halved its damage and
shortened its lifespan.
- Increased the number of fireballs from the non-berserked BFG alt-fire from
24 of them 15 degrees apart to 36 of them 10 degrees apart.
- Increased the speed of the berserked BFG alt-fire projectiles from 20 to 30.
- Doubled the speed of the fist's healing alt-fire.
- Increased the damage of the freezing plasma ball (plasma gun non-berserk
primary fire) from 40 to 50.

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Changes in opweapons_b3.pk3:

- Doubled the armor amount given by green armor, blue armor, megasphere, and
armor bonuses.
- Gave the player permanent immunity to lava, slime, etc. (like radsuit)
- Replaced the radsuit with a larger medikit that heals 100 health.
- Replaced the blursphere with another berserk so players would have a chance
to upgrade their weapons on maps with no berserk.
- The berserk grants 120 seconds of invulnerability, and the other berserk that
replaces the blursphere grants 120 seconds of frightener, which makes the
monsters flee from the player.
- Increased the damage dealt by every weapon, most of them double, and
increased the radius of every explosion, most of them double.
- The homing rocket and homing chainsaw now home even more aggressively.
- The ghost's projectiles should now pass harmlessly through players.

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Changes in opweapons_b2.pk3:

- Fine-tuned the ammo use for several weapons.
- Fixed a sprite error in the Plasma Gun alt-fire.
- Made the boss brain "see" sound play 3 times instead of 4 times when firing
berserked BFG alt-fire.
- The berserk pack no longer forces a switch to the fist.

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Changes from vanilla Doom:

- Fist - Normal is the same as vanilla berserk, and berserked is 10 times that.
Alt-fire heals yourself and your melee-range target.
- Chainsaw - Normal does more damage, and berserked does even more damage, in
all directions. Alt-fire throws the chainsaw, doing more damage than it did in
my alt-fires mod, and the berserked alt-fire is a homing thrown chainsaw.
- Pistol - Normal is a rail gun stronger than Skulltag's, and berserked is even
stronger. Alt-fire zooms in and out.
- Shotgun - Normal does 4x damage per pellet, and berserked doubles that again
and it has almost triple the pellets, like SSG, but with the shotgun spread.
Alt-fire is like a SSG with 4x damage per pellet, and berserked is double again
with 2.5x as many pellets.
- SSG - Normal shoots a cluster of ripping, bouncing plasma balls. Berserked
shoots a larger cluster that do more damage. Alt-fire shoots a bfg spray that
does as much damage as a vanilla BFG, except for no damage from the BFG ball,
and the berserked alt shoots more rays that do more damage.
- Chaingun - Shoots similar rails as pistol, but faster. Alt-fire zooms.
- Rocket Launcher - Normal does more damage and berserked shoots a big rocket
that has a spectacular explosion. Alt-fire rockets are homing and berserked alt
shoots ghosts that don't resurrect enemies but have lots of health and do lots
of damage.
- Plasma Rifle - Normal freezes and berserked explodes. Alt-fire is a floor-
hugging attack, and berserked alt is a stronger one.
- BFG9000 - Normal BFG ball does more damage, and berserked shoots 12 of them
in a full circle around you. Alt-fire is the same as the plasma rifle's
berserked alt, except in a full circle around you. Berserked alt-fire shoots an
incredibly powerful blast in all directions, killing even cyber demons.
Download:
opweapons_v44.pk3 from TSPG (allfearthesentinel.net)

Even though this is not being called a beta, changes can still happen, so feedback would be welcomed and appreciated.
Last edited by Empyre on Fri Aug 12, 2022 2:19 am, edited 32 times in total.
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RE: OP Weapons, when balanced weapons just won't do

#2

Post by Combinebobnt » Sun Nov 15, 2015 5:54 pm

Nice these weapons look competitive

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RE: OP Weapons, when balanced weapons just won't do

#3

Post by Empyre » Mon Nov 16, 2015 12:21 am

These weapons are definitely NOT intended for competitive game modes. They are intended for map wads with too many monsters, like chillax or tartarus or holyhell, or maybe my maps with 10x.

I have released opweapons_b2.pk3. Here are the changes, from the changelog:

- Fine-tuned the ammo use for several weapons.
- Fixed a sprite error in the Plasma Gun alt-fire.
- Made the boss brain "see" sound play 3 times instead of 4 times when firing berserked BFG alt-fire.
- The berserk pack no longer forces a switch to the fist.

opweapons_b2.zip at Dogsoft
opweapons_b2.pk3 at best Ever
Last edited by Empyre on Mon Nov 16, 2015 12:22 am, edited 1 time in total.
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RE: OP Weapons, when balanced weapons just won't do

#4

Post by Empyre » Fri Nov 20, 2015 3:19 am

I was playing chillax with these weapons and having fun, but I thought to myself "You know what these weapons need? More power!" So here they are with more power. /me grunts in reference to a popular 90s TV show.

opweapons_b3.zip from Dogsoft
opweapons_b3.pk3 from Best Ever

Changes in opweapons_b3.pk3:

- Doubled the armor amount given by green armor, blue armor, megasphere, and
armor bonuses.
- Gave the player permanent immunty to lava, slime, etc. (like radsuit)
- Replaced the radsuit with a larger medikit that heals 100 health.
- Replaced the blursphere with another berserk so players would have a chance
to upgrade their weapons on maps with no berserk.
- The berserk grants 120 seconds of invulnerability, and the other berserk that
replaces the blursphere grants 120 seconds of frightener, which makes the
monsters flee from the player.
- Increased the damage dealt by every weapon, most of them double, and
increased the radius of every explosion, most of them double.
- The homing rocket and homing chainsaw now home even more aggressively.
- The ghost's projectiles should now pass harmlessly through players.
Last edited by Empyre on Fri Nov 20, 2015 3:20 am, edited 1 time in total.
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RE: OP Weapons, when balanced weapons just won't do

#5

Post by Alecto2704 » Fri Nov 20, 2015 3:34 am

5 STARS
I LIKE IT, LIKE LIKE LIKE LIKE LIKE WEAPONS GG THX

<JAGDPANZER E100>
{YOU WANT METAL SLUG X? GET THIS LINK FOR FREE :)}
https://www.dropbox.com/s/kq69epn51v85a ... i.zip?dl=0
{MAYBE YOU CAN TELL WHAT IS EXO MUSIC IS?? GET THE LINK}
http://www.mediafire.com/download/n4cet ... ackV3a.pk3

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RE: OP Weapons (current version: b4), when balanced weapons just won't do

#6

Post by Empyre » Fri Nov 27, 2015 1:49 am

More improvements:

Changes in opweapons_b4.pk3:

- Made sure that all projectiles will pass harmlessly through players. However,
players will still be pushed by hitscans and explosions.
- Increased the mass of the player from 100 to 500 to make them harder to push
around, and increased the damage of the non-berserk primary rocket so it still
gives the player a good rocket jump boost.
- Made the berserk that replaces the blursphere give invulnerability just like
the other berserk.
- Made the invuleribility sphere last 2 minutes just like the berserk-given
invulnerability, and gave it a less-annoying effect on your acreen.
- Made the homing chainsaw bounce off walls, ceilings, and floors instead of
crashing, which makes it even more deadly, even though I halved its damage and
shortened its lifespan.
- Increased the number of fireballs from the non-berserked BFG alt-fire from
24 of them 15 degrees apart to 36 of them 10 degrees apart.
- Increased the speed of the berserked BFG altfire projectiles from 20 to 30.
- Doubled the speed of the fist's healing alt-fire.
- Increased the damage of the freezing plasma ball (plasma gun non-berserk
primary fire) from 40 to 50.

opweapons_b4.zip from Dogsoft
opweapons_b4.pk3 from Best Ever
Last edited by Empyre on Mon Nov 30, 2015 12:58 am, edited 1 time in total.
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RE: OP Weapons (current version: b4), when balanced weapons just won't do

#7

Post by Empyre » Mon Nov 30, 2015 1:01 am

Even more improvements:

Changes in opweapons_b5.pk3:

- Fixed the shotgun playing its firing sound twice.
- Made the homing rockets bounce (non-berserked rocket launcher alt-fire).
- Halved the armor given by green armor, blue armor, and megasphere, but made
them add to your armor when you pick them up again all the way to the maximum.

opweapons_b5.zip from Dogsoft
opweapons_b5.pk3 from Best Ever
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RE: OP Weapons (current version: b4), when balanced weapons just won't do

#8

Post by NachtIntellect » Mon Nov 30, 2015 2:03 am

Mind if I use the Decorate code for these weapons? I plan on releasing something much later with a couple of friends I will ofcourse give credit.
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RE: OP Weapons (current version: b4), when balanced weapons just won't do

#9

Post by Empyre » Mon Nov 30, 2015 6:24 am

Sure, go ahead. I look forward to seeing what you make with this.
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RE: OP Weapons (current version: b5), when balanced weapons just won't do

#10

Post by Empyre » Tue Dec 15, 2015 10:00 am

Improved yet again:

Changes in opweapons_b6.pk3:

- Since the 2 Berserks give invul, the Invul now gives berserk.
- Invul from any source now gives the golden lightmap, which is much less
annoying than the usual inverse lightmap, but still easy to tell whether you
currently have invul active.
- Added DOOMDEFS (Doom-specific GLDEFS) so everything that should glow, does.

opweapons_b6.zip from Dogsoft
opweapons_b6.pk3 from Best Ever
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Re: OP Weapons (current version: v7), when balanced weapons just won't do

#11

Post by Empyre » Wed Nov 09, 2016 8:44 am

After almost a year, here is a new version with such major changes that I almost called it opweapons2.

Changes in opweapons_v7.pk3:

- Only the Berserk gives berserk, and it powers up only the fist, but the
berserked fist turns you into one-hit-man.
- The Invis gives you a powerful suite of powerups for 2 minutes: 1000 health,
Partial Invisibility, Frightener (scares the monsters), Double Speed, Flight,
protection that only lets 33% of normal damage through, and immunity to splash
damage and seeker missiles and ripping missiles and pain states.
- The Invul gives some health and 2 minutes of invul.
- Made the tracers client-side-only.

A by-the-weapon breakdown:
- Use your inventory to launch ghosts that are more powerful than before.
- Fist - Before being berserked, it does 20 times as much damage as a berserked
fist without this mod, and with berserk, it grants invul and 1000000 damage. The
alt-fire heals both health and armor.
- Pistol - Fires a powerful rail attack, and alt-fire zooms.
- Shotgun - Does massive damage and the explodey puffs add some more damage.
Alt-fire does even more damage with the SSG spread.
- SSG - Shoots a cluster of ripping, bouncing plasma balls. Alt-fire shoots a
bfg spray that does more damage than a vanilla BFG, except for no damage from
the invisible BFG ball itself, and it shoots more rays.
- Chaingun - Shoots similar rails as pistol, but faster. Alt-fire zooms.
- Rocket Launcher - Shoots homing rockets that do a lot of damage, and alt-fire
shoots a big rocket that will 1-hit anything.
- Plasma - Shoots an ice ball that will quickly freeze an enemy to death, and
alt-fire shoots a spread of floor-hugging explosive fireballs.
- BFG - Shoots a ring of 12 BFG balls in all directions, each of which does much
more damage than a normal BFG ball. Alt-fire will clear any sized room of all
monsters, with no chance of any survivors.

opweapons_v7.pk3 from TSPG (allfearthesentinel.net)
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Re: OP Weapons (current version: v8), when balanced weapons just won't do

#12

Post by Empyre » Sat Nov 12, 2016 2:32 am

I made a quick fix because the three weapons that did 1000000 damage were team-killing despite team damage being off.

Changes in opweapons_v8.pk3:

- Just a quick fix to stop BFG alt, rocket alt, and berserked fist from team
killing even with team damage off. Each of those did 1000000 damage, which
overwhelms invul and apparently the no-team-damage flag, so now they do 999000
damage instead.
- Buffed the shotgun even more.

Download: opweapons_v8.pk3
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Re: OP Weapons (current version: v9), when balanced weapons just won't do

#13

Post by Empyre » Mon Nov 21, 2016 6:56 am

Here's another update which fixes things and adds things.

Changes in opweapons_v9.pk3:

- Increased the player's mass from 500 to 10000 to make him harder to push, but
with these weapons, even that might prove insufficient.
- Fixed the invul from berserked fist robbing the player of the invul from
invulnerability sphere. The unfortunate-but-unavoidable consequence is that when
you grab an invulnerability sphere or megasphere while protected by the berserked
fist's invul, you will not get the invul effect from that sphere, or else it
would have robbed you of the berserked fist's invul. You do still get the other
effects of the sphere: health for both and also armor for the megasphere.
- Fixed the permanent radsuit by giving it to the player over and over.
- Added a new power-up replacing the radsuit: the Power Suit, which gives
regeneration, high jump, protection, and double firing speed, all for 2 minutes.
- Removed protection from the Ghost Sphere so I could put it in the Power Suit.
- Fixed the shotgun being silent in ZDoom and Zandronum 3.0, but unfortunately
that causes the sound to play twice in Zandronum 2.1.2 and earlier.
- Buffed the damage and blast radius of the homing rocket to better handle
crowds.
- Reduced the number of puffs in the mushroom explosion of the big rocket from
60 to 40 to reduce lag. Fewer than that just doesn't look good.
- Added a DECALDEF lump so you can leave your mark.
- Added obituaries, but this is still nowhere close to balanced for PvP.

Download: opweapons_v9.pk3
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Re: OP Weapons (current version: v21), when balanced weapons just won't do

#14

Post by Empyre » Sun Mar 26, 2017 5:05 pm

I'm sorry. I have neglected this thread for quite a while. There have been several updates since v9. The full changelog is in the OP.

Download opweapons_v21.pk3
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Re: OP Weapons (current version: v24), when balanced weapons just won't do

#15

Post by Empyre » Wed May 03, 2017 2:43 am

/me sighs.
It looks like I've been neglecting this thread again. I've added turrets! The full changelog is in the OP.

Download: opweapons_v24.pk3
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Re: OP Weapons (current version: v25), when balanced weapons just won't do

#16

Post by Empyre » Thu May 04, 2017 6:35 pm

Here's yet another update:

Changes in opweapons_v25.pk3:

- Removed the Do-Nothing, which was no longer needed, thanks to the turrets.
- Set all powerup colors to Black 0.0, which seems to do what None should do.
- Made a timer (a long one) for all bouncing projectiles to try to fix the
problem where sometimes somehow they keep bouncing forever.
- Increased the speed of both kinds of rockets, and the speed of the homing
plasma balls from plasma rifle and plasma turret.

Download: opweapons_v25.pk3
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Re: OP Weapons (current version: v26), when balanced weapons just won't do

#17

Post by Empyre » Sun May 07, 2017 2:41 am

Updated again:

Changes in opweapons_v26.pk3:

- Made the explosions from the big rocket and the BFG ball kill through walls.
- The Shotgun alt-fire now shoots through walls, but with limited range.
- The Fist is now the only weapon that can damage turrets. We need some way to
remove poorly-placed turrets, or the Fist wouldn't hurt them either.

Download: opweapons_v26.pk3
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Re: OP Weapons (current version: v27), when balanced weapons just won't do

#18

Post by Empyre » Sun May 07, 2017 10:57 pm

I keep thinking of more ideas, so here's another update:

Changes in opweapons_v27.pk3:

- Fixed a bug that caused the Shotgun alt-fire to damage a turret when you were
standing right on it.
- Changed the firing rate of the Shotgun alt-fire to match a Super Shotgun, and
changed the whole look of it.
- Made the Ghost's fireballs faster and homing.
- Sped up the firing rate of the Plasma Turret.

Download: opweapons_v27.pk3
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Re: OP Weapons (current version: v28), when balanced weapons just won't do

#19

Post by Empyre » Tue Jul 25, 2017 2:45 am

Here's an update with big changes, making the mod much less OP, but still plenty OP enough to earn the name.

Download: opweapons_v28

Changes in opweapons_v28.pk3:

- The weapons had become so OP that even I thought it was too much, so I made
all the weapons much much weaker, but still definitely OP. You can still use
them in slaughtermaps with confidence.
- Also, the max health and armor is now 2000, instead of 30000, still OP.
- The 3 weapons that did damage through walls, don't any more.
- Fixed the bug where the armor icon didn't change from armor bonus when you
picked up better armor.
- You no longer pick up (and waste) unneeded health and armor bonuses, green
and blue armor, or soul spheres. Megaspheres are still set to always pick up.
- The Magic Powers alt-fire now stops your fall.
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Re: OP Weapons (current version: v28), when balanced weapons just won't do

#20

Post by Ru5tK1ng » Tue Jul 25, 2017 3:13 am

Nice update, I like these weapons in them monsterfest wads quite well. They also work good in competitive modes.

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