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Octoshotgun
Posted: Thu Jul 26, 2012 6:21 pm
by BloodyAcid
This is a small joke weapon I made in a few hours. An eight-barreled shotgun. And you thought the quad-barrel was overkill :P
The sprites are a little shaky since I had to extend them in Photoshop. I also know that the hand is cut off for a frame, but it doesn't really matter since it goes by so quickly. There are over 25 frames just for reloading since it takes so long. Credits to perkristian for the shotgun shell.
Spoiler: Spritesheet (Open)
The [video] tag is deprecated, please use the [media] tag
DL NEW (Pickup sprite from Blasphyx and some minor tweaks):
http://www.mediafire.com/?5aer67go2wp737e
DL (Why would you though):
http://www.mediafire.com/?dcq3apfie4l602h
RE: Octoshotgun
Posted: Thu Jul 26, 2012 6:37 pm
by Ænima
Weighs 110lbs when fully-loaded.
RE: Octoshotgun
Posted: Thu Jul 26, 2012 6:43 pm
by Cruduxy
Hands hurt from reloading more than carrying or firing.
RE: Octoshotgun
Posted: Thu Jul 26, 2012 6:51 pm
by katZune
Ænima wrote:
Weighs 110lbs when fully-loaded.
o.0, btw poor cyber, didn't even shot a rocket
RE: Octoshotgun
Posted: Thu Jul 26, 2012 6:54 pm
by Marcaek
the best 10/5, crappy sprite edit only makes it better
also 4 shots to kill a cyber, hahaha
RE: Octoshotgun
Posted: Fri Jul 27, 2012 10:16 pm
by Ravick
Cyberdemon just want to talk!! :(
RE: Octoshotgun
Posted: Sat Jul 28, 2012 8:32 pm
by Blasphyx
Ha, this is great. I made a version that replaces the super shotgun and it has a pickup sprite, and I changed the pickup and obituary message. The obituary message didn't work, and the pickup sprite flashes on the upper left of the screen for some reason.
http://www.mediafire.com/?m7bnl9428b7irlr
RE: Octoshotgun
Posted: Sun Jul 29, 2012 12:40 am
by BloodyAcid
Thanks for the update :) I was too lazy to make my own pickup sprite.
You see, I made a typo on the last line, since it's supposed to be SHT2A0, not SHT8A0. Your pickup sprite name SHT8A0 is called on the last line for the fire state, or A_Refire, which is why it pops since it's not aligned on the HUD. Also, I forgot to call the sound "A_PlaySoundEx ("weapons/sshoto", "Weapon"), so I fixed that too.
Here's DL Link for 2.1, should be good now:
http://www.mediafire.com/?5aer67go2wp737e
RE: Octoshotgun
Posted: Sun Jul 29, 2012 11:56 am
by Medicris
This is crazy fun in DM for no reason whatsoever than the sheer novelty of being a living canister cannon.
RE: Octoshotgun
Posted: Sun Jul 29, 2012 6:09 pm
by Blasphyx
Maybe it should replace the super shotgun, while the super shotgun replaces the shotgun, heh.
RE: Octoshotgun
Posted: Mon Jul 30, 2012 1:40 am
by Avi
And I have my vote on the bfg10k replacement on this. Greatest gun ever.
RE: Octoshotgun
Posted: Mon Jul 30, 2012 2:05 am
by Marcaek
^oh man, somebody run a stock DM server with this replacing the 10k. Guaranteed hilarity.
RE: Octoshotgun
Posted: Mon Aug 20, 2012 6:18 pm
by mr fiat
Marcaek wrote:
^oh man, somebody run a stock DM server with this replacing the 10k. Guaranteed hilarity.
I support this, I want it to happen!
RE: Octoshotgun
Posted: Mon Aug 20, 2012 10:30 pm
by Razgriz
rofl this is amazing
RE: Octoshotgun
Posted: Mon Aug 20, 2012 10:37 pm
by Boko
rofl, i need one of these in d2reload, archviles would get owned. Also the OSG(octa shotgun) looks rather like a plain super shotgun. :|
RE: Octoshotgun
Posted: Mon Aug 20, 2012 10:51 pm
by BloodyAcid
It's 4 shotguns stacked, so of course the first frame looks normal.
RE: Octoshotgun
Posted: Mon Aug 20, 2012 11:20 pm
by Dynomic
The reloading should probably take about 4 seconds longer for the sake of balance, and the resting sprite could use a replacement.
Very good and creative, none the less. I have seen a QuadShotgun before and I was wondering if anyone could make anything better.
RE: Octoshotgun
Posted: Tue Aug 21, 2012 1:22 am
by Llewellyn
Need to replace:
Code: Select all
SHT2 A 7 A_GunFlash
SHT8 B 3
SHT8 C 3 A_CheckReload
With:
Code: Select all
SHT2 A 7 A_GunFlash
SHT2 A 0 A_CheckReload
SHT8 B 3
SHT8 C 3
Otherwise if you fire the gun and use all your ammo it plays part of the reloading animation.
RE: Octoshotgun
Posted: Tue Aug 21, 2012 7:29 am
by HexaDoken
And then I came and used this in Akimbo mode.
If I wouldn't be so badass I would probably be knocked back 30 meters upon firing.
RE: Octoshotgun
Posted: Wed Aug 22, 2012 6:01 am
by Hece
Modify ready/fire sprites and then this will boom the crap out of everyone.