'Better' Doom Weapons - back for more

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ijon Tichy
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'Better' Doom Weapons - back for more

#1

Post by Ijon Tichy » Mon Jun 04, 2012 8:55 am

OH AND YOU THOUGHT THE FORUMS DYING WAS GONNA STOP THIS. OH NO. OH HELL NO.

Right, anyway. Basically, they're Doom weapons. But better. How they're better... well, they're generally more responsive (where it makes sense - no instant BFG for you), more powerful, rip the shit out of pk_weapons.pk3, and... well... it works in all major IWADs. Even Strife. Well, not perfectly in Strife, but it's a pile of hacks thrown on a pile of even more hacks, so no big deal.

Note that the Doomguy acts like the Doomguy, even in other IWADs. Holding health for later? NOPE. Carrying around a tome of power? LOL NO, ACTIVATES INSTANTLY. Shadow armor? Pretty much useless, unless you have a good use for it in the nearby vicinity. At least mystic urns and surgery kits can get you to 200 health.

Anyway, link. Screenshots coming in a little bit.

ZDoom - http://filesmelt.com/dl/betterdoomweapons4_1.zip
Zandronum - http://filesmelt.com/dl/betterdoomweapons4_1-zandro.zip

Edit: SCREENSHOTS

Or...
[spoiler]Image

Image

Image

Image

Image

Image[/spoiler]

edit: I should probably make it clear that this isn't meant to be a super-serious mod, so don't take it super-serious. I'm not, so you shouldn't. Still, if something's broken...
Last edited by HeavenWraith on Wed Jun 06, 2012 8:34 am, edited 1 time in total.

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RE: 'Better' Doom Weapons - back for more

#2

Post by Zajaquiel » Thu Aug 30, 2012 2:00 pm

Nice :)

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Valherran
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RE: 'Better' Doom Weapons - back for more

#3

Post by Valherran » Thu Aug 30, 2012 6:28 pm

Never saw this before, looks like fun, I will give it a try. ^^

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RE: 'Better' Doom Weapons - back for more

#4

Post by katZune » Thu Aug 30, 2012 7:29 pm

wow, that is big bump anyway is good :D
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: 'Better' Doom Weapons - back for more

#5

Post by Ijon Tichy » Thu Aug 30, 2012 7:43 pm

still not taking this seriously

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RE: 'Better' Doom Weapons - back for more

#6

Post by Valherran » Thu Aug 30, 2012 8:09 pm

Holy shit Doomguy is OP! Even more so on Heretic and Hexen! LOL

Any chance you could do a similar rework for Corvus and have them both available in each other's game?
Some things you could alter:

1. The alt fire on that Chaingun eats through your ammo in like 5 seconds, and so do the gauge slugs on the shotguns. Any chance you could upgrade the ammo capacity further? Mainly for the bullets.

2. When picking up the Tomb of Power om Heretic, can you remove or tone down the purple blinding on the screen? That almost got me killed a few times...

3. Can you use a different effect for when Doomguy goes on a killing spree? The bright red screen makes it very difficult to see.

4. I assume the Hexen part is still a WIP as I cannot find ammo for Doomguy's weapons. Looking forward to that one. heh
Last edited by Valherran on Thu Aug 30, 2012 8:32 pm, edited 1 time in total.

Ijon Tichy
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RE: 'Better' Doom Weapons - back for more

#7

Post by Ijon Tichy » Thu Aug 30, 2012 10:24 pm

Valherran wrote: Holy shit Doomguy is OP! Even more so on Heretic and Hexen! LOL
you can see why i don't take it seriously
Any chance you could do a similar rework for Corvus and have them both available in each other's game?
hell, I hardly touch this anymore
I might if I ever get back into weapon modding
1. The alt fire on that Chaingun eats through your ammo in like 5 seconds, and so do the gauge slugs on the shotguns. Any chance you could upgrade the ammo capacity further? Mainly for the bullets.
that's kinda the point - they'll tear the fuck through enemies, but empty your backpack just as quickly
btw the ssg's alt-fire changed to a dragon's breath thingy, so I might lower the ammo usage on that
edit: actually, that may just be a general thing, since who likes having to leave ammo behind, then hunt it down when they inevitably run out?
2. When picking up the Tomb of Power om Heretic, can you remove or tone down the purple blinding on the screen? That almost got me killed a few times...
but I like that effect :(
I could make you take 25% damage or something when the blinding is in effect, along with an A_Explode (after all, it's supposed to be a sudden release of power), for the cool factor
3. Can you use a different effect for when Doomguy goes on a killing spree? The bright red screen makes it very difficult to see.
I completely removed the berserk effect, actually, since it turned melee from worthless to the only thing you'd ever want - instead, alt-fire throws a punch that's a good three or four times as strong (makes early hexen a lot easier to deal with)
I assume the Hexen part is still a WIP as I cannot find ammo for Doomguy's weapons. Looking forward to that one. heh
picking up mana doesn't work? huh
Last edited by Ijon Tichy on Thu Aug 30, 2012 10:25 pm, edited 1 time in total.

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RE: 'Better' Doom Weapons - back for more

#8

Post by Valherran » Fri Aug 31, 2012 8:19 am

I completely removed the berserk effect, actually, since it turned melee from worthless to the only thing you'd ever want - instead, alt-fire throws a punch that's a good three or four times as strong (makes early hexen a lot easier to deal with)
Huh? All alt-fire did for fists was switch the knuckle graphic around, it didn't do anything else when I hit the fire/alt fire after each side switch.

As for the purple haze, that should make you invulnerable till the effect goes away.

Is the version on your links the latest one? Or are you working on the new one? Cus the ones on those links are the ones I have/played recently.

Ijon Tichy
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RE: 'Better' Doom Weapons - back for more

#9

Post by Ijon Tichy » Fri Aug 31, 2012 5:51 pm

Valherran wrote:
I completely removed the berserk effect, actually, since it turned melee from worthless to the only thing you'd ever want - instead, alt-fire throws a punch that's a good three or four times as strong (makes early hexen a lot easier to deal with)
Huh? All alt-fire did for fists was switch the knuckle graphic around, it didn't do anything else when I hit the fire/alt fire after each side switch.

As for the purple haze, that should make you invulnerable till the effect goes away.

Is the version on your links the latest one? Or are you working on the new one? Cus the ones on those links are the ones I have/played recently.
yeah, I'm talking about a version on my flash drive and nowhere else (because I'm a huge prick like that)
Last edited by Ijon Tichy on Fri Aug 31, 2012 5:51 pm, edited 1 time in total.

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RE: 'Better' Doom Weapons - back for more

#10

Post by Hardbash » Sat Dec 08, 2012 10:58 pm

The one on the flashdrive is going to be published, right? Would love for that to happen.
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RE: 'Better' Doom Weapons - back for more

#11

Post by Aqua Kitty » Sun Dec 09, 2012 5:51 am

Valherran wrote: Holy shit Doomguy is OP! Even more so on Heretic and Hexen! LOL

Any chance you could do a similar rework for Corvus and have them both available in each other's game?
Some things you could alter:

1. The alt fire on that Chaingun eats through your ammo in like 5 seconds, and so do the gauge slugs on the shotguns. Any chance you could upgrade the ammo capacity further? Mainly for the bullets.

2. When picking up the Tomb of Power om Heretic, can you remove or tone down the purple blinding on the screen? That almost got me killed a few times...

3. Can you use a different effect for when Doomguy goes on a killing spree? The bright red screen makes it very difficult to see.

4. I assume the Hexen part is still a WIP as I cannot find ammo for Doomguy's weapons. Looking forward to that one. heh
There's always Samsara; the link is in Ijon's signature.

Also, Doomguy has been officially granted the title "Smite Meister".
Last edited by Aqua Kitty on Sun Dec 09, 2012 6:39 am, edited 1 time in total.
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