Zandronum weapons?

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Racoon
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Zandronum weapons?

#1

Post by Racoon » Thu Jun 28, 2012 4:33 pm

I was just wondering...you know how skulltag had 4 extra weapons like the minigun, grenade launcher, railgun and the bfg10k? well, I was thinking of 4 different weapons for zandronum..

Machine gun: behaves like the one in doom 3 minus reloading. it don't deal a lot of damage.

keep the grenade launcher or make a new one, but weigh down the grenades so they don't seem like they float down the hallway..I swear the St grenade launcher seems like it has a lot of reach.

a new railgun but not with the 4 shots and then reload crap. just one shot, and wait for it to recharge. that's it.

and finally a bfg that acts like the one in quake 2, hard to find and reach, and once you fire that thing...everyone just...dies i guess.

this is just suggestions...hopefully this will give anyone else some ideas..

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RE: Zandronum weapons?

#2

Post by one_Two » Thu Jun 28, 2012 4:52 pm

Not a bad idea but seeing as Zandronum is St I doubt there will be any changes, but what do I know.

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RE: Zandronum weapons?

#3

Post by Reaku » Thu Jun 28, 2012 4:56 pm

Well, being honest, the Railgun and Grenade launcher are something nice, but it may be in best interest to stay away from any clone weapons like a Machinegun or another BFG. One suggestion in place of the Machine gun would be a Nailgun, which I do have a correct working code for, just no graphics, and another one would possibly be making a new mingun, because that was fun, ut only in Inv, so that leads to possibly making a weapon close to the Karasawa, or going to the extent to make a Ripper.
the amount of guns you could have are endless to say the least, but some ideas need to be made in full before jumping too far.
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RE: Zandronum weapons?

#4

Post by Ivan » Thu Jun 28, 2012 4:59 pm

A plasma boomerang launcher that is a ripper.
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RE: Zandronum weapons?

#5

Post by Reaku » Thu Jun 28, 2012 5:06 pm

Ivan wrote: A plasma boomerang launcher that is a ripper.
So like a Spinfusor? Huh, I could see that in the BFG range... A high velocity spinning plasma disc that explodes on contact.
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RE: Zandronum weapons?

#6

Post by Medicris » Thu Jun 28, 2012 5:07 pm

If it ever does have items and weapons of its own (doubtful since the aim of this port is now simply "multiplayer zdoom" apparently), then I hope they keep in line with Doom/Quake. A railgun, sure, but with a four-shot clip? The Doom shotgun never needed to be topped up with shells every 6 shots. I'm sure grenades would arc more than ST's moon-gravity grenades.

Basically I'd pick: Minigun with SSG-ish spread (chaingun already fills light bullet wep), grenade launcher with Q1-like arc/bouncing, single-shot railgun, Q3-styled BFG10k.

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RE: Zandronum weapons?

#7

Post by Reaku » Thu Jun 28, 2012 5:11 pm

Medicris wrote: Minigun with SSG-ish spread (chaingun already fills light bullet wep), grenade launcher with Q1-like arc/bouncing, single-shot railgun, Q3-styled BFG10k.
A good idea with the Minigun because it was a little too easy to hit, but you don't want the spread to be too atrociously large like the ssg, but you want enough to make it harder to hit with at a distance, as for the grenade launcher, I completely understand there. The railgun needs a little more balance, though the 4 shots was nice, it was more of a spray and pray, and the BFG10k... I'd rather take a spinfusor in it's place!
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RE: Zandronum weapons?

#8

Post by President People » Thu Jun 28, 2012 6:20 pm

Ivan wrote: A plasma boomerang launcher that is a ripper.
This. Someone please make this right now. The TaskMaker needs his Guardian Boomerang.
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RE: Zandronum weapons?

#9

Post by Reaku » Thu Jun 28, 2012 6:22 pm

President People wrote:
Ivan wrote: A plasma boomerang launcher that is a ripper.
This. Someone please make this right now. The TaskMaker needs his Guardian Boomerang.
I can do it for you in a few days when I can access my machine again. (On someones laptop) Shouldn't be too hard to make, all depends of you want it as a true boomerang.
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RE: Zandronum weapons?

#10

Post by President People » Thu Jun 28, 2012 6:31 pm

Reaku wrote:I can do it for you in a few days when I can access my machine again. (On someones laptop) Shouldn't be too hard to make, all depends of you want it as a true boomerang.
Oh wow, someone's really making it? Even if it doesn't make Zandronum, I think it'd be really neat to play around with. True boomerang is preferable.

You have my blessing in this task!
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RE: Zandronum weapons?

#11

Post by Reaku » Thu Jun 28, 2012 6:36 pm

President People wrote:
Reaku wrote:I can do it for you in a few days when I can access my machine again. (On someones laptop) Shouldn't be too hard to make, all depends of you want it as a true boomerang.
Oh wow, someone's really making it? Even if it doesn't make Zandronum, I think it'd be really neat to play around with. True boomerang is preferable.

You have my blessing in this task!
Then I'd have to find a way to make it work like the Bloodscourge and that is no easy task, especialy if you're looking for a plasma based weapon... it'd be hours to get the arching complete, and if I add a bounce to it, that'll really make the weapon interesting, granted I give the projectiles a life span.
Last edited by Reaku on Thu Jun 28, 2012 6:43 pm, edited 1 time in total.
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RE: Zandronum weapons?

#12

Post by Torr Samaho » Thu Jun 28, 2012 7:41 pm

There are no plans to add new weapons to Zandronum. Any additional weapons would just risk breaking compatibility with ZDoom mods. Zandronum is about making a very modable ZDoom compatible multplayer engine, it's not about integrated content. In this regard it's quite different from Skulltag. New content is what mods are for. It's possible that we will have official mods (an official map pack is planned), but they will be optional, i.e. Zandronum will not require them to run.

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RE: Zandronum weapons?

#13

Post by Reaku » Thu Jun 28, 2012 7:55 pm

That said, maybe an optional weapons pack for the port can be throwen together with a few talented sprite artists and coders.
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RE: Zandronum weapons?

#14

Post by Torr Samaho » Thu Jun 28, 2012 8:04 pm

That certainly is a possibility.

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RE: Zandronum weapons?

#15

Post by Racoon » Fri Jun 29, 2012 4:47 am

I was just wondering if this would be a possibility but Torr did brought up a point though.

This will sound off-topic but i was working on a deathmatch mod but when the whole St thing went down, it just killed my motivation to continue working on it, but now that Zandronum is zdoom based, it shed some light. i'll release a W.i.P. version of it in the releases sometime..
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RE: Zandronum weapons?

#16

Post by NeuralStunner » Fri Jun 29, 2012 7:57 am

Is there sill an Instagib mode? I wonder how this would work without a railgun weapon.

Granted, Buckshot mode is useless without DooM 2 / Final DooM...
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RE: Zandronum weapons?

#17

Post by Ijon Tichy » Fri Jun 29, 2012 10:09 am

Medicris wrote: Basically I'd pick: Minigun with SSG-ish spread (chaingun already fills light bullet wep), grenade launcher with Q1-like arc/bouncing, single-shot railgun, Q3-styled BFG10k.
didn't I say I was gonna mock this up on IRC once upon a whenever? not like it'd be hard or anything, although balance would still be an issue - I got the grenade launcher in quakeweps already (it's basically the SAME DAMN THING as quake's GL), and the railgun can be taken from q2railgun (which is basically the SAME DAMN THING as q2's RG) and adapted with the st railgun sprites

also, Did You Know the quake 3 bfg10k sounds are in skulltag_data.pk3?
because they are

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