Hardbash's Weapon Pack (015) - Now with Screenshots!

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Hardbash
 
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Hardbash's Weapon Pack (015) - Now with Screenshots!

#1

Post by Hardbash » Wed Jul 29, 2015 4:18 am

Hardbash's Weapon Pack! v. 015

Credits to the original gunsmiths are included within the wad.
Thanks to those who had helped here on the help forums.

What are we looking at here?

First of all, it's a weapon pack. Made so that it includes many highly usable weapons, not just two or three really nice ones and then a bunch of marshmallow shooters.

It replaces all of the guns of Doom. Even the Skulltag weapons have a chance to spawn. How they do will be up to you to find out.

I would like version 016 to have skins available for use and reanimate my guns but for the moment I lack the resources for that.

Current version: HWP015
(Requires skulltag_data and skulltag_actors)

Feedback and stuff like that is appreciated on how guns perform.

Go find screenies and the pack here

[spoiler]THIS ONE IS OUTDATED, just showing you what this pack transformed FROM.
Bunch of things are over/under powered in this one and it's just... whack.
Very first version:
http://www.mediafire.com/download/iy663 ... bi/HWP.wad[/spoiler]
Last edited by Hardbash on Sat Jan 16, 2016 2:15 am, edited 1 time in total.
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FascistCat
 
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RE: Hardbash's Weapon Pack

#2

Post by FascistCat » Wed Jul 29, 2015 8:07 pm

I tested it last night and could only manage to run the first version since your latest version gave me a DECORATE error and couldn't run it, so I'm gonna comment only on that one.

The weapons are good, nothing outstanding but good. I liked the lever action shotgun but I think it shot too many pellets per round. The SSG has too much spread, reducing it's versatility, maybe useful for clearing rooms full of imps or zombiemen. The smartgun is kewl but shooting two bullets and only consuming one, no good. Grenade launcher reminded me of Doom3 bouncy 'nades. Maybe you could reduce their acceleration once they hit a wall? Cryobow and BFG are good. Rifle shots should be much faster imo. The magnetsaw is superfun, I really liked how you can pull your enemies towards you and cut 'em, but I think it should have a distance limit.

Overall, good stuff.

Hardbash
 
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RE: Hardbash's Weapon Pack

#3

Post by Hardbash » Thu Jul 30, 2015 12:45 am

FascistCat wrote: I tested it last night and could only manage to run the first version since your latest version gave me a DECORATE error and couldn't run it, so I'm gonna comment only on that one.

The weapons are good, nothing outstanding but good. I liked the lever action shotgun but I think it shot too many pellets per round. The SSG has too much spread, reducing it's versatility, maybe useful for clearing rooms full of imps or zombiemen. The smartgun is kewl but shooting two bullets and only consuming one, no good. Grenade launcher reminded me of Doom3 bouncy 'nades. Maybe you could reduce their acceleration once they hit a wall? Cryobow and BFG are good. Rifle shots should be much faster imo. The magnetsaw is superfun, I really liked how you can pull your enemies towards you and cut 'em, but I think it should have a distance limit.

Overall, good stuff.
The first version is just an example of where it came from, and you need the skulltag_actors and skulltag_data .pk3 files to run 008, otherwise, it wont recognize the Skulltag guns like the minigun or bfg10k.

As for the SSG, I wanted it to be the super CQC shotgun but that eventually changed around 005 or 006.
I don't have the knowledge to nerf the range of the saw's magnet, or how to slow down grenades after they hit a wall thank god for zdoom wiki :P

Atleast you didn't see the repeater. Good god, I turned that thing into a worthless abomination and I had to give it the boot.
Last edited by Hardbash on Fri Jul 31, 2015 12:41 am, edited 1 time in total.
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Hardbash
 
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RE: Hardbash's Weapon Pack (014)

#4

Post by Hardbash » Sun Nov 15, 2015 2:34 am

New Version!

I hadn't uploaded the last two or three versions since it's just me posting in here *forever alones in this corner... over here... alone*
and on top of that I just finished playing football for my school so I made NO progress over that time. that's 10 weeks

I can't remember what I changed, but I feel like (and definitely know) that "my" guns have improved since the last version uploaded here.
So here's to trying!
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Samuzero15tlh
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RE: Hardbash's Weapon Pack (014)

#5

Post by Samuzero15tlh » Sun Nov 15, 2015 2:46 am

Nice guns! I noticed that all of the guns (a big part of them) are from realm 677, but it's good for me.
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


Samuzero15tlh

Hardbash
 
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RE: Hardbash's Weapon Pack (014)

#6

Post by Hardbash » Sun Nov 15, 2015 3:24 am

Samuzero15tlh wrote: Nice guns! I noticed that all of the guns (a big part of them) are from realm 677, but it's good for me.
Yep. What was the term... 667 casserole?
I would change that if I had a greater know-how. But I don't.

I'm mostly comparing this to the 100 weapons download that has 100 weapons but like very very few are usable and scattered around each wad so the good ones aren't even together.
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Samuzero15tlh
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RE: Hardbash's Weapon Pack (014)

#7

Post by Samuzero15tlh » Sun Nov 15, 2015 3:33 am

Giving another way to animate the weapons maybe can change your look, trough offsets.
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


Samuzero15tlh

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RE: Hardbash's Weapon Pack (014)

#8

Post by Hardbash » Thu Nov 19, 2015 5:45 pm

Samuzero15tlh wrote: Giving another way to animate the weapons maybe can change your look, trough offsets.
I don't have any idea what that would require me to do.
I'll look into altering offsets when I get the chance as, for now, I have no way of working on the arsenal.
Shut up, nurse!

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MrEnchanter
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RE: Hardbash's Weapon Pack (014)

#9

Post by MrEnchanter » Fri Dec 11, 2015 1:31 am

Screenshots?
Image

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Gustavo6046
 
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RE: Hardbash's Weapon Pack (014)

#10

Post by Gustavo6046 » Fri Dec 11, 2015 4:46 pm

He said it was a surprise. It's too good to spoil!
Anyway no one please spoil by posting screenshots! Or you will have a not-so-fun time with 'Bash!!

FascistCat
 
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RE: Hardbash's Weapon Pack (014)

#11

Post by FascistCat » Fri Dec 11, 2015 7:00 pm

It's proper etiquette to post some media and it's also a proper way to promote your work.

Since there are no screenshots many people (including me) will not even consider downloading Hardbash's work. You do need some eyecandy to attract users.

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RE: Hardbash's Weapon Pack (014)

#12

Post by Gustavo6046 » Fri Dec 11, 2015 9:43 pm

I was prompted to make one screenshot. Sad myself...
Image
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Hardbash
 
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RE: Hardbash's Weapon Pack (015) - Now with Screenshots!

#13

Post by Hardbash » Sat Jan 16, 2016 2:12 am

Screenshots up and 015 out!
yay.

i said in a reply that i made (and deleted for bump purposes) that I'll go take the time to make screenshots.
i wanted to avoid bad ones (gustavo looking at you) and make them either average or above.

...

i failed but still, screenies :D
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