Cata WeaponZ (Sep. 2017) Arsenal Update!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Catastrophe
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Cata WeaponZ (Sep. 2017) Arsenal Update!

#1

Post by Catastrophe » Sat Dec 05, 2015 7:01 am

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Survey #1 RESULTS

CataWepZ is a DM addon that makes all weapons very powerful and satisfying to use. This is best played on maps with a variety of weapons as it uses random weapon spawns. Do keep in mind that combat is very fast paced.

Main Changes
Spoiler: Click Here (Open)
New Guns
Weapons have been made stronger, more responsive, and much smoother
New spree system coded from scratch
Supports all gamemodes
Custom Last Man Standing and Team Last Man Standing gamemode
PWO Support

Core Mechanical Changes
Spoiler: Click Here (Open)
Pistol removed, players start with fists by default
Weapons don't have random damage
Weapons fire instantly
Players use skins to identify which weapon they are holding
Players move 15% slower

Weapon Specifications
Spoiler: Click Here (Open)
Fist
Steals a weapon from whoever you punch (lol)

Life-Leech Sword
1-hit KO Sword that steals hp

Revolver
Slowly fires pinpoint-accurate bullets
You can do a burst fire by hitting fire again after the muzzle flash animation is over.

Shotgun
Fires bullets in a tight bulls-eye circular pattern.
Central bullet does additional damage, if all bullets hit, it is a 1-hit kill.

Double Shotgun
Fires 20 Bullets in a oval'ish pattern.
The damage is lower than Doom's SSG.
This weapon fires much faster than Doom 2's SSG.

Automatic Shotgun
Ultimate Weapon for Slot 3
Fires the same way the shotgun does, except it is much faster and does more damage.
Only weapon that allows autoaim

M-16
Fires a 3 round burst with upward recoil.
Each shot deals 35 damage, meaning if all 3 shots hit you will die.

Bolt-Action Rifle
Fires 1 bullet that loses accuracy over long distances.
Each bullet does 100 damage.

Sniper Rifle
Fires 1 bullet that is pin-point accurate.
Each bullet does 110 damage.
The bullet behaves like a railgun and penetrates through multiple enemies.

Heavy Rifle
Ultimate Weapon for slot 2.
Quickly Fires pin-point piercing rounds with no recoil.

Minigun
Fires bullets at an extremely fast rate.
Greatly loses accuracy beyond mid-range.
This weapon also fires three pellets per shot.
This weapon has random spread.

Dual AK-47
Higher DPS than minigun, but poorer spread and firing rate.
Bullets will not hit dead center in mid-long range, ever.
This weapon has random spread.

Light Machine Gun
Fires deadly shots that are slightly more accurate but slower than the chaingun.
Can be tapped to make precise shots.
This weapon has random spread if held.

Explosive Chaingun
Ultimate weapon for slot 4
Rapidly fires explosive rounds, the firer is immune to the splash damage.

RPG
Fires rockets at a slightly faster rate than Doom's.
Rocket speed is much faster than Doom 2's.

Grenade Launcher
Fires a grenade with low splash damage but high impact damage.
Does not bounce.
Must be reloaded after every shot.

Magnetic Grenade Launcher Deprecated
Fires grenades that stick to targets.
Once stuck, the grenades dedonate after a second or two, dealing great damage.
Anyone killed with a grenade on them will cause the grenade to explode prematurely.
If the person who attaches a grenade dies, all live grenades placed by him will be disarmed.
This has a 1:1 ratio, no one can have two grenades on them.
Due to ACS limitaions, this does not work on monsters.

Mortar Cannon
Fires a flurry of mortars in a shotgun-like fashion.
Needs a quick pump after every shot.

Mini Homing Rocket Launcher
Ultimate weapon for Slot 5
Rapidly fires mini rockets which home onto the target
Each rocket does 40 damage but no splash damage.
Rockets don't begin homing until half a second AFTER it's been fired.

Plasma Ballista
Fires a fast projectile that does high damage

Plasma Gun
Fires plasma very rapidly.
Plasma does much more damage than Doom's Plasma.
Plasma is much faster than Doom's Plasma.
No longer needs to cool-down after firing.

Plasma Combustor
Combusts plasma, making it behave much like a flamethrower.
The closer your are, the more damage it does.
At point-blank range this weapon will certainly instakill.

Ricochet Railgun
Fires a rail that can bounce off of walls.
Does not penetrate multiple enemies, so if you hit someone it won't richochet off of him.
You can kill yourself with the richochet, so be careful.

BFG 9500
Ultimate Weapon for slot 6.
Rapidly fires BFG projectiles that explode and cause radius damage on impact.
This is an in-between from 9000 and 10k, thus it doesn't have tracers.
You don't take any self-damage from this.
FAQ
Spoiler: Click Here (Open)
What happened to mega kill, ludicrous kill, and holy shit?
Because this wad is using ZD's announcer and I feel that the mass spam of monster kills is more satisfying to hear.

I just want normal last man standing, how do I play that?
Do wepz_lmsstyle 1 in the console.

How many consecutive kills do I need for it to be displayed to everyone?
Every time you get a kill, and you get another within four seconds, it counts as a consecutive kill. If you get 6 consecutive kills, it will be displayed on the screen for everyone to admire.

Can I use this wad as a resource?
You may use code from the wad as a resource as long as I am mentioned somewhere in the credits. As for sprites, no because most of the sprites are not created by me. You'll have to seek the respective authors for that.

Will there be a modified BFG?
The DooM BFG9000 with the tracers will not be added to this project in any form. I feel that it ruins the deathmatch experience for a lot of players. This is a core design decision and no I'm not changing my stance on this. It's here now. (Only took a year :lol: )

Will there be more guns?
Hell yeah

What about powerup, and item replacements?
Yes after every slot has at least three weapons each.

Custom maps?
Yes after the core mod is done.

Trailer
Screenshot 1 | Screenshot 2 | Screenshot 3
GET IT HERE
Changelog
Last edited by Catastrophe on Sun Sep 10, 2017 9:00 pm, edited 26 times in total.
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RE: Cata WeaponZ

#2

Post by Ænima » Sat Dec 05, 2015 1:21 pm

Neat. Can you make a version without player slowing? Or maybe just a CVAR and an ACS script that changes the speed back to normal?
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RE: Cata WeaponZ

#3

Post by Decay » Sat Dec 05, 2015 3:26 pm

Catastrophe wrote:
Players move 15% slower
May I ask why you opted to implement such a terrible change?

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RE: Cata WeaponZ

#4

Post by Catastrophe » Sat Dec 05, 2015 5:31 pm

Decay wrote:
Catastrophe wrote:
Players move 15% slower
May I ask why you opted to implement such a terrible change?
I've failed to mention this in the OP, but this is meant to be played with Skulltag jump physics. My main reason behind the slow was to add more emphasis on movement tricks such as bunny hopping.
Ænima wrote: Neat. Can you make a version without player slowing? Or maybe just a CVAR and an ACS script that changes the speed back to normal?
Yes.
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RE: Cata WeaponZ

#5

Post by Untitled » Sat Dec 05, 2015 6:00 pm

Pretty cool stuff. I have to say, this might be specifically designed for DM, but it's actually pretty fun in Co-op too.
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RE: Cata WeaponZ

#6

Post by Kara Kurt » Sat Dec 05, 2015 8:11 pm

I like the spree system. It should be used in CTF!
PS: I'm guessing that double/multikills don't show up?
Last edited by Kara Kurt on Sat Dec 05, 2015 8:12 pm, edited 1 time in total.

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RE: Cata WeaponZ

#7

Post by Catastrophe » Sat Dec 05, 2015 10:04 pm

Kara Kurt wrote: PS: I'm guessing that double/multikills don't show up?
What do you mean?
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RE: Cata WeaponZ

#8

Post by Galactus » Sat Dec 05, 2015 10:09 pm


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RE: Cata WeaponZ

#9

Post by Kara Kurt » Sat Dec 05, 2015 11:12 pm

Catastrophe wrote:
Kara Kurt wrote: PS: I'm guessing that double/multikills don't show up?
What do you mean?
That if small sprees such as double and multi are also shown. If the server using this is full, it will pop up quite frequently meaning that we probably wouldn't even have time to see who's got doublekill.

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RE: Cata WeaponZ

#10

Post by Catastrophe » Sat Dec 05, 2015 11:16 pm

Kara Kurt wrote:
Catastrophe wrote:
Kara Kurt wrote: PS: I'm guessing that double/multikills don't show up?
What do you mean?
That if small sprees such as double and multi are also shown. If the server using this is full, it will pop up quite frequently meaning that we probably wouldn't even have time to see who's got doublekill.
The "x got a monster kill x2" only shows up if someone gets more than 5 frags in a row which shouldn't be too common. And also the spree system in this wad supports multiple messages and don't overlap each other. It supports up to 10 messages displayed at the same time and can be easily increased whenever necessary.
Last edited by Catastrophe on Sat Dec 05, 2015 11:24 pm, edited 1 time in total.
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RE: Cata WeaponZ

#11

Post by Mobius » Sun Dec 06, 2015 11:50 am

This is actually a pretty decent weapons mod.
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RE: Cata WeaponZ

#12

Post by Kara Kurt » Sun Dec 06, 2015 4:17 pm

Catastrophe wrote:
Kara Kurt wrote:
Catastrophe wrote:
Kara Kurt wrote: PS: I'm guessing that double/multikills don't show up?
What do you mean?
That if small sprees such as double and multi are also shown. If the server using this is full, it will pop up quite frequently meaning that we probably wouldn't even have time to see who's got doublekill.
The "x got a monster kill x2" only shows up if someone gets more than 5 frags in a row which shouldn't be too common. And also the spree system in this wad supports multiple messages and don't overlap each other. It supports up to 10 messages displayed at the same time and can be easily increased whenever necessary.
Ah ok good to know.

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RE: Cata WeaponZ (Feb. 2016)

#13

Post by Catastrophe » Mon Feb 15, 2016 7:53 am

Hello, I have finally updated this. You can view the changelog on the OP. Notable features: Two new guns, LMS support, and PWO support.

Get it here: http://www.[bad site]/download?file=cata-wepzv1.pk3

Wanna play it ASAP? Try our server for it.

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RE: Cata WeaponZ (Feb. 2016)

#14

Post by Catastrophe » Sun Feb 21, 2016 11:27 pm

Hey guys I've updated to version 1.1, this is mainly a balance patch along with some tweaks.
Here is the changelog: http://hastebin.com/onaquqayap.coffee
Here is the mod: http://www.[bad site]/download?file= ... pzv1-1.pk3

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RE: Cata WeaponZ (Feb. 2016)

#15

Post by Samurai » Mon Feb 22, 2016 12:55 am

Was awesome using this in DM, nice work Cata

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RE: Cata WeaponZ (Feb. 2016)

#16

Post by W1D3A55 » Mon Feb 22, 2016 2:42 am

This mod is dank as hell and deserves to be played a alot online. Everything about it while playing is satisfying and is certainly no generic weapons mod. 11/10
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RE: Cata WeaponZ (Feb. 2016)

#17

Post by FascistCat » Mon Feb 22, 2016 1:58 pm

Perfect for fast paced DM matches. 12/10.

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RE: Cata WeaponZ (Feb. 2016)

#18

Post by Catastrophe » Tue Feb 23, 2016 2:45 am

Thanks guys :smile:
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RE: Cata WeaponZ (Feb. 2016)

#19

Post by Catastrophe » Sun Mar 06, 2016 4:11 am

Hey guys I'm looking for some achievement and weapon ideas... so far I've got these.

Achievements
  1. First Blood - If you get the first kill of the game it will display "player gets first blood" to everyone.
  2. Collateral - If you kill 2 people with one shot it will say collateral on your screen. If you kill 3 or more in one shot, it will display "player just got a collateral x3!" to everyone.
  3. Air Shot - Killing someone midair will display "air shot" on your screen but not to everyone.
  4. Long Shot - Killing someone from a very far distance will display "long shot" on your screen. This won't be displayed to everyone.
Weapons
  1. Double AK-47 - Alternate Chaingun spawn, Lower firing rate that minigun with higher spread, but does more damage.
  2. Assassin's Knife - Alternate chainsaw spawn, completely invisible if at full health, increased visibility if health drops too low. Also reveals yourself if you get hit.
  3. Venti Cannon - Alternate spawn for rocket launcher. Anyone hit by this will get flung really hard, once they land or hit a wall, they will get killed (120 damage).
Can't really think of much else, ideas?
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RE: Cata WeaponZ (Feb. 2016)

#20

Post by jdagenet » Sun Mar 06, 2016 5:03 am

To be honest I don't like the sound of either of the weapon ideas. The Assassin's Knife and Venti Cannon almost seem like rejected Ghouls vs Humans class ideas, I just couldn't imagine someone running around completely invisible or using a completely over-the-top cannon that launches you across the map. The Double AK's seem a little overpowered as well. Sure, they're a bit slower than the Minigun, but just how much stronger are the shots? Will they be anything near the Bolt Rifle's damage-per-shot?

I honestly advise leaving the weapon set alone. The mod is already hella fun as it is, I don't see any reason to add new weapons.
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