Weasel Presents: Terrorists!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- wildweasel
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
I dunno, man, I don't really think there's much of a reason to change it outside of the color. I mean, feel free to put up an addon patch that changes it, but I don't feel that I really need to add it to the main mod.
- NeuralStunner
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
SlowShotGunman wrote:But isn't mostly the stuff I do late?

(I really need to get around to trying out the latest build...)
Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
Probably unnecessary bump, but oh well.
Can anyone suggest good city-themed wads with non-hellish theme? Yes, I just could play any wad I want with any theme, but it doesn't feel correct for the theme of mod.
I tried to play Dawn of Reality with this, but it is too heavy for my computer. Fragport I've played enough already, and Hellcore 2.0 has some neat city parts in start, but that's it.
(And Weasel, maybe some small list of good wad choices for good mod, eh?
)
Can anyone suggest good city-themed wads with non-hellish theme? Yes, I just could play any wad I want with any theme, but it doesn't feel correct for the theme of mod.
I tried to play Dawn of Reality with this, but it is too heavy for my computer. Fragport I've played enough already, and Hellcore 2.0 has some neat city parts in start, but that's it.
(And Weasel, maybe some small list of good wad choices for good mod, eh?

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
Revolution! is a pretty good urban mapset for Terrorists, if a tad on the easy side.
- TheDarkArchon
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
Here's something to make it bump worthy: Now on /idgames
- wildweasel
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
Alright, well, with Terrorists! now available on /idgames (expecting a particularly scathing /newstuff Chronicles review on that, by the way), I think it's time that I repurpose this thread into planning for the alternate weapons package that I mentioned what feels like ages ago in the Ideas thread.
A thing I plan on experimenting with is having all the upgrades for the weapons go up to Level 4 instead of Level 3, with the Level 4 upgrade being an "Exotic" upgrade that can be toggled on and off (in a similar fashion to the Berducci's burst fire). These would include things like laser bullets, explosive shotgun shells, and possibly a lightsaber of some type to replace the melee weapon. I figure the Exotic toggle would be a single catch-all button that would toggle the state of every Exotic upgrade at once, just to save on coding and having to add special dummy items for every single weapon, and it probably also would not affect the melee and throwing weapons.
So here's that list of weapons, off-hand first...
Melee Weapon (replaces Kick)
- I plan on having this one start as probably a basic knife or truncheon-type weapon, but for every successive level, it becomes a larger swinging weapon.
- Possible progression path:
-- 0. Basic punch. Standard damage.
-- 1. Police baton. Same damage but swings faster.
-- 2. Military knife. More damage, at same speed as the baton.
-- 3. Triad bayonet. Similar to the knife but causes bleeding damage (if I can figure it out - does Poison damage work against enemies?)
-- 4. Laser Rapier. Similar speed to the bayonet but does significantly more damage.
--- An alternate idea would be to give all weapons bash attacks for melee instead, and have melee kills give experience for the gun, a la MoH: Airborne, instead of melee having its own upgrade level.
Thrown Weapon (replaces Grenades)
- Could do something more interesting with these, I think, but I'm at a bit of a loss. I figure remote explosives would be fun to toy with, especially if you could detonate them in mid-flight.
Slot 1: Higher-caliber handgun (replaces Berducci)
- Likely something of the .45ACP persuasion; thinking either an M1911A1, a SIG P22x, or a Mk23 Mod.0. Smaller magazine size than the Berducci, but with the benefit of more damage per shot off the bat.
- Upgrade path:
-- 0. Standard damage, fire rate is one tic slower than the default Berducci. Recoil similar to the level 1 Sulaco.
-- 1. Over-pressure ammo, for increased bullet speed and damage.
-- 2. Match compensator, for reduced recoil and slightly increased accuracy.
-- 3. Kingpin-style "Magnum" upgrade for significantly increased power and more badass firing sound.
-- 4. Superheated ammo, increases damage to non-human enemies (like UAVs) and penetration effect to organic targets at the expense of significantly reduced damage to humans. (Can be toggled off with Exotic Toggle button?)
Slot 2: Bolt-action rifle?
- Probably a Mosin-Nagant or similar rifle. Great power at the expense of poor firing speed and inability to handle crowds.
- Upgrade path:
-- 0. Standard rifle; no magazine means you must reload after every shot. Compensates with high damage and accuracy.
-- 1. Magazine allows reloads, but only one bullet at a time.
-- 2. Stripper clips speed reloading significantly.
-- 3. Scope assists with long-range sniping.
-- 4. Magnetic coil adapter makes weapon fire like a railgun, with full penetration through all targets at the expense of significantly reduced damage.
Slot 3: Pump-action shotgun (replaces Sulaco)
- You guys should know what a shotgun is by now. Slightly more powerful than the Slugger but with slightly wider pellet spread and obvious fire rate reduction.
- Upgrade path:
-- 0. Standard shotgun; 5 shells to a reload.
-- 1. "Magnum" shells; more pellets per shot.
-- 2. ??
-- 3. Pellets have fire effect for extra damage and extra satisfying death animation.
-- 4. Dragon's Breath shells: flamethrower burst comes out of the barrel along with a few of the pellets. Drastically reduces the weapon's range capability but can wreck shit up close.
Slot 4: AR-15-type assault rifle (replaces SMG)
- Compared to the AK, this rifle would fire much, much faster (by default would have the same ROF as the SMG with the Level 2 upgrade), bullets would fly much faster, but accuracy and recoil would be utterly terrible.
- Upgrade path:
-- 0. Standard, too-fast, recoil-prone, impossible-to-aim assault rifle. Would jam on rare occasions (1/256 chance).
-- 1. Improved feed eliminates jamming.
-- 2. Foregrip reduces recoil.
-- 3. ACOG increases accuracy.
-- 4. 15-year drivetrain warranty. (actually i've got no idea what goes here unless it should be a grenade launcher again)
Slot 5: ??? (to replace AK)
- No idea what would go here but it'd have to live up to the AK's versatility.
Slot 6: M72 LAW (or similar) (to replace AMR)
- Hitscan explosives go here. The idea being that they'd have instant-hit at the expense of some accuracy, generally behaving a bit like the anti-tank rifle from ww-stranger.
- No idea about the upgrades.
Slot 7: Minigun (to replace GLP-140)
- Man-portable version of a weapon that is traditionally helicopter-mounted. Would need to be "set up" similar to the Black Boar, but superior power comes at the expense of the weapon being utterly immobile while set up.
- Upgrades...uh...probably stuff like incendiary/explosive ammo, but potentially also "Overkill Cannon"-esque levels of ridiculous as the Exotic upgrade would likely be adding a second minigun to the mount or something.
Slot 8: Ridiculous "experimental weapon" thing (to replace Black Boar)
- To actually give it some credence as a BFG replacement. Dispersion cannon, or something?
A thing I plan on experimenting with is having all the upgrades for the weapons go up to Level 4 instead of Level 3, with the Level 4 upgrade being an "Exotic" upgrade that can be toggled on and off (in a similar fashion to the Berducci's burst fire). These would include things like laser bullets, explosive shotgun shells, and possibly a lightsaber of some type to replace the melee weapon. I figure the Exotic toggle would be a single catch-all button that would toggle the state of every Exotic upgrade at once, just to save on coding and having to add special dummy items for every single weapon, and it probably also would not affect the melee and throwing weapons.
So here's that list of weapons, off-hand first...
Melee Weapon (replaces Kick)
- I plan on having this one start as probably a basic knife or truncheon-type weapon, but for every successive level, it becomes a larger swinging weapon.
- Possible progression path:
-- 0. Basic punch. Standard damage.
-- 1. Police baton. Same damage but swings faster.
-- 2. Military knife. More damage, at same speed as the baton.
-- 3. Triad bayonet. Similar to the knife but causes bleeding damage (if I can figure it out - does Poison damage work against enemies?)
-- 4. Laser Rapier. Similar speed to the bayonet but does significantly more damage.
--- An alternate idea would be to give all weapons bash attacks for melee instead, and have melee kills give experience for the gun, a la MoH: Airborne, instead of melee having its own upgrade level.
Thrown Weapon (replaces Grenades)
- Could do something more interesting with these, I think, but I'm at a bit of a loss. I figure remote explosives would be fun to toy with, especially if you could detonate them in mid-flight.
Slot 1: Higher-caliber handgun (replaces Berducci)
- Likely something of the .45ACP persuasion; thinking either an M1911A1, a SIG P22x, or a Mk23 Mod.0. Smaller magazine size than the Berducci, but with the benefit of more damage per shot off the bat.
- Upgrade path:
-- 0. Standard damage, fire rate is one tic slower than the default Berducci. Recoil similar to the level 1 Sulaco.
-- 1. Over-pressure ammo, for increased bullet speed and damage.
-- 2. Match compensator, for reduced recoil and slightly increased accuracy.
-- 3. Kingpin-style "Magnum" upgrade for significantly increased power and more badass firing sound.
-- 4. Superheated ammo, increases damage to non-human enemies (like UAVs) and penetration effect to organic targets at the expense of significantly reduced damage to humans. (Can be toggled off with Exotic Toggle button?)
Slot 2: Bolt-action rifle?
- Probably a Mosin-Nagant or similar rifle. Great power at the expense of poor firing speed and inability to handle crowds.
- Upgrade path:
-- 0. Standard rifle; no magazine means you must reload after every shot. Compensates with high damage and accuracy.
-- 1. Magazine allows reloads, but only one bullet at a time.
-- 2. Stripper clips speed reloading significantly.
-- 3. Scope assists with long-range sniping.
-- 4. Magnetic coil adapter makes weapon fire like a railgun, with full penetration through all targets at the expense of significantly reduced damage.
Slot 3: Pump-action shotgun (replaces Sulaco)
- You guys should know what a shotgun is by now. Slightly more powerful than the Slugger but with slightly wider pellet spread and obvious fire rate reduction.
- Upgrade path:
-- 0. Standard shotgun; 5 shells to a reload.
-- 1. "Magnum" shells; more pellets per shot.
-- 2. ??
-- 3. Pellets have fire effect for extra damage and extra satisfying death animation.
-- 4. Dragon's Breath shells: flamethrower burst comes out of the barrel along with a few of the pellets. Drastically reduces the weapon's range capability but can wreck shit up close.
Slot 4: AR-15-type assault rifle (replaces SMG)
- Compared to the AK, this rifle would fire much, much faster (by default would have the same ROF as the SMG with the Level 2 upgrade), bullets would fly much faster, but accuracy and recoil would be utterly terrible.
- Upgrade path:
-- 0. Standard, too-fast, recoil-prone, impossible-to-aim assault rifle. Would jam on rare occasions (1/256 chance).
-- 1. Improved feed eliminates jamming.
-- 2. Foregrip reduces recoil.
-- 3. ACOG increases accuracy.
-- 4. 15-year drivetrain warranty. (actually i've got no idea what goes here unless it should be a grenade launcher again)
Slot 5: ??? (to replace AK)
- No idea what would go here but it'd have to live up to the AK's versatility.
Slot 6: M72 LAW (or similar) (to replace AMR)
- Hitscan explosives go here. The idea being that they'd have instant-hit at the expense of some accuracy, generally behaving a bit like the anti-tank rifle from ww-stranger.
- No idea about the upgrades.
Slot 7: Minigun (to replace GLP-140)
- Man-portable version of a weapon that is traditionally helicopter-mounted. Would need to be "set up" similar to the Black Boar, but superior power comes at the expense of the weapon being utterly immobile while set up.
- Upgrades...uh...probably stuff like incendiary/explosive ammo, but potentially also "Overkill Cannon"-esque levels of ridiculous as the Exotic upgrade would likely be adding a second minigun to the mount or something.
Slot 8: Ridiculous "experimental weapon" thing (to replace Black Boar)
- To actually give it some credence as a BFG replacement. Dispersion cannon, or something?
- QuickShotGunman
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
wildweasel wrote:Basic Punch
Does that explain the punch frames in the files,then?wildweasel wrote:Punch
- wildweasel
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
Probably more accurately that I had imported the hand frames in the expectation that I was going to use them in weapon animations, but decided not to and didn't remove them from the resources afterwards.
- TheDarkArchon
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
TDA to the ideas rescue (or something)
- For the missing shotgun upgrade, how about side saddles to facilitate faster reloading
- For the AR-15's exotic upgrade, detachable silencer. Extra accuracy and +NOALERT being a trade off for damage.
- For Slot 5, I'm thinking more of a semi-auto battle rifle such as the M1A, with the exotic upgrade being select fire: Lots of firepower can be delivered in a short amount of time in close range but full-auto using full sized rifle rounds being difficult to control, making semi-auto mode more useful at long range.
- For slot 6, make the upgrade path similar to the one you suggested in the ideas thread where the weapon originally starts up as not a hitscan. As for the exotic, this sounds fairly lame but have rounds that do minimal splash damage as a trade off for more direct damage, making it more useful against bosses than it would be otherwise.
- For the missing shotgun upgrade, how about side saddles to facilitate faster reloading
- For the AR-15's exotic upgrade, detachable silencer. Extra accuracy and +NOALERT being a trade off for damage.
- For Slot 5, I'm thinking more of a semi-auto battle rifle such as the M1A, with the exotic upgrade being select fire: Lots of firepower can be delivered in a short amount of time in close range but full-auto using full sized rifle rounds being difficult to control, making semi-auto mode more useful at long range.
- For slot 6, make the upgrade path similar to the one you suggested in the ideas thread where the weapon originally starts up as not a hitscan. As for the exotic, this sounds fairly lame but have rounds that do minimal splash damage as a trade off for more direct damage, making it more useful against bosses than it would be otherwise.
Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
Hope this is any help for ideas...
Unfortunately, no sprite offers.
Unfortunately, no sprite offers.

Spoiler:
Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
slot2: b.a rifle,enfield no.3/4 can be nice ... replacing ak: sr 47 ar or scar h mod in 7.62x39 or magpul masada is aviable in 7.62x39..
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
I'd like to see a laser sight attachment. I read that recently added flags should make it now possible. This would be a good opportunity to show it off.
Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
I really like the idea of a semi-auto battle rifle for Slot 5. To clarify, that'll be semi-auto by default with the final upgrade's select-fire switch toggling automatic, right?
- TheDarkArchon
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
You know Weasel. I find this mod to be frickin hilarious. Its been a long time since I've seen any game (mod) use sprite conversions of real people in recent times. The last game I remember using this technique was Police Quest, and Mortal Kombat.
One of my favorite things about this mod. Is weapon proficiency. I've never seen anything like this in a Doom Mod before. I'll admit its pretty cool to get weapons upgrades as you use them. Similarly in Ratchet and Clank: Up your Arsenal. Your weapons would become more powerful as you used them over time.
If you don't mind me asking. Where the sprites randomly ripped from movies and TV shows? Or did you get together with a bunch of people, take a bunch of pictures, and make spirted versions of them?
One of my favorite things about this mod. Is weapon proficiency. I've never seen anything like this in a Doom Mod before. I'll admit its pretty cool to get weapons upgrades as you use them. Similarly in Ratchet and Clank: Up your Arsenal. Your weapons would become more powerful as you used them over time.
If you don't mind me asking. Where the sprites randomly ripped from movies and TV shows? Or did you get together with a bunch of people, take a bunch of pictures, and make spirted versions of them?