http://armory.drdteam.org/wwmods/inprogress/ww-magop.7z!!NOTICE!! This mod requires the latest ZDoom or GZDoom SVNMAGNUM OPUSI've grown tired of all these increasingly unoriginal "weapon dump" mods - it started with Arsenal, then AEOD, and now stuff like 100gunsX and the like for Skulltag. My complaints with them are always the same: the weapons are usually of wildly varying quality (and are usually just ripped from other weapon mods), and there are too many weapons and it takes forever to find the one you want.
So I decided to make a weapon dump mod myself, to show that it's actually possible to improve on that stuff - with new and interesting gameplay mechanics.
The idea behind Magnum Opus is that it's my ultimate greatest hits collection. Some here may (not) remember the ww-mixed series, which took random weapons from my older weapon mods and just mashed them together. ww-ultimate does the same, but there are MORE weapons, with better quality, and plenty of care taken to balance things as well (though this version has not had that balancing applied to it quite yet, I'm still working on adding more weapons).
Here's the scoop. Every weapon has its own unique ammo type. I recommend playing with the fullscreen HUD (and NOT the GZDoom alternative HUD, because that is going to get very very crowded). The defining principle of this mod is that, while there are many weapons per slot (and 7 slots), you can only hold 1 (one) weapon per slot. So if you want that auto-pistol, you have to drop the Glock first. If you want to club zombies with the lead pipe, you have to sacrifice your bare-handed melee attacks.
if you happen to find two of the same weapon, picking both of them up will take the ammo from the second one and add it to the first one's stockpile. I had to kind of screw with the mechanics to get this to work the right way, in addition to allowing the player to start with a decent amount of ammo for each weapon. You'll notice that if you drop one of a certain kind of weapon and pick up a different one of the same model, it will have the exact same amount of ammo as your old one. There is no conceivable way to fix this that does not require me to make things unnecessarily complex.
Here's a list of all the weapons currently available (note that many of these are severely modified from their original versions):
Slot 1- Fists (ww-stranger)
You start the game with these fists. Sock some dudes in the face. However, I ripped out the shockwave kick attack (as that is the Stranger's alone).
- Taser Claw (ww-bni)
Replaces the Chainsaw. Zap enemies with an electrified claw, or just kick them.
- Lead Pipe (wwhc-di)
Now a semi-automatic, heavy-hitting pipe with some suitably awesome sound effects. Replaces Berserk.
Slot 2- Glock 17 (ww-stranger, deleted weapon)
A semi-automatic weapon that you start with. Also replaces the pistol clips, making it the most common pistol in the game.
- Rattler Autopistol (ww-htic/ww-stranger)
A ridiculously fast (but still somewhat weak) automatic pistol that tends to jam. New to this version: it tells you when the weapon is jammed, in case anybody ever got confused about that before. Replaces the bullet box.
- .454 Revolver (ww-stranger)
Powerful. Six deadly bullets, and a very strong attraction to Revolver Ocelot/Dirty Harry references. Replaces the box of shells.
- Luger P08 (ww-stranger)
Dropped by Nazi soldiers. The staple pistol of the Third Reich. Need I say more?
- Tranquilizer Pistol (ww-tranq minimod)
Put your enemies to sleep using something other than your soothing voice or knowledge of quantum mechanics. Replaces the Invis sphere.
Slot 3- Break-Action Shotgun (all new)
Courtesy of Marty Kirra comes this new break-action shotgun. Packs a punch, but only holds one shell at a time. Replaces the 4-shell packs.
- Pump-Action Shotgun (wwhc-di)
Now with reloading. Dropped by Shotgunners.
- Spec-Ops Shotgun (ww-stranger, deleted weapon)
Courtesy of TheDarkArchon (must give credit where credit is due...), this shotgun is semi-automatic and can hold 8 rounds. Replaces the Shotgun pickup.
Slot 4- Pugnose Assault Rifle (ww-stranger)
Dropped by Chaingunners, a reliable and common assault rifle that is fairly accurate and powerful.
- BlackHand Rifle (all new)
Thanks to Paul, this rifle is quick but weak and is dropped by the Zombiemen.
- Spitfire Chaingun (wwhc-di)
Relatively unchanged since its previous incarnation, fires either a steady stream of 5.56 rounds, or a firestorm of tracer flechettes. Replaces the Chaingun pickups.
Slot 5- Mass Driver (ww-cola2)
Very, very, very strong and powerful - powerful enough to send you flying backwards, and even if fired while running forward at top speed, will stop a marine dead in his tracks. Be careful on ledges. Replaces the box of rockets.
- Slug Pistol (TheDarkArchon)
A pistol that fires hitscan explosives. Powerful and common, but pales in comparison to the other two explosive weapons. replaces the single rocket.
- MM1 Contender grenade launcher (Chronoteeth)
A drum-fed, pump-action grenade launcher that fires explosive shells. Replaces the rocket launcher.
Slot 6- Splinter Cannon (ww-bsni, ww-nails mini mod)
Your choice: either a quick, accurate and somewhat slower burst of plasma, or launch a quick (and gravity-affected) pulse of burning hot nails, Quake 4 style. Toggle with alt-fire. Replaces the cell box.
- Neutron Disruptor (ww-bsni)
A rifle that fires balls of pure neutrons (note: may contain 0.001% protons and electrons) through scores of foes. Replaces the Plasma Rifle pickup.
- Plasma Shotgun (ww-bsni)
Fires a 3x3 spread of plasma bolts and replaces the Super Shotgun. You probably know this one well already, after it made a second appearance in one of the Mixed Tape mods.
- Energy Carbine (TheDarkArchon)
A burst-fire pulse gun that shoots quick-moving projectiles at a pretty fast rate. Excellent for crowd-clearing. Currently does not replace anything; pending a total rearrangement of the energy weapons.
- Pocket Blaster (Cold Hard Cash 2)
A previously unreleased Paul weapon comes to the spotlight for this tiny little dynamo that replaces the small energy cells. Be quick on your trigger finger!
Coders: I've attempted to comment out the Decorate lump as well, to explain how the inventory system works. Hope you learn something from it (instead of just ripping off my code like a couple of those "other" mods did).
By the way, I'm also accepting any new submissions for weapons. You may replace any of the ammo and weapon pickups that have not been replaced yet, or create entirely new monsters that drop the weapons and tell me what monster you wish to replace. Like AEOD and OMGwpns before it, ww-magop will be utilizing random monster spawners eventually, so don't mind that a monster has already been replaced.