I've released a massive updated version:
http://armory.drdteam.org/wwmods/inprog ... c-diaz.rarMASSIVE NOTE: I've added custom skill level settings to the wad file through MAPINFO. However, this feature is not in any official version of ZDoom at the moment, so you'll need to go download an SVN binary from
http://84.40.169.249/al/files.php?sAddDir=/raztk/zdoom (which appears to be down as of this writing, but ought to be back up eventually). GZDoom will crash with an error. A temporary solution would be to delete the MAPINFO lump from the wad file. This shouldn't affect gameplay at all, because my only real changes to the skill settings are removing the double ammo, and changing Nightmare so monsters no longer respawn but do twice the damage and are twice as aggressive.
New in this version:- Footstep sounds courtesy of Wooliewool666
- Body fall sounds, also thanks to Wooliewool666
- Enhanced blood effects from nashgore.wad by Nash
- A skill level overhaul
- The hitscan-based enemies now need to reload at regular intervals, similar to the player. They will now also eject shell casings and drop clips.
Balance Changes:- The Colt .45 pistol can now fire much faster but does about half the damage it used to.
- The Skorpion now only holds 20 rounds to a clip, and has a damage setting of 8 instead of 8.5.
- Recoil was reduced on the Skorpion and RPK.
- The Shotgun's power was reduced drastically.
- The Magnum's power is about 2/3 of what it was before.
- The Magnum troopers will drop their weapons less often (84/255 instead of 128/255) and their ammo even less still (44/255 instead of 100/255). So Magnum ammo shouldn't be ridiculously common anymore.
- The Mauser rifle's power was increased a bit, particularly while not in Iron Sight mode. It still doesn't do as much damage without the sights, though. In theory, you should be able to kill the pinkies with one aimed shot most of the time.
Known Issues:- The assault rifle soldier still reloads after 30 rounds instead of 20 like the player's rifle, which means that at this point he'll never reload because the SkorAmmo counter can never reach 30 for him. I just forgot to change this before uploading the mod again, so it'll be fixed in the next release.
- For some reason, my Berserk replacement is also affecting the bullet weapons and not just their melee attacks. I don't want it to affect bullets and projectiles.
- I need some extensive testing on the BFG replacement, because I suspect it might be too strong.