Update:
2008.03.17
+Demo level - Code review and tag tidy up in ACS and MAP
-Demo level - Minor bugs fixed
-Demo level - Premature Death bug fixed in (you'll know it if it happened to you

+Demo level - Monsters can now open polyobject doors (see also "Special Effects" section in documentation of both parts)
+Demo level - New screenies (see page 4)!
+Demo level - all the NAZI "system" messages in (very very bad!) German
Summary:
A heavily reworked and expanded version of GOODGUYS.WAD that takes advantage of the power of DECORATE and other advanced ZDoom features to fix bugs and remove limits.
Info:
Type: Weapon Pack
Engine: ZDoom SVN r654 or later (http://sourceforge.net/project/showfile ... _id=211429)
Game: Doom, Doom2, Final Doom
Player(s): Single
Status: Features: 96%, Graphics: 75%, Overall: 80%
Current build: http://www.martinsobservationpost.net/s ... 080317.zip
Documentation: http://www.martinsobservationpost.net/s ... 080317.txt
Description:
This was originally meant to be a sort-of realistic weapons patch, because the originals were in my opinion considered too cartoony. There are now a fair set of black magic weapons and some hi-tech weapons as well.
To enable a reasonable set of halfway realistic weapons to logically coexist alongside a Quantum Disentangler and a Bible of Blasphemy, the documentation tracks that of The Butchery and assumes a mid-21st century setting, a few years after the Demon War.
By far my favourite weapon is the Atomic Cannon; this is nothing less than S****W W*****R envy and I thought it's about time we had a half-decent nuclear bomb in Doom. Daniel started it off with his BFG nuke projectors, but I wanted a real nuclear explosion and gun. Like it's counterpart, this weapon REALLY REALLY needs to be used with levels designed for it - huge open spaces and places to hide. To get a glimpse of it in use, until I can make a demo map for the pack, try using it on maps 13 and 15 of Doom 2.
My second favourite is the alternate fire mode of the Bible of Blasphemy. Try using this in the entrance hall of MAP01 of TNT - Evilution and watch the fur fly

Please note that the The Good Guys page on my web site has not been updated for this release and probably won't be until the pack reaches Release Candidate status. This thread is really about "keeping it in the family" until the pack is good enough to submit to the archive.
Weapon Groups
Close Quarters (Slot 1)
Weapons of varying power that are suitable for use at close-quarters
against Zombiemen, Demons, Imps, Dogs and the weaker Hell Nobility.
Small Arms (Slot 2)
Medium power weapons, suitable for use at medium distances and against all
of the lower demon classes plus, as a last resort, Hell Nobles and Viles.
Shotgun Variants (Slot 3)
Higher power weapons, suitable for use at close range against the bigger of
the minor monsters, the Hell Noblity and the lower types of the big bosses.
Rapid Fire (Slot 4)
Full-auto weapons such as machine guns and gatling cannons; these vary in
power but all fire several shells per second; useful for room-clearance.
Light Artillery (Slot 5)
High power weapons, suitable for use at greater distances and against all
but the most very dangerous types of monsters, though these too at a pinch.
Miscellaneous Armanents (Slot 6)
Various weapons left over from the source material; these do not really fit
anywhere else, but are considered too cool or useful to discard altogether.
Mass Destruction (Slot 7)
Ultra-high power energy weapons, suitable for use at long distances against
huge hordes of monsters or against the greatest and most powerful monsters.
Projectile Implements (Slot 8)
Weapons such as grenades, shurikens, caltrops; things that are thrown which
then pierce, cut or explode.
Black Magic (Slot 9)
The most eclectic weapons of all! These were not made by humans or else are
weird fusions of technology and magic, often stolen from demons themselves!
Your soul is at risk if you use these artifacts of hell, but sometimes they
can save you from paying it - or the other place - a premature visit!
Black Humour (Slot 0)
The most bizarre weapons of all! Some are just plain silly and others have a
serious use; most were originally going to be easter eggs in the Butchery;
kill demons with them if you like, but remember also to have a good laugh:)
Weapons
Listed by slot number and class name
Slot 1 (Close Quarters)
Fists
Knife
Katana
Slot 2 (Small Arms)
AutomaticPistol
Submachinegun
AssaultRifle
Slot 3 (Shotgun Variants)
AssaultShotgun
SawnOffShotgun
HeavyShotgun
Slot 4 (Rapid Fire)
LightMachinegun
VulcanShotgun
NemesisMiniGun
Slot 5 (Light Artillery)
PlasmaHandgun
FlmeThrower
AtomicCannon
Slot 6 (Miscellaneous Armanents)
AresPistol
MagnumHandgun
SniperRifle
Slot 7 (Mass Destruction)
NeutronDegenerator
MolecularDisruptor
QuantumDisentangler
Slot 8 (Projectile Implements)
ShurikenThrow
CaltropThrow
GrenadeThrow
Slot 9 (Black Magic)
BibleOfBlasphemy
ScepterOfSacrilege
HeartOfHeresy
Slot 0 (Black Humour)
ClipboardOfChaos
HammerOfHatred
ChainsawOfCarnage
Notes:
The code/graphics/sounds base was ESPI's GunsPC mod for EDGE but lots of other stuff is used, some I even made myself. I have used stuff that permits reuse and credits are in the documentation; the main creditees are, in order of amount of resources ripped or edited: ESPI, Kaiser, Daniel, WildWeasel.
History
2008.03.17
+Demo level - Code review and tag tidy up in ACS and MAP
-Demo level - Minor bugs fixed
-Demo level - Premature Death bug fixed in (you'll know it if it happened to you

+Demo level - Monsters can now open polyobject doors (see also "Special Effects" section in documentation of both parts)
+Demo level - New screenies (see page 4)!
+Demo level - all the NAZI "system" messages in (very very bad!) German
2008.03.11
+New INTERPIC in the demo level
-Slight improvement in one of the "under construction" areas
+Molecular Disruptor flames hurt just like the DN3D ones that inspired them
2008.03.09
+All DOOM power-ups and artefacts implemented and some generalised
+A basic compatibility layer for playing standard DOOM levels with it
+Much improved demo level, still small, but with many many more features!
+Implemented in demo level DECORATE script many decorations and things from Wolf3D including the "lost episode" NAZIs (and their dog!)
+Implemented a few of my own NAZI scenery items as well!
+Basic documentation for demo level DECORATE items (not currently all used in the game, but rip 'em for your own projects if you like)
+Demo level WAD (minus the map) intended to eventually become The Bad Guys V2
2008.01.18
-Some minor improvements under the hood
+A demo level (small at the moment)
2008.01.12
-Fixed ALIEN looking in the wrong direction when about to turn and face the player
+Given the Black Magic weapons a definite progression of power
-Swapped the BoB and SoS primary attacks for consistency with the WMD
2008.01.08
+Found a way to make ALIEN turn and face you when snarling his greeting
-Fixed the Black Magic/Weapons of Mass Destruction lagging
+Much improved Sceptre of Sacrilege primary attack (it's really gross

2008.01.08
-Ported the WMD architecture to Bible of Blasphemy and Heart of Heresy primary attacks
-Some minor improvements elsewhere
-Extra gibs for the Neutron Degenerator
2008.01.06
-Finally sorted the WMD effects and made them work decently
-Each of the WMD now has its own distinctive behaviour
-Violent gibbing, gibbing with flame debris or utter disintegration
-Feel the power!!
2008.01.04
-Project retargeted to ZDoom (SVN r654 or greater required)
-GZDoom support *temporarily* unavailable (will allow working shotgun flashlight)
-Nuclear Disruptor renamed Molecular Disruptor
-Implemented the Molecular Disruptor (slot 7 primary)
-The other two WMD have working weapon sprites
-Nuclear explosion sound works properly now
2007.12.23
-Implemented the Neutron Degenerator (slot 7 secondary)
-Minor typos fixed here and there
2007.12.08
-Created prescaled HUD icons for all ammo types for people who don't/can't use GZDoom enhanced HUD
-Fixed AmmoType None problem
-This should now work OK with recent SVNs of "plain" ZDoom except for the Assault Shotgun flashlight (which requires OpenGL lighting effects)
2007.11.28
-Replaced ACS scripts with enhancements to the custom player class for enhanced compatibility
2007.11.26
-Fixed minor Bible of Blasphemy AltFire spawn bug
-As promised, added an enhanced Heart of Heresy AltFire effect that at the moment occurs randomly, though I may make it an artefact possession effect in future versions.
2007.11.23:
-Improved knife animation
2007.11.21:
-Bible of Blasphemy zombies now play their sight sound if waking from boredom.
-Bible of Blasphemy zombies now have full *slurp* animation sprites.
-AresPistol, MagnumHandgun and SniperRifle changed to use dum dums instead of slugs; see this post for the reason why
-Black Cat MDM-2744 Dumb-Dumbs (tm) added as an ammo type.
2007.11.20:
-Improved Vulcan Shotgun and Nemesis Minigun casings. Not perfect yet but better that they were.
-Fixed shuriken and caltrop (yes they had it too) animation bug
2007.11.19:
-Bible of Blasphemy zombies now randomly get bored if they can't find something to attack.
-Bible of Blasphemy zombies now have an extra idling behaviour restored from last time but done better.[/color]
2007.11.18:
-Bible of Blasphemy zombie idling sprites cleaned up improved idling behaviour
-As discussed, some work on improving the Heart of Heresy or adding another artefact that does it better. WIP, so not public yet.
2007.11.15:
-Magnum Handgun implemented
-Sniper Rifle implemented (needs tweaking)
2007.11.14:
-Ares pistol implemented
-Improved documentation
-Documentation now generated from DECORATE file
2007.11.12:
-First public release
-All but slots 6 and 7 feature-complete
-Harmonising hands/gloves deferred until all specs finalised
-Some fine-tuning to be done
-Have fun finding the bugs
