WIP Weapon Mod

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CaptainToenail
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Joined: Fri Jul 06, 2007 9:16 am

WIP Weapon Mod

Post by CaptainToenail »

Spoiler:
Here's a weapon mod I've been working on, it's about 60% complete, it features fast fun weapons that are not too fiddly to use, all have an alternate fire and I have tried to use resources that are not overused.

The weapons:

Fist replacement - not done yet

Chainsaw replacement - not done yet

Pistol replacement - not done yet

Shotgun - classic blasting boomstick, features single and double fire modes

Nailgun - launch a flesh-ripping hail of nails at opponents, will rip straight through soft targets, alt fire to launch single nails.

Machinegun - unnacurate lead spitter, also has small grenade launcher attachment

Grenade Launcher - handy for getting those monsters just round that corner, also features an alt fire to launch sticky proximity mines, very useful weapon. Hilarious consequences. :)

Toaster - short range flamethrower, carbonises anything in its path, use alt fire to launch firey bombs which set the ground on fire.

Leech Beam - the next step in UAC energy weapon design, this beam does blistering damage and actually rips the life force from victims, giving it the the holder of the weapon, alt fire not done yet.

I have yet to do new ammo types, weapon/item sounds, custom deaths etc.

Also features ridiculous gibbage, don't use the kill monsters command on large maps! :shock:

Basically I am looking for suggestions for improvement and new features, because I am running out of ideas here :?

http://www.filefront.com/14417047/CTWEAPONMODTEST1.zip

(Oh yeah, needs the latest SVN)
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wildweasel
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Re: WIP Weapon Mod

Post by wildweasel »

I must say I'm impressed so far - the weapons in this are, despite their simplicity, just plain fun to use. And kudos for exercising restraint and not putting 50 million weapons in your mod - that kills a lot of mods for me.
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JoeyTD
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Re: WIP Weapon Mod

Post by JoeyTD »

if you need some new ammo/item pick ups just hit me up with a PM or a messgae, i get a file full of new things to use.
Btw so far the mod like great (summon dukeshotgun love it).
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Mikk-
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Re: WIP Weapon Mod

Post by Mikk- »

I take it this doesn't work in any of the current skulltag versions? (97d5 and 97e)
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.+:icytux:+.
Posts: 2661
Joined: Thu May 17, 2007 1:53 am
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Re: WIP Weapon Mod

Post by .+:icytux:+. »

awesome weapons toenail, i really like this weapon mod, didnt really like the grenadelauncher replacing rocketlauncher but otherwise cool.
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: WIP Weapon Mod

Post by CaptainToenail »

Ok, I might make a rocket launcer too and add some random spawners in there.

BTW here's a Skulltag compatible version, I had to make some tweaks to get it to work :x

http://www.filefront.com/14423543/CTWEPSSTtest1.zip
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FuzzballFox
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Location: Hampshire UK

Re: WIP Weapon Mod

Post by FuzzballFox »

It sucks because it doesn't have the Cillit Bang in.

>:I
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Dreadopp
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Re: WIP Weapon Mod

Post by Dreadopp »

I agree with WildWeasel, the weapons so far are very fun to play around with. Good work. :)
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Cardboard Marty
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Re: WIP Weapon Mod

Post by Cardboard Marty »

Impressive work here! The weapons are very simplistic in terms of behavior, but pretty well done! :) Can't wait to see what else you come up with!
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