ZWeaps, a revamp of DOOM 2 weapons FINAL version

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

ZWeaps, a revamp of DOOM 2 weapons FINAL version

Post by ZDG »

Image

A FULL REVAMP OF DOOM 2 WEAPONS

Features:
-ALL weapons have Modified/changed graphics.
-Weapons are CENTERED and DOOM STYLE.
-Most weapons have (or will have) secondary modes.
-Some weapons (BFG, Plasmagun) Have visual bonuses
-The pistol can be silenced if you find a silencer (doesn't appear on maps, has to be summoned)
-Rockets run on fuel.
-Fists now go combo-style.
And other stuff you'll have to find yourself.

Every credit-info is in INFO.TXT.
Screenies:
Spoiler:
Changelog:
V 1.2
Fixed the "Dissapearing Arm" bug.
Added starting pistol ammo.
Fixed bugged chaingun fire state.
Fixed the plasma rifle puffs spawning too low.
Fixed Weapon Order.
Added Daniel in the credits (BFG9000)
V 1.4
Added Decals.
Added Pickup message for RL.
Added PlasmaRifle,Chaingun and RL Pickup sprites.
Modified the Grooves on the SSG barrels.
V 1.6
Added WoolieWool and Cory Whittle in the creds (ssg)
Gave an alt fire to the Shotgun the SSG, BFG and the RL.
Gave another ammotype to the RL (homing rockets) they do less damage, but fly longer and home on enemies.
They also spawn replacing normal rockets by a 50/50 chance.
Added some sounds to the BFG and the PR.
Made the Pistol and Shotgun anims smoother. (WAY smoother for the SG.)
Added blood to the chainsaw.
COMPLETE RE-DO OF THE SSG!
Remade some punching frame
FINAL:
Weapon order done
Alignement issues corrected
Sound probs corrected
SSG's secondary fire now uses ammo.
ROCKET AMMO BUG FIXED!
Pistol "Corrected".





Download it THERE
Last edited by ZDG on Mon May 31, 2010 11:47 am, edited 6 times in total.
User avatar
Zhs2
Posts: 1299
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere
Contact:

Re: ZWeaps, a revamp of DOOM 2 weapons

Post by Zhs2 »

Few things I noticed:

- WADs inside of a PK3. RAGE
- Slight "Disappearing arm" problem in the right arm's punching frame?
- No starting pistol ammo?
- Any reason the Super Shotgun is of a lower slot priority than the Shotgun?
- Missing frames in the chaingun firing sequence just before moving out of Fire?
- Inconsistencies in the Super Shotgun's grooves throughout its animations?
- None of the hitscan weapons leave BulletChips in the walls?
- None of the projectiles leave the appropriate scorches in the wall?
- The plasma rifle's projectiles spawn their "hit an obstacle" puffs a little low?
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: ZWeaps, a revamp of DOOM 2 weapons

Post by ZDG »

Zhs2 wrote: - WADs inside of a PK3. RAGE
I know, it was just the easiest thing for me.
Slight "Disappearing arm" problem in the right arm's punching frame?
Really? I'll check the sprites offsets.
No starting pistol ammo?
I must have forgottent that line in the Player definition. I'll fix that.
Any reason the Super Shotgun is of a lower slot priority than the Shotgun?
I'll check if there is a param for that, but it doesn't does that with me.
Missing frames in the chaingun firing sequence just before moving out of Fire?
Yeah, i'll check the code, i don't know WTH is this.
Inconsistencies in the Super Shotgun's grooves throughout its animations?
What?
None of the hitscan weapons leave BulletChips in the walls?
Oh, Decaldef, i ABSOLUTELY doesn't know how to work with that.
None of the projectiles leave the appropriate scorches in the wall?
Same stuff.
The plasma rifle's projectiles spawn their "hit an obstacle" puffs a little low?
that must be the sprites offsets, i'll check that.
User avatar
Zhs2
Posts: 1299
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere
Contact:

Re: ZWeaps, a revamp of DOOM 2 weapons

Post by Zhs2 »

ZDG wrote:
Zhs2 wrote:Inconsistencies in the Super Shotgun's grooves throughout its animations?
What?
A few of the grooves on the front of the SSG seem to jump around in its various reloading frames. Compare a few of the frames and you'll see what I mean.
ZDG wrote:
Zhs2 wrote:None of the hitscan weapons leave BulletChips in the walls?
Oh, Decaldef, i ABSOLUTELY doesn't know how to work with that.
Zhs2 wrote:None of the projectiles leave the appropriate scorches in the wall?
Same stuff.
For the bullet weapon DECORATE:

Code: Select all

Decal BulletChip
Similarly for rocket...

Code: Select all

Decal Scorch
... or plasma projectiles:

Code: Select all

Decal PlasmaScorch
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: ZWeaps, a revamp of DOOM 2 weapons (V1.2 BUGFIX)

Post by ZDG »

'Kay, i'll add that for 1.4. Wait, is there a decal for the BFG?
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: ZWeaps, a revamp of DOOM 2 weapons

Post by ZDG »

Zhs2 wrote:Super Shotgun's grooves
You mean the holes on the barrel?
Yes, they're crappy as hell.
User avatar
hitmanx
Posts: 428
Joined: Sat Dec 18, 2004 4:58 am

Re: ZWeaps, a revamp of DOOM 2 weapons (V1.4 up)

Post by hitmanx »

Not to be rude or anything but you've somehow made the standard doom animations for the supershotgun worse.
Also the shotgun takes way too long to pump, its too close to the time it takes to reload the ssg.
The chainsaws alt fire is pretty pointless, using the primary fire makes most weaker enemies unable to attack so why use alt fire?
the punching looks ridiculous, you need much smoother frames and more logical styles of punching, it kind of looks like he just punches into the air with the second style of punching rather then punching at the enemy.
the bfg is off center
the pistol kind of jumps to the side a bit while firing.
and the plasma rifle alt fire takes almost as long as a bfg, why not use the bfg instead.

It needs a lot of work. And you need much smoother animations especially for the single shotgun.
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: ZWeaps, a revamp of DOOM 2 weapons (V1.4 up)

Post by ZDG »

hitmanx wrote:Not to be rude or anything but you've somehow made the standard doom animations for the supershotgun worse.
I know, i can't manage to make it better.
Also the shotgun takes way too long to pump, its too close to the time it takes to reload the ssg.
Really? I'll fix that.
The chainsaws alt fire is pretty pointless, using the primary fire makes most weaker enemies unable to attack so why use alt fire?
Normally, it's for One-Shooting zombies, i'll make it more powerful.
the punching looks ridiculous, you need much smoother frames and more logical styles of punching, it kind of looks like he just punches into the air with the second style of punching rather then punching at the enemy.
Yeah, but it's INSANELY hard work to get all the sprites and offsets, i'll do that when i'll have time, or if someone send me better anims.
the bfg is off center
What side?
the pistol kind of jumps to the side a bit while firing.
Same thing.
and the plasma rifle alt fire takes almost as long as a bfg, why not use the bfg instead.
i'll shorten it.
User avatar
hitmanx
Posts: 428
Joined: Sat Dec 18, 2004 4:58 am

Re: ZWeaps, a revamp of DOOM 2 weapons (V1.4 up)

Post by hitmanx »

Why are you using png's anyway? those fist sprites are doom pallete. Png's aren't needed.
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: ZWeaps, a revamp of DOOM 2 weapons (V1.4 up)

Post by ZDG »

Because, that way, i don't have any palette problems :P
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: ZWeaps, a revamp of DOOM 2 weapons (V1.4 up)

Post by NeuralStunner »

The grooves (?) on the end of the shotgun look awful.
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: ZWeaps, a revamp of DOOM 2 weapons (V1.4 up)

Post by ZDG »

Okay, for next version, i'll replace them all.
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: ZWeaps, a revamp of DOOM 2 weapons (V1.4 up)

Post by ZDG »

An idea to replace it:
Attachments
Longer-barrelled Mutiny DBShotgun.
Longer-barrelled Mutiny DBShotgun.
SHT2A0.png (5.09 KiB) Viewed 3210 times
User avatar
TheDoomGuy
Posts: 260
Joined: Thu Dec 14, 2006 4:08 am

Re: ZWeaps, a revamp of DOOM 2 weapons (V1.4 up)

Post by TheDoomGuy »

One issue that I can help you with immediately is the smoothing of certain animations. One trick to consider is to make duplicates of existing frames and simply moving them around each frame in XWE (or whatever WAD editor you use) for smoother animations, ESPECIALLY the melee attack. You don't need a separate sprite for each frame. Just remember to divide speed between frames when adding more to maintain a consistent overall speed of your weapon.

I like the chainsaw. However, there is one bit of inconsistency I've found with it--add blood to the tip of the saw blade in the primary fire/idle animations! The secondary fire frames have blood on the tip, and you should definitely add that to rest of the weapons to improve consistency.

The chaingun's secondary fire burst attack should be more powerful... it's slower and less effective than the standard shotgun. Either make it faster and less powerful, or slower and more powerful.

The shotgun's frames are VERY jumpy. Either add more frames (as I suggested above for smoothness), or move them closer together in your WAD editor.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: ZWeaps, a revamp of DOOM 2 weapons (V1.4 up)

Post by NeuralStunner »

TheDoomGuy wrote:One trick to consider is to make duplicates of existing frames and simply moving them around each frame in XWE (or whatever WAD editor you use) for smoother animations, ESPECIALLY the melee attack. You don't need a separate sprite for each frame. Just remember to divide speed between frames when adding more to maintain a consistent overall speed of your weapon.
File bloat! Use decorate's Offset() keyword instead.
Locked

Return to “Abandoned/Dead Projects”