Drag 'n drop:http://www.prdarkfox.com/lwm/cammy.7z
http://www.prdarkfox.com/lwm/cam_acs.7z Not required, for backup purposes.
Project has no official title, this was just the result of me messing with GZDoom. It was meant to be fun to play, nothing more. Except for disabling some test scripts, haven't touched this in a year or so. I'm sure much of what I did is obsolete now.
Hit USE when the level starts, you'll be teleported in when the level is ready. Find and rescue all the hostages, then face down the boss. Once the hostages are rescued, follow the signs to the exit out of the streets to access the boss.
Game is meant to be played using chase cam. Mod lets you enable it before starting gameplay.
There's only one HUD.
1 - Ammunition Selection (Inventory bar)
2 - Current clip
3 - Combo meter
4 - Clip count for equipped ammo
5 - Armor (L/R gloves, boots, body suit, cappy)
6 - Bio-Ampules
7 - Health
8 - Crosshair (red for shootable)
9 - Remaining Hostages
10 - Action points
11 - Action point regeneration
Action Points - Reloading/changing clips/using a bio-ampule requires an action point to perform. Actions points regenerate over time, but this can be temporarily sped up by racking up combo kills.
Basic - Unlimited ammo. No special effects.
Flare - No damage, but enemies within it's illumination take additional damage.
Cluster - Shotgun spread, high damage at short range.
Explosive - HE rounds, especially effective against machines. Makes a mess of organics.
Incindiary - Sets targets (but not machines) on fire. Flames are contagious.
Micro Missiles - Self homing projectiles.
Ammo is selected/changed with the Next/Prev/Use Inventory keys.
Bio-Ampule - Restores health over a short time. Use Alt-Fire to administer a bio-ampule, but you're prone while doing so. Effects stack.
Key - Used to access hostage buildings (no on screen indicator).