Been looking for some weapons that are a little more unorthodox compared to the number of contemporary options available out there?
Look no further.
>>>>>GRAB IT HERE ON MY ITCH.IO PAGE<<<<<
Thanks to HyperUltra64 for providing the excellent art used on the magazine cover!
(Thank you Skelegant for the lovely boxarts used here!)
PLEASE NOTE THAT THIS WILL ONLY WORK ON THE NEWEST 3.0 VERSIONS OF ZANDRONUM.
GZDoom works as well!
WHAT'S NEXT?
Glad you asked, in the coming updates I'll be adding more weaponsets and crate weapons, hopefully a few other surprises as well!
(If you want to send me a little support for this, I got a paypal.me and a Ko-fi. I'm not gonna twist your arm over this though. These updates are coming regardless, this'll just help keep my sorry ass fed.)
SCREENSHOTS
Spoiler:
CHANGELOG:
Spoiler:
V2.3
==GENERAL==
+Fixed a weird bug where playing on Zandronum would make your air control worse, this was due to a custom air control ACS script interfering with how Zandy does air control. This DOES mean air control is different between GZDoom and Zandronum, but that's how it'd be in "vanilla" between the two engines.
=Altered how certain weapons are undroppable, using +INVENTORY.UNTOSSABLE, this doesn't really effect you as the player but it cleans things up on my end for code and stuff.
=tweaked a few decals so they look better in Zandronum
==ARTIFICER==
+Made the projectile of the secret attack pass through players
+Sharpshooter rivets properly pass through players now
+Fixed a typo in the Scavenger laser pulse for the Vulture SMG, this was causing an error in jump states
+Fixed a severe oversight that let the hitscan attack of the Cyclops Cannon hurt teammates
=Renamed the class name to Artificer proper for Zandronum online
=Fixed an infinite loop warning for the rebounding rivets from the sharpshooter when playing on Zandronum online
=Hopefully fixed an issue of the Blackjack and Cobalt Mace not reacting when hitting monsters and walls when playing on Zandronum online
=Slightly changed the name of the projectile for the secret attack
=Slighty adjusted the timings on the hitsparks for the Whiplash so it doesn't play the hit and miss animations at the same time in Zandronum online
-Made the Zoom in/Out animation of the Cyclops cannon one tic longer, hopefully this helps with the weird flickering when using the zoom on Zandronum online.
==BLASTMASTER Mk.2==
+Fixed an oversight where the Ranger grenades wouldn't pass through players
+Made hot Defiance casings pass through players
+The flames that fly out from the secret attack's bomb no longer hurt players, fixing a team damage issue, the explosion can still hurt the player who launched the bomb though
=Fixed an oversight where some weapons could be fired while overheated during the equip animation
=Fixed an infinite loop warning with the Defiance Machine Gun's Casings
==TECH MONK==
+Kame Bombs now have +MOVEWITHSECTOR when they're armed, so they should follow elevators
+Shortened the lock up time if you run out of ammo while shooting the Moon Beam
+Shortened the lock up time if you run out of ammo while shooting the Pearl Laser
=Fixed a small glitch with Kame bombs touching the sky when exploding, if this happened it'd fall to the ground unscathed and un-exploded.
==PAST LINKED==
=Fixed a bug where you could light Mini Artis on fire with the Leech Fire magic
=Fixed a bug where it'd print fire boomerang and peril beam pickup messages before you hit those tiers of upgrades when playing Zandronum online
==CRATE WEAPONS==
=Fixed an infinite loop warning with the big casing ejected from the .100% tactical pistol
-Pocket Revenants now equip slightly slower, this is done as a compromise for Zandronum online to prevent other Revenant types to be a normal Revenant for a few frames as it raises up. This sucks.
//----------------------------------------------------------------------------
V2.2
==GENERAL==
+Fixed the vanilla berserk heal CVAR not working properly on the other classes besides the default, whoops
+Fixed Crate weapons not being taken away when pistol start CVAR is enabeled
=Added more lore stuff for the weapons inside the files
==ARTIFICER==
=Fixed a sprite name conflict with Rampancy's robot shrapnel and Artificer's Cyclops Cannon
==BLASTMASTER Mk 2==
=Fixed a small issue with Blastmaster's Fission Sweeper not alerting monsters
==TECH MONK==
+Fixed Tech Monk weapons not being taken away while the pistol start CVAR is enabled
+Moon beam combos now have a much bigger window, making it easier to chain attacks
+Striker Beam now charges faster
+Striker Beam lasts longer, about an extra 6 seconds or so
+Emergency attacks from the Striker Beam when out of energy now drain more meter, meaning you can return to the fight even faster if you're aggressive
=Swapped out the firing sound for the Pearl Laser, hopefully making it feel punchier
-Augmented Hand Beam shots are now weaker
==PAST LINKED==
+Fixed a really busted glitch where putting candles flames on a somaria block and then detonating it with the wave magic causes an near endless loop of magic flying everywhere. Cool, but too strong, sorry guys
+Arti dupes are now more aggressive, with a higher fire rate
-Arti dupe sword beams are a little weaker now
//===========================================================
==MALEFACTORS==
=Updated the Miscreant sprites to use separate spinny cube sprites, so if you play a WAD that replaces those cubes, there shouldn't be any problems
V2.0
==GENERAL==
+Arti now has a HUD face! Get a rough idea of how he's doing with just a glance at his mug!
+Arti now has unique player sounds! (Still has the classic HEH HEEENNNHHH for his taunt)
+Updated glow frames for the skull keys (thanks Skelegant)
+Tweaked the all map pickup sound to be less harsh at the end
+Arti properly has infinite air time now
+New customization screen: the pistol start CVAR is here now, along with a DAKKA style option (Reset your ammo, keep your weapons!)
+add a crate contents CVAR, now you can choose what exactly you get out of crates!
+Some weapons have fancy brightmaps
+There's now a visible meter timer for the rad boots
=Changed up the fullscreen HUD to be similar to the standard HUD, just with forcescaled
==CRATE WEAPONS==
!CRATE WEAPONS NO LONGER HAVE INFINITE RELOADS. In fact, they don't even reload anymore! They now use a new resource: Crate Energy packs, which can be found near any cell based pickups. Infinite reloads and crate curse sucked anyway.
+Plakanomicon buffed, primary fire is now always a wall cast, secondary now opens a portal to the brick dimension
+Particle Smasher buffed, primary fire is now similar to a vanilla BFG, secondary fire is now a beam that detonates immediately, good for sniping Cyberdemons
+Pocket Revenants buffed, primary fire now always throws them, secondary deploys a rally flag to summon any active Skellies to the point, added more variants in the box (they all behave the same)
+Icarus Launcher buffed, primary fire shoots faster, rockets now home in and bounce off walls, secondary's rocket spread gun now bounces off walls too, improved firing sounds
+.100% Tactical Pistol buffed, primary's fuller auto is now hitscan, secondary is now hitscan
+Crates no longer give you duplicate weapons (I can't promise the next weapon you get after that won't be a weapon you just had though)
=Crates no longer can be shot open, you now open them by walking into them like any other weapon
-Daibatana removed
==ARTIFICER==
!OVERHAULED THE ENTIRE SET. Nearly everything has either been polished, improved or just flat out replaced
+Berserk upgrade is now a heavy hitting mace
+Lilk's Axe now has lifesteal when using power attacks
+Whiplash's primary fire is now hitscan
=Set has been renamed to Artificer
=Lilik's Axe no longer recharges passively, requires successful hits to recharge
=Lilk's Axe no longer has damage randomization
=Fists replaced with Blackjack baton, new mechanics introduced
=Genka Pistol replaced with Second Wind pistol, new mechanics introduced
=Pistol no longer has infinite ammo, but DOES have infinite ammo weak backup shots
=Gnasher nailgun replaced with Vulture SMG, new mechanics introduced
=Cygnis rocket launcher replaced with Cyclops cannon, new mechanics introduced
=Buster Rifle replaced with Buster Carbine, new mechanics introduced
-Berserk upgrade for fists is now slower, less durability is granted with the powerup
-Lilk's Axe no longer has homing altfire shot, that thing was busted OP
-Lilik's Axe is now slower
-Lilik's Axe deals 4x less damage when not powered up
-Lilk's Axe no longer has +FORCEPAIN (What the hell was I thinking with that?)
-Sharpshooter caltrops produce less shrapnel when detonated with the altfire
==BLASTMASTER Mk 2==
!MOST WEAPONS GOT A NEW PAINT JOB. Everything now has more vibrant colors, helps make each weapon look more distinct!
!ICE BEAM OVERHAULED. It's now a constant beam of freezing energy, drains fast, recharges fast
!VENT ATTACKS OVERHAULED. Old awkward system of one shot -> scatter shot -> exploding shot refined into flamethrower -> machine gun -> exploding shot
+Improved heat gauge feedback, meter now easier to read, includes pips and audio feedback to tell you how hot you're running
=Heat gauge now cools off passively differently. After a five second delay heat starts to decay, growing faster over time
==TECH MONK==
+Added the Tech Monk set
==PAST LINKED==
+Added the Past Linked set
//===================
Combined_Harms update:
+reduced blood particle spawns so hopefully it's less framerate destroying now
+Fixed Revenants not dropping bones and a skull when gibbed, whoops
+Revenants need to be closer to have a check for rage
+Mini Revenants no longer rage
+Lingering Mancubi fires damage slower
+Lingering Mancubi fireballs burst against walls instead of bounce off them
+Close range Imp fireballs travel slower, no longer arc upwards on initial throw and no longer bounce off walls
+Close range Hell Noble fireballs travel slower, no longer arc upwards on initial throw and no longer bounce off walls
+hitscanning enemies can now fire grenades from their weapons
+Fixed cacodemons not making their death rattles when they die (whoops)
+Archviles have a new attack, they can now summon Miscreants, horrible cube monsters heavily inspired by the Putti from Hideous Destructor
+Arachnotrons have an additional new attack, a powerful explosive charge shot, don't get shot by this
+all monsters have a few special death animations when killed with specific weapons from Combined_Arms
=all former humans have slightly louder idle sounds
=Chaingunners have louder, more distinct death rattles
=Chaingunners no longer have slug shots, instead they now fire three grenades as an alt attack
=Close range Imp fireballs now bounce once off the ground
=Revenants and Lost Souls don't leave blood decals on the walls now
=Renamed to Malefactors
=Altered the death rattle for the Archies, readded the vanilla scream into it
=Altered how deflated Cacos fall, should properly hit things like trees and lamp posts now rather than just getting stuck mid-frame
=Fiddled with a few offsets of the former humans so they look a little better when attacking
=Cacodemon charge shot replaced with a string of smaller projectiles that weave like Bishop shots
=Pinky demons now only have +THRUSPECIES when dashing, reduces the odds for them getting stuck in stuff
=Arachnotrons have a new charge shot, now they fire a burst of twin plasma bolts, don't get shot by this either
-Revenants now have a far smaller chance of firing the mini Revenant skull missile, as well as a range check, if you're too close, they won't fire this
----------------------------------------------------------------------------------------------------------
V1.4
+removed self damage from particle smasher primary fire
+buffed particle smasher reload speed
+buffed plakanomicon spells and reload speed
+"fixed" being able to cast bricks when out of ammo for the plakanomicon (You can now just cast 1 brick for free at 0)
+fixed Ranger grenade launcher being able to fire even when overheat
+made crate curse lines into more visible and readable arrows
+buffed reload rate for icarus launcher
+icarus missiles now have a larger and more damaging splash radius
+added a sprite for the computer map (Had the sprite for awhile now, forgot to add it)
+Fixed .100% tactical pistol's FULLER AUTO sound sticking if you picked up another crate weapon while firing it
=Added the proper version number to the title screen
Combined_Harms V1.1
+fixed a few missing sounds
+added BRIGHT to special cyberdemon rockets
+Hell Knight health was set 1000 like a Baron of Hell, fixed (WHOOPS)
V1.3
+Fixed the Cygnis' broken altfire (WHOOPS)
V1.2
+Fixed the box of pocket revenants not spawning from the weapon crate (WHOOPS)
+Fixed the Cygnis rocket launcher able to still fire even when empty on ammo
+Fixed an extended sound bug if you pick up a different crate weapon while reloading the .100% tactical pistol
v1.1:
!Combined_Arms now features two versions, one with custom monsters and one with just the weapons!
!Added the Blastmaster set, wield a multipurpose morphing rifle, mind the heat gauge!
!added an optional set of monsters!
+Default pistol now can be manually reloaded
+Default set now has a new SSG: The sharpshooter rivet gun
+particle smasher altfire beam now produces more pellets upon hitting a wall
+Tome of Plakamancy now shoots out cool glyphs when casting (These sprites have been here for awhile, I forgot to implement them, WHOOPS)
+New item pickup sprites provided by HyperUltra64
+Lilk's axe altfire now explodes when it ends
+Added two CVARS for pistol start and for the pistol to consume ammo
+added the Icarus Rocket Launcher crate weapon
+Added the box of Pocket Revenants crate weapon
+Added the .100% tactical pistol crate weapon
=Cygnis Rocket launcher is now a burst fire weapon, new altfire which is an extremely fast rocket that scatters bomblets on hit
=Particle Smasher now a Crate Weapon with a new primary fire
-Lilk's axe recharges slower now
-fist attacks for CollabGuy do slightly less damage
-Lilk's axe now does slightly less damage
-The boomerang axe altfire is no longer a boomerang, but instead has a limited homing effect before exploding
-Gnasher no longer super ammo effecient
-altfire for the whiplash shotgun now fires less pellets, consumes one extra shell
-Whiplash shotgun does slightly less damage
-Particle smasher no longer a SSG weapon
-Plakanomicon's brick wall slightly nerfed
CREDITS:
Spoiler:
Sgt. Shivers is responsible for sprites for the Genka Pistol,
Particle Smasher, whiplash shotgun, and the special effects of the daibatana
The axe is a model rip of the Black Axem ranger's axe from Pearidan's custom models
all other sprites are taken realm667 custom weapons, the Buster Rifle
is an edited UAC Plasmatic Rifle, the Gnasher Nailgun is a simple edit of the NailgunMG,
with the altfire's projectile custom made by Sgt Shivers and the Cygnus rocket launcher
is my attempt at a frankensprite cobbling together a few weapons from Rise of the Triad
and an Eriance rocket launcher, with mixed results.
Sounds lifted from various games, including Quake, Doom, Team Fortress 2,
Mortal Kombat 2 and 3, battlefield 2142, killing floor, hexen
Pieces of code were used from TerminusEst13's Samsara, Eriance's Eriguns 2,
Realm667 custom weapons
The harpoon code was made by Marrub, more details of said code can be found in
the ACS file
The voice for the plakanomicon's incantations provided by my buddy Grim, and an extra
thank you to Kodi, who helped spruce up the page turning sprites of theplakanomicon
a little, as well as provide a neat brick wall voxel for the strongest spell.
the pickup sound for the plakanomicon and the teleport sound have both been lifted
from Dwango5.
Various bouncing sounds from the Havoc Rebounder taken from Spiral Knights,
a surprisingly good source of sound effects, and of course the game itself
is pretty damn good.
The font used at the title is an edit of the font from Blandia, which was lifted from the
Spriter's Resource
Special thanks go out to Xaser for making Zharkov goes to the store, WildWeasel for
making the Style mod and a bunch of other cool shit, Term, Ispook, Yholl, and an extra
thank you to Marrub for advice, feedback, and coding assistance, as well providing a tool
to rename a shitload of sprites in bulk.
The clip, clipazine, shells, shellbox, cells, and big cell are edits from HellcatX's ammo pile sprite sheet, along with extra pieces for the sine wave on the big cell are from journey to silius, the clip for the rocket clip is an edit from Sangelothi's ammo and items pack
Health bonuses are an edit of Blue Shadow's portable rejuvenation unit, the small one, along with Doom's health bonus, the glass effect on the front of the bottle was done by HyperUltra64.
Stimpacks are an edit of the animated stimpacks from MartyKira's The Space Pirate, which I believe stem from Sangelothi's ammo and items pack.
The medikit is also from Sangelothi's ammo and items pack, edited and animated by HyperUltra64
The armor bonuses are edits of the shield from Zelda ALttP and I believe a ceiling light from Strife.
Green and Blue armors are edits of the original armors done by Sgt Shivers
The rad boots are Duke Nukem 64's protective boots.
The keys are edits of Doom's original key cards, spliced with Blue Shadow's Doom 3 keycards
Skull keys are just the skull orbs from Blue Shadow's Skull orbs
The brick glyph effects are from the magic missile spell in Castlevania SoTN
Life canteen sounds are edits of the helmet pick up, bottle pick up, metal pot pick up, and bonk drink sounds from TF2, there's also a cork pop sound mixed in there from Sonniss.com GDC Game Audio Bundle 2015
Stimpacks sounds are edits of Battlefield 2142's repair gun and heal sounds
Medikits are a mix of the HL1 medikit, the defib deploy sound from BF 2142 and the medikit inject sound from EYE: Divine cybermancy
armor bonus sound is a mix of TF2's syringe gun clink and the sonar deploy of BF 2142. Armor pickup sounds are edits of item pick up sounds from TF2's interface, mainly the generic sounds for picking stuff up, like bags and the "default" sound
Ammo pickup sounds are mixes of various reload and ammo pickup sounds from Half Life 1
Blastmaster credit stuff:
All of the Blastmaster MK. 2's various sprites are taken from Demon Eclipse weapons by Eriance, along with some older weaponry from Stronghold, with the exception of the machine gun barrel, that's a combination of Mike12's assault rifle for the center frame and the pump frame is an UMP Sgt Shivers made for DRLA.
The shotgun shell ejected out of the shotgun mode's animation is from the Doom's alpha sprite set.
The new altfire rocket for the Cygnis Rocket Launcher is taken from the Stomper weapon set
The sounds for the Blastmaster Mk2 are all nicked from Unreal tournament and Deus Ex, too numerous to count
Blastmaster's helmet is an edit of a set of sprites made by Master of Disasters, edited by Turret49
Plasma gun projectiles are from Eriance's Erigun.wad
Thanks to Batandy, Pillowblaster and Drpyspy for help on making pump frames for some of the Blastmaster MK. 2 barrels! (specifcally the grenade launcher and Mantis Bunker!)
Thanks to Kinsie for providing some extra sounds for monsters when I was stumped
Extra thanks to Mor'ladim for making the new HUD really stylish and great looking
Lovely help screen art provided by Jetplane, he does such a fantastic job of drawing that weirdo
Thank you to Sgt Shivers who gave me the intial design of the Combined_Arms guy as well as give good advice regarding making a bunch
of player sprites at once.
Thanks to HyperUltra64 for making some excellent sprites, as well as help define the Combined_Arms guy as a character.
The Icarus Launcher sprites are edits of Eriance's rocket launcher from Demon Eclipe, the HacX uzi, and the Wand of Embers from Realm667
Sounds are mixed from Doom 4's micro missiles and BF2012's shotgun reload sounds
Monster stuff:
The blood effects are an edit of the blood spatters from project Babel by FKERGuy, which in turn were edits of the 64k enhancement project by Zrrion
Zombieman replacement is the Zsec from realm667, submitted by Captain Toenail, and it appears to be a frankensprite of a strife NPC for the helmet with a zombieman body
Sounds are the Fed voices from EYE: Divine cybermancy, rifle sound is from the B.O.S.CO. Sniper rifle
Shotgun guy replacement in the Zsec specops from Realm667, submitted by Ghastly_Dragon, which is an edit the vanilla shotgun guy, I am uncertain where the helmet is from though
Sounds are the Looter voices from EYE: Divine Cybermancy, with the shotgun sound being the Depezador
Imp sounds are Goblin sounds from Rune, (Kinsie hooked me up with those rips)
Chaingunner is an edit of the vanilla chaingunner, done by Horrormovieguy
Sounds are the Jian voices from EYE: Divine Cybermancy, with the chaingun attack sound from the Rotten Mound rifle
Cacodemon sounds are lifted from the Manduco from EYE: Divine Cybermancy, the deflation sound is taken from BURL TUMD, along with the deflation behavior.
Lost soul sounds are a mix of the skeleton, corpselord, and Cliffracer sounds from Morrowind
Hell noble sounds are edits of the Forma from Eye divine Cybermancy, along with some wildlife from Morrowind
Pain elemental sounds are the Bull/Betty Netch sounds from Morrowind, and the barney gumble belch from the Simpsons
Arachnotron sounds are Sektor/Cyrax from Ultimate Mortal Kombat 3 and the Bio Mechanoid from Serious Sam
Mancubus sounds are the Heavy's various voiceclips from TF2, pitched down and reversed
Archvile sounds are Blackheart's voiceclips from MvC2, and the Pfhor hunter from Marathon 2
Mastermind sounds are a mix of the turret and droid foostep sounds from System Shock 2, and the Controller from STALKER
Cyberdemon sounds are a mix of the Deus Ex from EYE Divine Cybermancy and the giant from STALKER