Mixed Tape Vol.3 (formerly "Ouch!")
Get it here!
In the mid-2000s, I released two Mixed Tape mods that largely consisted of a mish-mash of weapons either I made, or others made, into a vaguely functional mod. Mixed Tape Vol.3 was almost a thing before I decided it really should be its own full-featured mod instead, and that mod became The Stranger.
A decade passed. I'd been burnt out on the prospect of Dooming anymore, until I finally decided, "Man, I sure do have a lot of unfinished mods that nobody's ever gonna see." So I piled them all together here. The real Mixed Tape Vol.3, as they say, starts here.
The following two spoilers contain the mod credits. They can also be found in ww-mixed3.txt inside the download.
Spoiler: THE ARSENAL
Origin: Literally every ZDoom mod I've done (with some exceptions); Cold Hard Cash 2
Find it: In your starting equipment.
Who needs brass knuckles? You've got fists so awesome you don't need those things. Just hold Fire and let loose with a never-ending one-two combo! Find Berserk to do that even faster, because just giving you 10x damage is so 1994.
Yup. The unarmed attack is back. Again.
Scuba Steve edited the Doom fists to have gloves.
The sounds are from XIII (swings), Action Half-Life (wall impact), and The Elder Scrolls IV: Oblivion (enemy impact).
2. Berducci P92F
Origin: Weasel Presents: Terrorists! (original draft)
Find it: In your starting equipment.
When you're an honest cop out of his jurisdiction, the only backup you can trust is your backup sidearm. Holds 15 rounds of 9mm Parabellum and can fire quite quickly if you train your trigger finger. Useful for quickly dispatching weaker enemies.
Before "Terrorists!" turned into my tribute to all things Lethal Enforcers, I was originally using the resources from the obscure MacSoft-developed, Marathon 2-engine FPS, Prime Target. I'd gotten reasonably far into development until I realized that all the enemy sprites had missing rotation frames. While I had uploaded the project-dump for all to see, that upload sadly died when the DRD Team File Share died. I started going through my random resources and remembered that I still had the sprite rips from Prime Target and a particular desire to see the weapon return, so here it is - a hybrid of the original draft version and the version that made it into the final "Police Brutality" mod.
Main sprites are from Prime Target by MacSoft/GT Interactive.
Reload sprite was drawn by Mike12 with edits by me for consistency.
Muzzle flash is from Blood.
The ammo sprite was drawn by Doom Nukem and previously appeared in ww-doomnukem.pk3.
Sounds are from Action Half-Life (enemy fire), The Wastes HL (player fire) and System Shock 2 and Kingpin (reloading).
There is one unused reload sound whose credits I can't recall.
2b. Disposable Pistol
Origin: Weasel Presents: Aliens! (canceled)
Find it: In place of single Rocket pickups.
A surprisingly powerful plasma sidearm, these little things can fire as many as 20 shots before needing to recharge and are strong enough to kill most weaker enemies in only a couple of well-placed shots. But getting them to that theoretical 20 shots is a bit of a pain, since you don't really have the time to plug them into the wall and charge them, so you'll just have to live with however many shots you can get out of them before they flatline. Press Reload to throw away your gun and grab another out of the "pistol pool." Thrown guns will soon explode, dealing very minor damage in a small radius.
Initially based on Cortes' sidearm(s) from the unfinished Agent Hernandez mod, the idea of a weapon that you're basically required to "New York reload" has always been rather amusing to me. This was going to be the most common weapon in the never-quite-started Weasel Presents: Aliens, partially inspired by the ubiquitous plasma pistols in the Halo games that similarly cannot be reloaded and need to be swapped if you wind up using the entire battery.
Sprites are from DoomRL Arsenal, drawn by Sgt. Shivers. Permission was kindly provided by Yholl.
The sprites were further edited by me with the addition of the HAL9000-esque lens and thrown-gun sprites.
The firing sound is from TRON 2.0.
I do not remember where the gun-clatter sounds are from.
3. M1 Garand
Origin: ww-basics (2010, unfinished), ww-nazis-v2 (2016)
Find it: In place of the Super Shotgun.
The rifle that gave the United States an edge during World War II, the Garand packs enough of a punch that it can slightly penetrate through weaker targets. It is much easier to reload if the en-bloc clip has been emptied first, as the mechanism automatically ejects it when the last round is fired. You can reload it beforehand, of course, but it will take a little longer. The alternate fire button can be used to throw an empty en-bloc to alert nearby enemies. It's kind of pointless, honestly, but it's all in the name of authenticity.
The M1 Garand is perhaps one of the most distinctive weapons used in World War II, and I was always fascinated by the way it operates. It's great fun to actually use it in Doom, complete with the distinctive "ping" noise. I've been slipping it into various mods, finished or otherwise, ever since its creation.
The sprites were originally drawn by Deimus, with edits and reload animation by me.
The muzzle flash was originally drawn by Paul, aka "nmn".
The ammo sprite is based on a graphic from ww-nazis-v2, whose origin I'm uncertain of.
The sound effects were borrowed from Medal of Honor: Allied Assault: Breakthrough and Call of Duty 2.
3b. Dual Shotgun
Origin: Made for this mod
Find it: In place of the Shotgun in all instances.
Taking a page from the Kel-Tec KSG, the Neostead 2000, and other such double-tube shotguns, albeit the other way around - this pump-action shotgun has two barrels and only one magazine tube. The gun can fire twice before needing to be rechambered; alternate fire shoots both barrels at once followed by a pump.
I can't thank John Romero enough for unveiling all those unused Doom assets. This double-barrel shotgun just feels so much cooler to me than the "real" Super Shotgun, for some reason. It originally reloaded a lot slower, but that became a bit of a liability in combat (plus it was really inconsistent with the other reloading guns I had implemented), so I cranked up the speed considerably.
The sprites came from John Romero's 2015 Doom beta graphics dump and were further edited by Bloax.
The muzzle flash is from Blood.
The sound effects are a mixture of firing sounds from Doom 3, Medal of Honor: Pacific Assault, and Hidden & Dangerous 2.
The reload sound effects are from Gears of War (pump sounds) and Killing Floor (shell-inserts).
4. 9mm SMG
Origin: ww-skillguns (2015)
Find it: Dropped by Chaingunners.
Because you're bound to be full-to-bursting of 9mm ammo eventually, this sub-machine gun is designed to eat up all that ammo in short order. It does only slightly less damage per bullet than the Berducci, but its speed gives it a superior rate of damage.
Quite a lot of the original codebase of this weapon had to be removed, since a lot of it dealt with the skill-point system from its original mod. I (perhaps mercifully) elected to leave out the "sticky trigger" and insane recoil. This weapon was originally named the "Sterling Arms ISIS" as a reference to the television series "Archer," but I removed it, because Certain Assholes (on a global scale) decided to ruin the name. Fuck those guys.
The sprites were drawn by Mike12 (base frames) and TheMightyHeracross (reload frames).
The pickup sprite combines elements from Mike12, TheMightyHeracross, and The Thing Thing's sprites.
The sound effects were taken from Red Faction (firing) and Alliance of Valiant Arms (reloading).
Origin: ww-nazis-v2 (2016)
Find it: In place of the Chaingun.
With a rate of fire so fast that it came to be nicknamed the "burp gun," the PPSh-41 served the Russian Army well during the second World War, and for reasons I don't care to write a backstory for, you'll find one yourself in this mod. It holds 71 rounds of Tokarev pistol ammo in its considerable drum, and it will most certainly blow through all of them in only a few short seconds. It's great for hosing down crowds of weaklings or stun-locking bigger monsters - it might even be capable of interrupting an Arch-Vile's attack if you focus hard enough. But don't try using it at a distance; it's quite awful for that, given its large spread and severe recoil.
Yes. I know I put too many World War II weapons in my mods. Just be glad I didn't subject you all to yet another revolver (partially because I didn't have any more good centered sprites for one).
The sprite was drawn by DenisBelmondo for ww-nazis-v2. Muzzle fire is from Blood with a recolor job by me.
The weapon pickup sprite is mine. The ammo pickup comes from Blood.
Sound effects are from Call of Duty 2 (firing and reloading), Deus Ex (ammo pickup), and Medal of Honor: Allied Assault (weapon pickup).
5. Hand grenades
Origin: Doom 2.5 (2004), ww-stranger (2007)
Find it: Randomly in place of armor bonuses.
Handy in crowds of zombies, or bank shots around corners, hand grenades are great for getting the upper hand, especially with their extra wide area of effect. They don't do a lot of direct damage, though, so for bigger monsters, direct fire may be preferable unless you're in a position where you can just drop a bunch of them into the room without risking yourself to the explosion.
Okay, I didn't take this directly from The Stranger at all; only the idle sprite survived. The codebase for this actually comes from ww-nazis' grenades; they might feel less effective, though, since Doom's enemies have slightly more hit points than the Nazis did.
The hand grenade was drawn by Kronos for Doom 2.5, based on the model from Doom 3.
The sound effects are from Halo, Doom 3, and I'm unsure where the explosion sprites came from.
Origin: New for this mod
Find it: In place of rocket boxes.
Literally translating to "Tank Fist," this German-developed, disposable anti-tank weapon proved most useful during the second World War; late-war statistics indicate that 70% of Allied tanks were damaged or destroyed by German soldiers wielding Panzerfausts. Take that kind of power into your own hands; the Panzerfaust can be found lying around wherever rockets tend to hang out, and their effect on single targets is quite significant. You only get one shot per pickup, though, so make it count.
Heh. "Tank Fist."
The sprites were created by Captain J. Their origins, beyond that, are uncertain. I edited one sprite for the discarded shells.
The sound effects are from Soldier of Fortune 2 (firing and readying) and City of Heroes (explosions).
6. Tri-Laser Cannon
Origin: New for this mod
Find it: In place of the Rocket Launcher.
What basically amounts to a heavy machine gun with pretty red tracers, the Tri-Laser Cannon can either fire its three barrels in sequence, or you can use the alternate fire to shoot all three at once. It does not need to reload, but ammo is somewhat scarce, so it may be wise not to waste it.
Both this and the Panzerfaust were just found lying around in Captain J's sprites thread at ZDoom forums; I felt like the two of them really just needed loving homes in a fast, simple mod.
The sprites were created by Captain J, based on sprites by Amuscaria.
The sound effects are from Quake 2 and Quake 3 Arena (firing), Prey (ammo pickup), and Crimsonland (weapon pickup).
Origin: ww-oldie (unfinished)
Find it: In place of the Plasma Rifle.
For when crowds need clearing really fast, the Autocannon unleashes a huge slew of shotgun blasts capable of cutting through even the thickest hordes of monsters. Given its choice of 10-gauge ammunition instead of the usual 12-gauge, it can't fit as many rounds in its box magazine as a smaller-caliber shotgun with a drum magazine, but with its highly controllable fire rate and considerable damage, that may not be as big of a problem. It also reloads faster than the Dual Shotgun. Its one drawback compared to the Dual, though, is that its pellets don't do as much damage, making it less ammo-efficient. For single, medium targets like Hell Knights or Cacodemons, it may be wiser to use the Dual Shotgun.
Oh man. This was probably the first gun I made in DeHackEd after many years of absence; ww-oldie was supposed to be a fully-Boom-compatible joint with the weapon roles swapped around everywhere (and several of the enemies!). Shotguns became energy weapons, and vice versa. Imps dropped ammo and Shotgunners didn't. I'd created madness. ww-oldie never really got properly finished (some weapon pickup sprites were ultimately missing), but I wanted to recreate said madness with this mixed tape, so right back to the Plasma Rifle slot this went.
The sprites were drawn by Snarboo (in pieces) and assembled/edited by me.
The pickup sprite comes from Duke Nukem 3D.
The sound effects are from 007: Nightfire by Gearbox (firing) and ZPC by Zombie (reloading).
7. Bergmann Field Generator
Origin: ww-doomnukem (2016)
Find it: in place of the BFG.
I'll let ww-doomnukem-lore.txt speak for itself.
A recent development by a government-sponsored arms company (whose name is classified Top Secret --editor), this highly experimental weapon uses a newly-discovered scientific phenomenon known as the "Bergmann Effect." Named for CERN physicist Dr. Albrecht Bergmann, the Bergmann Effect refers to the (very) brief existence of a man-made antimatter field, as the result of the forced collision of bosonic particles and an appropriate catalyst. Initially, such effects could only be replicated on equipment several miles in size, but the past few decades have resulted in a working prototype of a smaller, slightly more manageable variant. The Bergmann Field Generator can create a Bergmann Effect at will, though it should be noted that, prior to the...incident, the only living scientist who has managed to use the device and survive was Dr. Bergmann himself, and he is now retired. So...we have no idea if the thing will have the same result for you.
Easily the coolest part of ww-doomnukem was getting all-new sprites from Doom Nukem himself submitted straight to the mod. Here was a damned cool sprite artist, just handing me stuff without me even really asking for it. I don't think the Doom community truly appreciates just how selfless and dedicated a guy has to be to really commit to something like that, especially with fully original work. My hat's off to you, Doom Nukem.
The sprites were drawn by Doom Nukem for ww-doomnukem.pk3. The ammo sprite comes from Duke Nukem 64; the recolor job was mine.
PillowBlaster helped immensely with coding the special effects on display.
BFGCHARG comes from 87043_runnerpack_weapappear.wav, from Freesound.org, which was by Runnerpack (based on ejfortin's Energy_Whip_2) and licensed under Creative Commons Attribution.
BFGFIRE is by thehadnot and is under Creative Commons 0 license, which means it is public domain for all. He did not request attribution, but I'm doing it anyway.
BFGPICK is from the Killing Floor IJC Weapon Pack.
BFGXPLO1 and 2 are from Oni by Bungie.
BFGAMMO is courtesy of BouncyTEM.
I am not sure where BFGSEL came from.
Origin: New for this mod
Find it: In place of the Chainsaw.
Looks like an ordinary Shop-Vac, right? Not quite - this vacuum cleaner can (somehow) inhale the omnipresent exploding barrels by pressing Altfire, then launching them out like contact-grenades when the Fire button is pressed. The Sucker can hold up to 20 barrels in its reserve; continuing to suck barrels with it will simply cause them to disappear. It's quite a useful tool for "disarming" potential chain-reactions.
You might just find yourself trying to "rescue" explosive barrels when you have this thing. It's an amusing thought, I think.
The sprite used for the weapon was taken from my own photograph of a real vacuum cleaner, with much tweaking in Photoshop to make it look right.
The sound effects come from the FreeSound Project (the cartoon "thump" noise), 007 Nightfire (firing sound), and MrAuralization (the vacuum sounds).
UNUSED WEAPONS - FIND ON SLOT 9 IF YOU'RE CHEATING
A. The original pistol
Origin: New for this mod
Find it: By summoning "NineMilPistol" from the console.
Before I decided I liked the Berducci better, this guy was the player's starting weapon. I didn't really balance it very well (it is capable of firing way too fast and dealing too much damage), and I'm not really a fan of how it reloads.
The sprites are from The Fortress of Dr. Radiaki by Merit Studios. The edits are all mine.
The sound effects probably came from Alliance of Valiant Arms, except for the firing sound which is from Action Half-Life.
B. The "Force Ten" Machinegun
Origin: ww-basics (unfinished)
Find it: By summoning "HeavyMachinegun" from the console. Summon "FiftyCalAmmo" to get ammo for it.
Originally meant for a Skulltag-specific deathmatch mod (the same one the Garand came from), this machinegun didn't originally sound like the opening of a Rush song, but I decided I wanted to see what that sounded like. It ultimately wasn't awesome enough to make the main arsenal, but I left it for sake of curiosity.
The sprites are from CyberMage: Darklight Awakening by Origin Studios.
The sound is an edit of the opening from "Force Ten" by Rush, from the album "A Show of Hands."
C. Dual Machetes
Origin: DOOMOS.WAD (2003), ww-oldie.wad (unfinished)
Find it: By giving "DualMachetes" from the console.
This was probably my favorite melee weapon of any of the mods I made - especially back in the days when all I had was DeHackEd and a prayer or two. Of course, thanks to the weird hacks I had to use to make it play sounds when swinging, only the second slash was actually affected by Berserk, but now thanks to the magic of Decorate, both attacks are affected! Sadly, as time wore on, I realized I didn't like them very much, they weren't very satisfying to me, so rather than pour time into redoing them, I've moved them to the "unused guns" key instead.
Sprites are from Powerslave by Lobotomy Software/Playmates Interactive Entertainment. My edits to the sprites are inconsequential.
Sounds are from The Elder Scrolls IV: Oblivion by Bethesda Game Studios.
Spoiler: THE OTHER THINGS WORTH CREDITING
THE OTHER THINGS WORTH CREDITING
The HUD graphics are based on a mock-up screenshot drawn by Amuscaria on the ZDoom forums several years ago. I'm unsure that he/she knows that I've done this with them.
All of the fonts - all of them! - were done by Jimmy.
The water bottle sprite was drawn by greentea12. I forget exactly where I got it. The sound effect when used comes from Medal of Honor: Allied Assault.
The title screen picture was generated using the Mixed Tape Generator at http://www.says-it.com/cassette/mixtape.php . Its accompanying musical stinger is a combination of sound files from L.A. Noire (the music) and Double Dragon Neon (the tape sound).
THE SECRET SOUNDS
As of this writing there are 42 different sounds that are all randomly chosen when the player finds a secret. They are as follows.
1 - SpikeOut: Battle Street
2 - LOOM (MT-32 version)
3 - Crimson Shroud
4 - Devil Crash MD/Dragon's Fury
5 - Beyond Oasis
6 - Columns III: Revenge of Columns
7 - Kirby's Dream Land 3
8 - ""
9 - Off The Wall (Atari)
10 - Seiken Densetsu 3
11 - Super Tetris 2 + Bombliss
12 - Wild Guns
13 - Star Wars: Dark Forces II: Jedi Knight
14 - Unknown FreeSound.org sound (ww-cash2)
15 - Forsaken
16 - Fire Emblem: Genealogy of the Holy War
17 - Wolfenstein 3D: Spear of Destiny
18 - Street Fighter: The Movie (Arcade)
19 - No One Lives Forever
20 - Law & Order
21 - They Might Be Giants (Critic Intro, from album "Giants Jubilee")
22 - TADA.wav from Windows 3.1
23 - Startup sound from Power Macintosh 8100
24 - Startup sound from Macintosh Quadra
25 - From an old version of KDE
26 - Street Fighter Alpha 3
27 - "Squares" Flash game
28 - Sunset Riders (Arcade)
29 - Xybots
20 - Full Tilt! Pinball (Space Cadet table)
31 - Command & Conquer: Red Alert
32 - Xargon
33 - Phoenix Wright: Ace Attorney
34 - Jill of the Jungle
35 - Indeterminate (found in "007: The Spy Who Loved Me" Amiga soundtrack)
36 - Indeterminate (found in many, many Amiga MOD files)
37 - Crimsonland
38 - Descent II
39 - Deus Ex
40 - ""
41 - Die Hard Trilogy
42 - Soldier of Fortune 2