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YOU MUST USE CHEATS TO AQUIRE THE WEAPONS, THERE ARE NO PICKUPS YET
UAC: Specops (tentative title) is a upcoming total weapons conversion for doom based games in zdoom decorate. the mod will feature 100% original "hand drawn" sprites. no sprite rips, no 3d model conversions, no remastered resources, just completely, 100% original sprites based on the doom perspective (centered).
first phase: "classical doom weapons"
guns in this phase will be balanced and coded to the classic doom. that means no reloads, no special effects, just a strait up gun. they will be measured for ultra violence levels, being slightly more or less powerful than the originals they intend to replace.
second phase "functional reloads/balance for mod"
this is the phase they are ready to play in my mod, though they will be "rough drafts", fulfilling the basic function intended.
third phase "smooth frames, add gfx, optimize code"
this is where things start getting polished; guns will have bullet casings, smoke, optimized sprites or frames, and of course, streamlined code for any would-be wad editors.
final phase "balance for new monsters and difficulty"
this is the end of the line stage, essentially i will be adding a myriad of new monsters with random spawners, some of these will be personally modified, others will be mostly untouched. they will make the game somewhat harder, though not incredibly so, and i will balance them and the weapons to feel and play just right, with the end product being an enjoyable, unique mod that you'll want to pick up again and again.
PROGRESS FURTHER BELOW, I NEED FEEDBACK ON SPRITES IF AT ALL POSSIBLE
Story:
Spoiler:
UAC Specops
After the Delta Labs disaster, many people were killed and bases destroyed; the UAC lost investors and was on the brink of disaster when a scientist, Dr. Reginald Gates; finally unlocked the secret to Terraforming on Mars; the once overly ferrous soil has been cultivated and refined, and in exploratory mining new metals were discovered; this new metal called AntiFerrum has a property in it that defies magnetic fields, and rapidly increases oxidation of iron alloys. this new mineral was then crafted into the worlds most efficient anti armor rounds in the history of humankind, penetrating directly through magnetic forcefields of rebel mechanised units, and oxidizing the blood in enemies resulting in certain death for those who do not receive emergency treatment.
thus regaining the status of UAC, and making it the worlds most deadly paramilitary operation. certain marines were inducted into a special operations unit, and given performance enhancing chemicals as well as exclusive weapons other than the standard issue aquired from its military "aquisitions".
Weapons:
Spoiler:
1.) Teali Nighthawk
A .54 Magnum cartrige handgun based of the outdated desert eagle. while designed to be a reproduction, its internal mechanics include a recoil regulating module in the slide that controls a recoil piston; as a result the slide is slower, but it reduces recoil by %23 from its predecessor, with a higher calibur round. the .54 magnum cartridge offers greater damage to the delta labs monsters that have reappeared. this handgun is only manufactured in Teali, in the middle eastern federation. the cartridges use a aluminum hollowpoint rounds, making it lethal to large sized animals.
primary fires a 12d3 bullet in a 2x3 pattern, alternate fire reloads.
This handgun is slow to fire, but lethally efficient against lesser enemies, often a one shot kill on a zombieman, 1 or 2 shots for a sergeant, 3 or 5 for a chaingunner, 2-4 for an imp, 6-9 for a demon or spectre. it can be used against larger enemies, but it may take 2 or 3 clips.
2.) New Washington Slugger
Developed in the City of New Washington over the ruins of the old capitol in the United Republic (north and sound america joined together on stardate 4.2312.5 by force; UAC), this close combat shotgun was adapted to the needs of the dense urban jungle that the UAC marines were forced to engage in and merged two models of shotgun together; the side by side, and the pump action. when pumped, two shells extract out of the retro styled ejection/loading ports in the back. the only drawback to this design is the inability to save one shell for later unless you open up the break action backup release, so most marines adapt to this by simply firing both barrels; later on they added a pump-lock feature to enforce this, hoping it would increase the rate of fire and the lethality of the marines as they empty extra rounds into the rebels as they lay dying. commonly referred to "the gun that won the united americas". using 8 gauge magnum shells with 5, 9mm sized balls per shell, this gun hit like the standard issue pistol, but all at the same time, vastly increasing the mortality rate. pumping the gun opens the barrel port of the retro style ejector/loading port, while loading opens to a central tube underneath the barrels in the stock that holds10 shells; one has to manually load 2 before reloading the pump system. standard lead shot coated with copper to enhance the damage.
primary fires 5 8.5d3 bullets in a 6x3 pattern. alternate fires 10 8.5d3 bullets in a 9x5 pattern. needs to be pumped after 2 barrels collectively have been fired.
the slugger replaces both shotguns very efficiently; however, because of the design it does lack accuracy at even medium range; the single shot burst increases the choke to a reasonable level, but the double barrel firing mechanism is widely dispersed by design. this can easily kill even a baron of hell with 6 quick pumps at close range (12 shells), but accuracy is vastly decreased because of the size of the pellets; you are more likely to hit nothing at range unless its a big target. this is best used on hordes of zombies or demons, whereas all other monsters are only truly vulnerable at close range.
3.) infantry turret rifle ITRa1
the ITRa1 was designed to meet the demands of a solo soldier against multiple foes; the large calibur rifle bullets are fired by the two barrels at the same time, making for a fast firing, hard hitting weapon that has less recoil than a rifle with only one barrel due to recoil compensators. the primer it uses has Selenium crystals mixed with traditional rifle primers as a tracer element, and seems to help stabilize the chemical reaction in the antiferrum rounds, creating a azure blue flame.
primary fires 2 7d3 bullets in a 2x3 pattern, alternate reloads.
this shreds through most monsters fairly quickly, and accurately, but it does take up alot of ammunition.
4.) seismic grenade mk10
the seismic plasma grenade sends a shockwave that paralyzes opponents in a large radius, or, if set to kill, will obliterate enemies in a small radius. these grenades were designed as a alternate to classic primer/explosive grenades which relied on shrapnel and primitive minerals to maim and incapacitate the enemy. a 20th century invention called the flashbang, which used overwhelming light and sound to disorient enemies, was used well into the 21st century. the seismic grenade acts on a similar principle, only that it uses shockwaves on a frequency that move matter. when powerful enough, it can disinigrate enemies by molecular displacement. essentially, the first setting, while obliterating the unit, creates a small seismic explosion which although painful and can cause one to bleed from the eyes and ears, leaves a person incapacitated, since most of the damage is due to the shockwave. this is set to explode shortly after hitting the ground. the second setting overdrives the plasma based reaction to create a large explosion based on destabilized plasma energy that will blow apart anything near it.
primary primes a seismic grenade to stun, alternate switches the grenades to kill.
use primary to freeze all enemies in their place, stuck in a pain loop. this will last indefinitely on smaller monsters, and only for a short time on large monsters. the explosion is great for crowds, although a herd of barons is beyond the reach of this grenade; use the plasma emmitter (below)
note - this may just be made into a standard grenade due to the small nature of this project; if i make my own monsters this WILL be added.
5.)HEAT missile launcher HML
rockets have not changed much over the past 100 years since they were introduced, and still serve the same purpose; to deliver a chemical explosion that can eliminate its target. what has changed is the
amount of sophistication. these HEAT rounds were designed to be fired at tanks, usually in the form of a sabot round. however, these rockets carry enough power to do the same. the launcher can hold 5 of these rounds before new missiles must be loaded. the gun resembles a large calibur semi automatic rifle.
primary fires a missile with pinpoint precision, although there is a downward trajectory. secondary reloads
the missiles themselves are quite damaging, taking down a baron of hell in one shot. however the splash damage is lacking; use this to kill enemies one at a time that you cant normally kill in one shot.
6.) Multiphasic plasma emmiter MPE mark lll
over the years plasma has become a mainstay energy source for the world, and for UAC'S development as a result. Cars, tanks, helicopters... even robots fueled by plasma energy have become a reality. the MPE is the most expensive infantry weapon to date, costing 0.25 millon credits to manufacture; a marines retirement fund. the first mode shoots lightning fast beams of energy, instantly killing smaller enemies; the baron of hell can only take about 4 shots, which, coincidentally, is how many shots of plasma 32 fuel cells will give you. the second fires an entire cell into a unstable particle ball; this ball travels relatively slow, tearing through everything in its path, and then finally destructs at the flick of a switch, creating a massive explosion, and shooting out plasma bursts at a limited distance.
this will be done when its done, and not a moment sooner. I will in certain cases take help with coding and sprite work to complete this, and i may need a beta tester or two.
Progress:
Spoiler:
Nighthawk: done and finalized, phase 2
Slugger: done, with break action reload done, need injector tube reloading animation, phase 1
ITRa1: Done without reloads, phase 1
Seismic Grenade: not started
HML: not started
MPE mark lll: not stated.
Last edited by Crudux Cruo on Wed May 21, 2014 12:56 am, edited 14 times in total.
9/19 - made a semi-final phase 2 draft of the colt 1911, also released final version of the rifle for phase 1 (still needs reloads)
9/3 - first draft of the colt 1911
8/27 - first draft of the turret rifle
7/23 - final draft of pistol and beginning of project.
11/18 - Still alive update.
Bulletin:
If you see this thread, please give criticism on the artwork, as that is the bulk of this mod. thanks.
Todo priority list
Phase 1
1.) finish seismic grenade - 2-3 weeks left. DONE
2.) make cool ass explosions for said grenades, with a plain explosion for the missiles. - 1-3 day project DONE (i need to tweak it a bit though for sound and GFX)
3.) start sprite work on semi auto rocket rifle - 1 month
4.) code and playtest grenade and rifle at same time to balance them. - 1-3 days
5.) make the MPE plasma cannon sprites - 1 month
6.) work on plasma explosions. - 1-3 days
7.) playtest and balance all weapons. - 1-3 days
8.) put into pack for initial phase 1 release. - 1 day
9.) fix color disparity on the hands for the shotgun. - 1-2 days
10.) refine story and descriptions of weapons for final release of phase 1. -1 day
11.) modify any issues brought up by phase 1 release and feedback from forum lurkers. unknown
Phase 2
Spoiler:
mostly reloads, but I will need to create new weapons, and new projectiles. will take about 2-5 months estimated.
Phase 3
Spoiler:
This will be gfx and atmosphere, translating to about 1-2 months
.
Final phase
Spoiler:
this is pretty far off from now, but this will be an ongoing thing, probably lasting up to a year. monsters, special power ups, and other things.
Time estimate: Not sure, but I have to make the rocket rifle and the bfg type plasma gun, so it may take a few more months.
Wanna help out?
I need the following once I have all the weapons done (phase 1 release)
1 dedicated tester - the decorate code and attack balance is split evenly with me for balance. this person will help the project to be better balanced, and judged in an unbiased light. such a person would only need to dedicate an hour or two a day, at the most, for about a week or two of their time in phase 1. phase 2 this person will be instrumental in balancing the upgrade system. I will of course be helping, but I will absolutely need at least 1 dedicated tester in phase 2. such a person would be required to use windows im and would be able to test things in a timely fashion if needed.
* (no one yet) - I don't need this until my initial release of everything, but any private feedback is appreciated.
1 touch up artist - Like the dedicated tester, I will need someone to give me second opinions on work and do touch up. I will be making a lot of new and varied graphics, and of course there will be other gfx and things that need touchup. this will mostly be phase 3, when I am finalizing the weapons gfx part of the mod. such individuals will be required to chat via windows im, and will be given access to dev work.
* (no one yet) - I'm not to a point of completion of the graphics to warrant a need for a dedicated artist, but free lancers are welcome. phase 3 will be very important, as all the special effects will be done out of scratch, but this is a long ways off.
1 code assistant - This person will help me figure out how to glue the art all together, and will mostly be a consultant type individual. While this person will not be obligated to work on features, they will be required to get onto windows IM once and a while to touch bases on code.
* (no one yet) - phase 2 and onward really.
? general testers - as I said, all people will be able to test, but those who stand out and provide good feedback will be meantioned here, and in the credits.
? general artists - like general testers, they will provide touch up work with no prompting, and such individuals will be credited and thanked properly.
? general coders - like general artists and testers, they will optimize code or make tweaks with no prompting, and will get proper credit and thanks.
Last edited by Crudux Cruo on Mon Nov 17, 2014 8:20 pm, edited 6 times in total.
So I've sorta hit an artists block on the damn rifle; no matter what I do it looks too much like a shotgun. im thinking of going to a 1 barreled rifle to simplify this and get the show back on the road, but before I do does anyone have any sort of concepts for a double barreled assault rifle?
I think i can post up the nighthawk. for anyone following this, i have felt lazy as im trying to work out this turret rifle. i just need to knuckle down and do it like i did the other two weapons. i'll have to post the nighthawk up later though; my version has reloads, not exactly realm667 ready codewise. ill submit that shortly. the other weapons you're all out of luck, they're going to be mod only.
doomer1 wrote:and oxidizing the blood in enemies resulting in certain death for those who do not receive emergency treatment.
Know what your lungs do? Oxidize blood. Know what results in certain death for those who do not receive emergency treatment? An anti-armor bullet hole in the chest.
Uploaded the first two weapons, i originally was going to only release the nighthawk, but i thought i'd get some feedback on the slugger as well. slugger does not have reloads in yet, so while its classical functional its not mod complete. its easy enough to create the reloading frames and the sequence, it just seems that i am insufferably lazy
Finally did some work on the turret rifle, took alot of inspiration from the BAR, and because it looked to blocky, i went over/under barrel system with internal barrels, external hex vents. still figuring out what to add for the coloration beside olive drab damage paint and UAC plastered on it.
this is the original version i had in mind with not quite as much detail on it. after i deleted one of the barrels i knew that the over and under was the only way to go.
turret looks pretty good, but the perspective's a bit off; the barrels look like they're pointing straight up. the distance stuff (tapering barrel/ smaller vent holes at the end) needs to be a bit more pronounced, i think.
I quite like what you have for the main body of the weapon so far, but the barrel does look a little odd. The vent holes seem to be placed rather randomly, and the super flat edge of the end also seems a bit odd to me, mostly the corners. I look forward to seeing the complete version.
Just a quick update I'm still playing with the graphics on the ITRa2, pix coming today (ill edit this post) later or sooner depending on how much work I have at work today lol
*edit
This is a 1911 i'm working on. there are a lot of finishing touches to make, and other frames, but Its about time that we have a good doom style pistol in the system. I'm thinking about making this a special drop that gives the player dualies, or even a upgrade/buy system where you can go though and pick your favorite gun. either way, I intend to finish the pistol sprites so at least other people can use it.
The turret rifle without the heat vents. the holes didn't turn out as well as I had hoped, so I may stick with a smooth barrel design just so I can make a release, but I'm still toying with the idea of vents.
also to answer some concerns, the sprite works well despite its up facing sprites, although I may have to scale it down a little so you can see the whole sprite.
Ghastly_dragon wrote:
doomer1 wrote:and oxidizing the blood in enemies resulting in certain death for those who do not receive emergency treatment.
Know what your lungs do? Oxidize blood. Know what results in certain death for those who do not receive emergency treatment? An anti-armor bullet hole in the chest.
But yeah, it looks interesting!
oh yeah, I meant RAPID oxidation so as to cause the iron in the blood to rust, locking opponents into whatever form they are inevitably lying in after the fact. its a crummy story but it sounds cool
This is a 1911 i'm working on. there are a lot of finishing touches to make, and other frames, but Its about time that we have a good doom style pistol in the system. I'm thinking about making this a special drop that gives the player dualies, or even a upgrade/buy system where you can go though and pick your favorite gun. either way, I intend to finish the pistol sprites so at least other people can use it.
That's one beautiful 1911 slide, Doomer. I take it that this pistol will be the quick-firing handgun in your mod?
Also, just in case it tickles your fancy, the stock Doom pistol is modeled after the Beretta 92F, if you want to throw a hand-drawn variant in there as an option.
Something I noticed about the Slugger - the color of Doomguy's fingers doesn't match the rest of his hand. You might want to fix that at some point.