This is my first mod which is not an add-on for someting.
Just a simple weapon pack with some modified effects from Colourfull Arsenal.
The goal of this mod - it's fast run'n'gun gameplay, so:
-Weapons are powerfull and fast, but you can fastly run out of ammo.
-You are a little faster that original Doomguy, but take a little more punishment, so you need to be pretty agile to survive.
Screenshots:
Spoiler:
Credits:
Note: if i miss someone, or your content is not free to use - just tell me and i'm add you in credits, or replace your content with something another.
Note №2: i just write from where I take that. I'm not sure where that appears first.
Spoiler:
Revolver sprites by Captain J. Sounds from Xenoxols' Army of Darkness and WW's AtM.
Shotgun sprites from D4, and Zdoom advanched weapons. Also found that on Sprite Carnival. Reload sound from BD. Shoot sound... I guess it's from HardDoom, but not sure.
SSG sprites from Blood, edited by me (Added Doomguy's hands). Sounds from HardDoom.
Minigun sprites from Painkiller, ripped by AEoD team (Thanks a lot). Sounds also from AEoD.
Grenade launcher from Zero Tolerance (But taken from RO). Sounds from RO and AEoD.
That thing that in 6 slot sprites from RO, sounds from HardDoom and RO.
Rifle sprites from Bulletstorm, ripped by AEoD team and edited (Shitly recoloured) by me. Sounds from AEoD.
Knife sprites from AEoD, sounds from Zen Dynamics and SUAB.
Sword sprites taken from SuperDemon and edited by me (Removed flame). Sounds from Eriguns and WarCraft 3.
Particle graphics from HardDoom.
Gunflashes from RO.
Leg sprites from DoomRL arsenal.
Kick sounds from BD.
UZI sprites from DoomRL arsenal. Sounds from it too.
MP40 sprites from Complex Doom. Sounds from DoomRL arsenal and XWeapons.
Nazi spriets from Xenoxols' Duke mod and Weapons of Saturn. Sounds from RTCW.
Bullet wall and flesh hit sounds from HardDoom.
Player sprites from BD Derp Edition. Edited by me (Give him shotgun instead of demonic rifle).
QSG sprites from RO. Sounds from RO and HardDoom.
Pump shotgun sprites by Captain J. Sounds from BDJ.
TNT sprites from Guncaster (Yes, i know that originaly dynamite from Blood, but Pillow and the crew edit it). Sounds from Guncaster, Blood. Explosive sound from one of thousand Xenoxol's mod.
And... I asked Lippeth for permission long ago, but he did not answer me... I will publish my editions of his edition of Ketchup gore mod.
Lippeth, if you don't want me to publish it - just tell me and i'll remove it.
Also i'll recomend you to play in it with some monster-pack, or otehr gore mods. I can recomend nashgore, or Dark Doom creatures. They bring me a lot hours of funny playing.
As always: your opinion in comments is very important for me.
Re: Head Hunter - the simple weapon pack
Posted: Thu Jul 30, 2015 5:28 pm
by Ribo Zurai
The weapons themselves are very well done, but they feel slightly unoriginal. The Slot 6 weapons seems to have come straight from Russian Overkill, with slight edits. But it's a nice mod overall. Also, is that shotgun from the Doom 4 footage? I loved it.
Re: Head Hunter - the simple weapon pack
Posted: Fri Jul 31, 2015 12:27 am
by TheSkyBug
Ribo Zurai wrote:The weapons themselves are very well done, but they feel slightly unoriginal. The Slot 6 weapons seems to have come straight from Russian Overkill, with slight edits. But it's a nice mod overall. Also, is that shotgun from the Doom 4 footage? I loved it.
6 slot idea was taken from SuperDemon mod. It has "Vindicator" weapon that shoots "ringed" projectiles like shotgun.
But code is fully mine. The one thing i stealed from RO - it's using Missiletype "" property.
Re: Head Hunter - the simple weapon pack
Posted: Fri Jul 31, 2015 11:57 am
by Captain J
TheSkyBug wrote:Revolver sprites taken from Sprite Carnival. I really can't find this post now. Author, please, tell me your name so i can credit you.
i did made that colt sprite, the original post is here. anyway this mod is looking and working great! nice job!
btw, am i only think that i reload so darn faster than a gun flash? also slot 5~7 weapon's projectiles has no decals at all.
Re: Head Hunter - the simple weapon pack
Posted: Fri Jul 31, 2015 3:34 pm
by RikohZX
Found a quirk, it seems for each shot from the revolver, a reload will take away three bullets. So the full six shots reloads for 18 bullets.
Re: Head Hunter - the simple weapon pack
Posted: Fri Jul 31, 2015 4:18 pm
by DevilBlackDeath
Is it just me or is that shotgun from the new Doom? Didn't know someone already made a sprite of it
Re: Head Hunter - the simple weapon pack
Posted: Sat Aug 01, 2015 1:16 am
by TheSkyBug
RikohZX wrote:Found a quirk, it seems for each shot from the revolver, a reload will take away three bullets. So the full six shots reloads for 18 bullets.
I made tis for balance. Every minigun shot cost 1 bullet and deal 2 damage (with doom random), but colt deal 6 damage with every bullet (with doom random), so to not make it OP i maked thiw feature.
Captain J wrote:
TheSkyBug wrote:Revolver sprites taken from Sprite Carnival. I really can't find this post now. Author, please, tell me your name so i can credit you.
i did made that colt sprite, the original post is here. anyway this mod is looking and working great! nice job!
btw, am i only think that i reload so darn faster than a gun flash? also slot 5~7 weapon's projectiles has no decals at all.
Edited. About decals: 6 slot, i guess, doesn't need his decals, but 5 and 7... Yep, i'll make them.
About reload: it's so fast to keep the original "Run'n'gun" playing style, that was broken in many mods with looooong reloads.
Re: Head Hunter - the simple weapon pack
Posted: Sat Aug 01, 2015 4:24 am
by Captain J
TheSkyBug wrote:that was broken in many mods with looooong reloads.
I'm sure reloads from other mods had no problem at all but being normal and balancing. and did you played trailblazer or wildweasel's nazis before? They are the examples of faster reloading, regardless it's still slow to wait.
Well, you said it's a fast run 'n gun mod, why don't you inform it on the first page?
EDIT: you did, thanks for hearing me.
Re: Head Hunter - the simple weapon pack
Posted: Sun Aug 02, 2015 7:32 am
by TheSkyBug
A little update.
Changelog:
-Now you can kick your enemies! Press Q (Can be changed) to do it! It's near useless, but with berserk you can became the zombie and imp stomper!
-Added decals for 5 and 7 slot weapons.
Re: Head Hunter.v3 - re-arming, nazis and more
Posted: Wed Aug 05, 2015 6:43 am
by TheSkyBug
Big update!
Changelog:
-Added tons of balance changes: increased kick range and damage, nerfed sword damage, speed up shotgun and sawed-off reload, make colt 100% accurate and many other changes.
-Removed the minigun, instead of it...
-Added UZIs! They have slower rate of fire, but much more accurate and have one more cool feature...
-Added nazi replaces! Now passing Wolfenstein-like levels will be some kind of challenge. They drop...
-Added MP40 - mostly a joke-weapon: deal more damage than UZI, but have slow rate of fire and pretty inaccurate.
-Remaked the Rifle animation, so it doesn't look like shit anymore.
-You can now kick while reloading the shotgun.
-A little improved tracers, make them a little slower.
-Fixed zandro version super-slow weapon changing.
-Fixed zandro crash while you die.
-Removed +NOEXTREMEDEATH flag from tracers.
-Added wall and flesh hit sounds for tracers.
And some other changes, that i can't remember now.
Re: Head Hunter.v3 - re-arming, nazis and more
Posted: Thu Aug 06, 2015 5:36 am
by TheSkyBug
A little update with remaked tracers. They looks much better now.
Re: Head Hunter.v3b - meet new hero!
Posted: Fri Aug 07, 2015 9:58 am
by TheSkyBug
Updated:
-Fixed Nazis wrong shooting offset. They now shoot from barrels instead of knees.
-Added personal skin for player! Now my goal is to make it Trailblazer-like mod: with unique character, lore, logo, titlepic (Maybe, because i'm shitty painter), and, maybe, even taunts.
-Changed the leg sprites with player's skin. Maybe soon i'll add blood on boots.
And now bad news:
Zandro version totally bugged. It still playable, but 5 and 7 slots don't have decals (I can't understand why), and wrong drawed tracers (Because of non-working missileheight property). I'll try to fix it but, since there are, i guess, no one plays this in zandro, i'll stop develop Zandro version.
Re: Head Hunter.v3b - meet new hero!
Posted: Fri Aug 07, 2015 12:07 pm
by Oberron
Erm, where are you from? Don't tell me if you are from the Eastern Europe or I'll slap you hard.
Re: Head Hunter.v3b - meet new hero!
Posted: Fri Aug 07, 2015 12:13 pm
by Captain J
why do you ask, because his grammar is so bad? if you say so, it's pretty out of topic and yet racially not right.
To Captain J: Naturally this was my reply because of his poor spelling. My bad.
SOME of these replace the existing Doom player sounds.
pain1 to pain6 SHOULD play if the player is hit.