After playing dozens of hours of Terraria I decided to try my hand at trying to replicate the feel of some of the weapons,
starting with the straightforward shooty-bang guns and escalating towards all powerful ancient relics of destruction,
while still having the same weapon strength and balance of Doom, instead of Terraria's exponential power curve.
This fun little project has been in and out of development over the past year and is essentially a playground for me to
make stuff in DECORATE that's hopefully of good enough quality for other people to enjoy. Which is kinda fun.
What's in this mod?
-Weapon replacements for every slot, plus a few more!
-Alternative weapons to collect! Pick and choose to suit your playstyle!
-New sprites and sounds, with some minor edits by yours truly (full credits included below!)
-Non-automatic guns fire with each pull of the trigger! (Sorry autofire fans.)
-Tactile animations and weapon feedback!
-Compatible with any monster pack or levelset, even Icon of Sin encounters!
-Made for and tested with GZDoom 3.6.0. Zandronum support not fully implemented.
Public Beta 5 "NU-WEPON" - 14.12.18
-Added the fast but inaccurate Uzi (Slot 4)!
-Added the piercing Space Gun (Slot 3)!
-Added the multi splash-damaging Spectre Staff (Slot 5)!
-Added the ??? (Slot ?)
-All weapons switch faster.
-Fine damage adjustments made to all weapons:
-Bullet tracers have increased maximum damage.
-Shotgun pellets have increased minimum damage.
-Hatchet projectile and melee damage increased.
-Pistol sprites don't jump around as much.
-Minishark's pickup sprite is now more reflective of its name
-Uzi pickup sprite flipped, now faces right.
-Terra Blade, Terratomere and ??? have their own pickup sounds.
-Full credits are included in the WAD file.
Public Beta 4 - 12.11.18
-Weapon animations use A_WeaponOffset instead of Offset and are more responsive.
-Made bullet puffs more transparent
-Shiv auto attacks and is less terrible overall
-Hatchet damage increased, but swings slower
-Hatchet melee range increased to 128
-Hatchet projectile is now white, less noisy
-Pistol has a new sprite, by CaptainJ!
-Pistol tapfire is now faster
-Pistol now ejects casings
-Shotgun tracer damage reduced slightly
-Boomstick animation tweaked for much better feel
-Boomstick spread reduced
-Blunderbuss vertical spread halved
-Blunderbuss has a 2 tic early tapfire window
-Terra Blade and Terratomere's projectile trails are much fancier
-Repeater projectiles are brighter and slightly smaller
-Repeater smoke trail fixed
-Repeater damage reduced slightly
-Terratomere ammo usage increased from 15 to 20
v0.6 (Public Beta 3)
-Bullet/plasma tracer FX have been redone.
-Guns now eject casings and additional smoke puffs after firing.
-Blunderbuss HUD sprites now have red shells.
-Laser Machinegun projectile has impact sounds.
-Laser Machinegun accuracy slightly increased.
-Terra Blade projectile damage radius slightly increased.
-Fullscreen HUD now displays correctly.
-Shiv has its own custom decal.
v0.5 (Public Beta 2)
-Terra Blade and Terratomere player damaging removed.
-Blunderbuss is has fully animated with reloading frames.
-Terratomere does full damage to bosses.
-Laser Machinegun charge up removed, now begins firing instantly.
-Axe melee attack speed is now equal to the standard Doom fist.
-Undertaker animation redone.
-Rocket and Cell ammo sprites have been replaced.
-Hatchet weapon selection priority sharply reduced.
-Blunderbuss cancels reloading sequence when out of ammo.
v0.4 (Public Beta 1)
Thanks to the testers, Jimmy, TerminusEst13, wildweasel, Marrub and Marty Kirra! (and others)
-Terratoma renamed to Terratomere. That word did not mean what I think it meant.
-Plasma Repeater renamed to Laser Machinegun.
-Shotgun stays up longer after firing.
-LaserMG sound no longer cuts out.
-Terra Blade and Terratomere raises back up after swinging.
-Bullet spread is now more natural.
-Shiv animation tweaked to have more windup.
-Undertaker animation tweaked.
-LaserMG has new wind-up and wind-down sounds.
-LaserMG wind-down time extended.
-Fixed Chaingun animation, spins smoother.
-Machete has a different sound for hitting a non-actor.
-Axe projectile has different sounds for hitting actors/walls.
-Terra Blade damage reduced, projectile does light area damage.
-Terratomere damage radius decreased to reduce players self-damaging.
-Weapons now have visual recoil.
-Boomstick and Blunderbuss have additional frames for extra feedback.
-LaserMG projectile sprites and sounds changed. New smoke effect after firing.
-Weapon offsets tweaked, weapons correctly move back into position.
-Revolver and Boomstick firing sprites tweaked.
v0.3
-Chaingun animation improved.
-Repeater has new projectile sprites. Deals more damage, slower rate of fire, eats ammo quicker.
-All weapons have appropriate decals.
-Terratoma fx zhooshed up a bit
-Berserk properly switches to shiv
v0.2
-All weapons now have custom sprites. Pistol, Boomstick and Blunderbuss have improved sounds and animation.
-Boomstick and Blunderbuss have "refire" sounds to indicate when the weapon is ready.
-Terra Blade damage toned down a LOT, not that it makes much difference.
-Terra Blade and Terratoma have different pickup sprites.
-Plasma Repeater has slower spinup sequence.
-Shiv still has no sound when hitting an enemy, need to code that in somehow.
-Terratoma projectiles explode. Uses 15 cells instead of 3 rockets, cuz that wuz dummb
-Some other stuff I probs forgot, anyway guns should all look and feel better nao
v0.1
-Alpha release.
-Contains replacements for all vanilla weapon slots.
-Sprite replacements and improved sounds pending.
Spoiler: CREDITS
TERRESTRIAL WEAPONS BY BARATUS
Beta 5 - 14/12/18
Credits:
Re-Logic, for Terraria and the inspiration to create this mod!
id Software - Doom engine
Raven Software
Jimmy - coding help, feature suggestions
Realm667 - for sprite and sound resources
ZDoom Wiki - for coding help
Various sprite edits by Baratus (me).
Freesound.org and 1001 Sound Effects - extra sfx sources
Square Enix - Ammo crystal sprites ripped by Ryan914 at spriters-resource.com
Beta Testing/Coding Help:
Jimmy
TerminusEst13
wildweasel
Marty Kirra
Marrub
Yholl
DISCLAIMER:
I do not own the majority of custom resources in this WAD. These were taken from
Realm667, spriting threads and some projects by other authors.
If you see any of your resources in this WAD taken without proper credit and/or
permission, please contact me. Thank you.
WEAPON CREDITS:
Shiv:
Sprites from Powerslave, ripped by Xaser
Sounds by Baratus
Hatchet:
Sprites by Mike12 and scalliano
Sounds by Baratus, from Hexen by Raven Sofware
9mm:
Sprites by Captain J, edited by Baratus
Sounds taken from Zero Tolerance by Zero Prophet
Boomstick:
Sprites by JoeyTD, edited by Baratus, downloaded from Realm667
Sounds by FreeDoom Team
Space Gun:
Sprites by BadMojo, downloaded from Realm667
Sounds by Baratus
Blunderbuss:
Sprites by YukiHerz, downloaded from Realm667
Sounds from Reelism by Kinsie
Minishark:
Sprites from FreeDoom
Sounds from Ritual Entertainment
Uzi:
Sprites by Cory Whittle, downloaded from Realm667
Sounds from Half-Life 1 by Valve
Terra Blade:
Sprites by Eriance
Sounds by Baratus
Spectre Staff:
Sprites by Eriance and zrrion the insect
Sounds from Raven Software
Laser Machinegun:
Sprites taken from ARSENAL.WAD, downloaded from Realm667
Sounds by Baratus
Terratomere:
Sprites by Eriance
Sounds by Baratus and Blizzard Entertainment
Magnet Sphere:
Weapon sprites by Raven Software, widescreen edits by Doorhenge
Projectile sprites by Rogue Entertainment
Sounds by Raven Software and Baratus
DISCLAIMER:
I do not own the majority of custom resources in this WAD. These were taken from
Realm667, spriting threads and some projects by other authors.
If you see any of your resources in this WAD taken without proper credit and/or
permission, please contact me. Thank you.
Also, ever wanted Heretic to feel more of a visceral power trip? Feel free to check out my previous mod, Heretweak!
Re: Terrestrial Weapons: A Jimmybro Weapons Mod (Public Beta
Posted: Sat Jun 02, 2018 9:44 pm
by Cardboard Marty
Really fun and simplistic (in design) weaponset, it was super fun testing this and playing it again, it's only gotten better! I can't wait to see how this grows over time!
Re: Terrestrial Weapons: A Jimmybro Weapons Mod (Public Beta
Posted: Sat Jun 02, 2018 9:54 pm
by Jimmy
Jimmybro* has done a pretty damn fine job here, all the weapons feel very nice to use, and for the most part everything is lovingly balanced to feel and act like its Vanilla counterpart, or better. Very cool stuff. Only thing that's missing still are new sprites to replace the rocket ammo pickups.
*for the confused, he's my brother IRL
Re: Terrestrial Weapons: A Jimmybro Weapons Mod (Public Beta
Posted: Sat Jun 02, 2018 9:56 pm
by m8f
Nice little weapon set! Shooting feels satisfactory and powerful (mostly), and I like Terraria vibe
Spoiler: nitpicks
- Undertaker could be a bit more animated, it feels a somewhat lifeless. I like pinpoint accuracy, though.
- Blunderbass offset set a bit too right. Reloading feels like arbitrary delay.
- There may be problems on some maps with Terratomere because it's dangerous for player in close combat. In cases when map has confined space and expects BFG usage.
Re: Terrestrial Weapons: A Jimmybro Weapons Mod (Public Beta
Posted: Sun Jun 03, 2018 1:48 am
by Combine_Kegan
This is a really neat weapon set, and I've been wanting to see Terrarian weapons in Doom for quite some time, so it's nice to see this come out. Though the Shiv sprites leave a lot to be desired, and I feel the "pull" effect of the custom punch with the melee attacks feels awkward here.
The hatchet is great though!
Re: Terrestrial Weapons: A Jimmybro Weapons Mod (Public Beta
Posted: Sun Jun 03, 2018 6:08 am
by TheNightATK300
Will different types of ammo be implemented in this mod? This mod is really interesting.
Re: Terrestrial Weapons: A Jimmybro Weapons Mod (Public Beta
Posted: Sun Jun 03, 2018 11:55 pm
by Captain J
Simple and plain mod, but satisfying. Especially the sound effects and the smoke effect. Also That BFG replacement is my innermost favorite. However would be more lovely if the melee weapons can hit the enemy at close range without killing myself. Other than that, I love this!
Re: Terrestrial Weapons: A Jimmybro Weapons Mod (Beta 2 OUT!
See changelog in the first post for full changes if you're so inclined.
Re: Terrestrial Weapons: A Jimmybro Weapons Mod (Beta 2 OUT!
Posted: Tue Jun 05, 2018 10:55 am
by chronoteeth
the revolver sprite i made does not fit with the rest of the weapons, being a side view sprite with the rest all centerview
Re: Terrestrial Weapons: A Jimmybro Weapons Mod (Beta 2 OUT!
Posted: Tue Jun 05, 2018 11:23 am
by EddieMann
Bullets should be faster and have a little more impact to them, I wager. I would suggest some of terraria's saucier guns like these for your mod:
I'll even get the actual terraria sound effects for you if you need it.
Re: Terrestrial Weapons: A Jimmybro Weapons Mod (Beta 3 OUT!
Posted: Sun Aug 19, 2018 5:36 am
by Baratus
Terrestrial Weapons Beta 3 is out! After the release of Beta 2 I continued tinkering with the mod for a little bit and wanted to save up for a big new update with more weapons and an entirely new playerclass. It didn't quite pan out as planned as I kinda ran out of steam, so I thought I'd upload the most up-to-date version of the mod for people to enjoy.
I may add the new weapons in if I think the mod is doing well enough.
Check the first post for the changelog is you're so inclined or just Click Here to download!
Re: Terrestrial Weapons: A Jimmybro Weapons Mod (Beta 3 OUT!
Posted: Sun Aug 19, 2018 10:13 am
by MrJohnny
No joke, when I saw the preview picture, for a second I thought it said something like "Terraria weapons."
Re: Terrestrial Weapons: A Jimmybro Weapons Mod (Beta 3 OUT!
Posted: Thu Aug 23, 2018 2:48 am
by ivar
Two of my favorite games together. This is a really good mod, although I hope to see more strange weapons from the Terraria.
Re: Terrestrial Weapons Beta 4: A quality of life update
Posted: Mon Nov 12, 2018 4:54 am
by Baratus
What's this? An update?
Wayward soul that I am, I happened to take a look at this old mod that I haven't touched in 6 months, and golly gee willikers it was in dire need of plenty of improvements. Improvements that I, now 6 months wiser and more skilled in DECORATE, have now made. So...
Beta 4 of Terrestrial Weapons is here!
Almost all the weapons have been tweaked to be better, fancier and more fun, which is the ultimate goal of the mod. Hope the changes are welcomed and enjoyed.
Beta 4 - 12/11/18
-Weapon animations use A_WeaponOffset instead of Offset and are more responsive.
-Made bullet puffs more transparent
-Shiv auto attacks and is less terrible overall
-Hatchet damage increased, but swings slower
-Hatchet melee range increased to 128
-Hatchet projectile is now white, less noisy
-Pistol has a new sprite, by CaptainJ!
-Pistol tapfire is now faster
-Pistol now ejects casings
-Shotgun tracer damage reduced slightly
-Boomstick animation tweaked for much better feel
-Boomstick spread reduced
-Blunderbuss vertical spread halved
-Blunderbuss has a 2 tic early tapfire window
-Terra Blade and Terratomere's projectile trails are much fancier
-Repeater projectiles are brighter and slightly smaller
-Repeater smoke trail fixed
-Repeater damage reduced slightly
-Terratomere ammo usage increased from 15 to 20
Re: Terrestrial Weapons Beta 4: A quality of life update
Posted: Tue Nov 13, 2018 7:56 pm
by Beetow Brode
I would suggest making the minishark pick up an actual minishark instead of just another chaingun