v3.1 is now available, featuring an alternative take on the unmaker!
http://www.4shared.com/zip/Ot5jQ2Uw/osj ... zDooM.html
readme:
Spoiler:screenies:
OSJC Latchford's Firearms mod v3.1 - a randomised zDooM weapons mod for single, coop or Deathmatch...
++Installation instructions++
To run extract OSJC_firearms3.pk3 from this zip to your zDooM folder and run your commandline something like this: "c:\zdoom\zdoom.exe -file OSJC_firearms3.pk3" enjoy!
++armoury++
= Fists =
A knuckle-duster and a bad attitude may sound like your last line of defence but the combination of steroids cut with pure epinephrine, found in your UAC 'berserk' packs are sure to give you the edge in close combat scenarios...
= chainsaw =
Just what the hell a chainsaw is doing in a scientific research facility on phobos is one of those little mysteries of life, but mystery aside the potential of a fully juiced chainsaw is a welcome change to relying solely on your fists as a melee weapon.
The blade grabs on to your opponents and then pulls them into the deadly diamond-edged teeth...
= UAC semi-automatic Pistol mkII =
In the development from the mkI to the mkII pistol, little has changed other than aesthetics.
The pistol's high accuracy, rate of fire and ease of maintenance are factors equally shared with the mkII variant.
It does, however, also share the mkI's utter lack of stopping power.
Therefore, obtaining a secondary sidearm would be highly advisable.
Wielding dual pistols doubles not only your stopping power, but also your rate of fire...
= UAC Fragmentation Grenade mkII =
A charge of Composition B explosive wrapped in serrated wire and housed in a large segmented metal egg.
Simply pull the pin and sling it at your enemy.
You'll find these little beauties in your standard issue UAC ammunition backpacks and they're just the thing for giving your opponents a nice selection of nasty shrapnel wounds, just keep your eye on where you bounce them though...
= UAC 12 gauge pump-action Shotgun mkII =
A worthy successor to the mkI shotgun, the mkII shotgun was the UAC's attempt to combine the shotgun's size, speed and accuracy, but with a stopping power closer to the double-barrelled combat-shotgun.
They succeeded. with very little compromise too, as the mkII shotgun has approximately +/- 3/4 the power of the combat-shotgun, yet lacks the enormous 'spread' over longer ranges.
This was accomplished by completely re-working the tolerances within the breach and pump systems in combination with a slightly shorter barrel.
Of course the efficiency in combat situations is not only due to its power but also due to the accuracy of spread at medium range, the speedy pump reload and the fact that it is delivering all of this, at the cost of a single shell.
also recoil is considerably less than that of the combat shotgun.
in fact with so many positive attributes, many have claimed the effectiveness of mkII shotgun has rendered the combat-shotgun all but obsolete.
However, there will still arise close-quarter-combat situations, either involving swarms of minor enemies or large single creatures where the huge field of fire and sheer brute force of the 'super' shotgun will always be appreciated...
= UAC 12 gauge breach-loading Combat Shotgun =
Standard issue; dual buck-shot load of death encased in twin cobalt-blue-steel barrels, ultimate close range killer but almost useless at long range.
Just watch that recoil, she kicks like a mule!
= UAC belt-fed heavy assault-cannon 'Chaingun' mkII =
As with the mkII shotgun, the mkII Chaingun is the UAC's natural evolution over original chaingun design.
Whilst the function is near identical (belt-fed ammunition funnelled to six rotating barrels), the gearing has been greatly tweaked allowing for almost twice the rotation speed and in-turn twice the rate of fire.
This makes the mkII chaingun THE hot weapon-of-choice against hordes of human sized targets, as the power to rate-of-fire ratio is hard to match.
However, all good things come at a cost and in the case of the mkII chaingun the cost is accuracy and, predictably, ammunition consumption.
In point of fact the mkII chaingun utterly defines the phrase 'spray-and-pray' and, as such, is best used at close to medium range only...
Also the spinning barrels do take a second to get up to speed before firing, but the spin greatly absorbs the enormous recoil of the cannon, minimising it to quite a degree less than it would be otherwise.
= UAC Light Machinegun mkI=
With the success of the mkII chaingun design under their belt, the UAC began to look into further development of bullet based weapons.
The intention was to create a lightweight and durable machinegun, making it an ideal candidate for a light-support role in thick close-combat scenarios.
Unlike the mkII chaingun, the machinegun has no fire-delay and its compact frame is also incredibly lighter, allowing instant fire control and greater accuracy over longer ranges per shot.
However the forces involved on such a light weight frame cause heavy recoil that is quite hard to contain.
With this in mind the machinegun is best used single-shot over range, saving full auto for up close and personal.
Just take it easy on the trigger and watch your step...
= UAC Grenade Launcher mkI =
If you like the idea of hurling grenades faster and further than you can by hand then this is the weapon of choice for you!
perfect for open windows or flushing out elevated positions the grenade launcher sports a tactical advantage over most other weapons, as it is more than capable of delivering your explosive payload around obstacles and corners, keeping you well out of harms way.
Be aware of its heavy recoil and also, that it is not a good idea to be in proximity of your grenade is when it decides to go off...
= UAC Rocket Launcher mkII =
As with the mkII pistol the mkII rocket launcher's changes are almost purely aesthetic.
Improved flash suppressors and a slightly more ergonomic frame, make it little more than the standard issue; "If it 'aint broke don't fix it..."
As usual, keep your distance but be sure to watch your footing to account for the recoil, it'll damn near knock you over!
= UAC Phased Plasma Rifle =
Standard issue; deploy streams of white hot plasma at an insane rate of fire with minimal kick-back due to built in recoil-suppressors.
pros; it's a fire-hose of plasmatic death
cons; eats cells up like they were going out of fashion...
= UAC BFG9000 heavy plasma cannon =
Standard issue; pull the trigger and then go find a mop!
Don't forget, this is one big plasma gun so you'll need to hold on tight! Even with the recoil-dampeners the ol' 9k still kicks some.
= Unmaker =
When the first of these demonic artefacts was discovered by UAC scientists, it took months of careful study to ascertain its true purpose. Clearly never intended for human hands, it was made of flesh, bone, steel, corruption and death.
An arcane weapon of bio-magical-mechanical design, the scientists sought to reverse engineer and disassemble it (or to more accurately put it; dissect it) in order to learn its secrets. They found that the weapon is a living creature in its own right, its main chamber featuring glands filled with bony projectiles rich in an unknown metallic element, that are not loaded, they are simply grown, potentially providing an unlimited supply of ammunition.
However the weapon remains all but useless without the addition of a power source. The introduction of standard UAC cell-packs allows a powerful charge to be funnelled along the metal 'spine' of the outer frame in the form of an enormous electro-magnetic field, launching the bony projectiles from the central chamber at an almost impossible velocity, an obscene bloody trail following it.
Although few have ever had the courage or sheer force of will to use one of these mysterious devices in combat, its might is truly a sight to behold; just watch how many demons it goes through before it hits concrete!
++Tips/hints/important info++
_ although all weapons but pistols and the chainsaw affect your movement via recoil the fist and hand grenade actually lurch you forward a step. You must therefore learn to counter-act your movement to account for weapon recoil so as not to fall from edges, stairs etc...
_ dual pistols are only available in multiplayer, by grabbing a pistol dropped from dead fellow marines (or by summing pistol2)
_ tapping the machinegun allows for supreme accuracy over long range and is faster than the pistol
_ the hand grenades/grenade launcher will not work properly with autoaim. Set it to 'never' in the player settings
_ be aware that the sheer force of grenades can set off barrels before the grenade itself blows...
_ you now start the game with one hand grenade (weapon selection 8) Its recommended you set it to a shortcut key (e.g. bind g "slot 8")
_ although shotgunguys drop shotguns and chaingunguys drop chainguns the floor-placed weapons are a different story, all are randomised; chaingun = chaingun or machinegun, shotgun = shotgun or supershotgun, rocketlauncher = rocketlauncher or grenadelauncher and bfg = bfg or Unmaker. Meaning all armaments are potentially available in either DooM or DooMII maps!
++Designers Notes++
OSJC Latchford here.
Just thought I’d let you all know why I've done all of this anyway and share a little insight into how it was done!
The idea for this mod is mixture of, things I disliked about DooM (very short list!) and things I liked in other games (much larger list!)...
Part one, the chaingun's failings...
I had often disliked the DooM chaingun since I had first played the game...
(whizz back to 1993) picking up a six barrelled spinning minigun, (clearly inspired by the one from predator), should have been an exiting and satisfying moment. Clearly this was going to cause some major demon damage!
(clicks mouse to fire) oh, its rubbish, (switches back to shotgun).
What a disappointment for a young lad of 9 eh?
First thing I had to do when I had the skills was remake that old mess!
(forward to 2011)
I have discovered not only zDooM but decorate code, time for some changes
I decided the chaingun had to be more like Quake2's (spin up, blast away and spin down) as it seems to me that the Q2 chaingun is surprisingly the most realistic, let alone satisfying, way of expending ammunition from six spinning barrels, it really feels like ‘that scene’ in predator and gives you the edge you really want when facing hoards of enemies! Luckily Eriance had already made the code for his gatling gun.
This code, simply mixed with some edited DooM64 sprites and the chaingun was successfully replaced.
However, the game was now hideously unbalanced, what to do to replace the effect of the original chaingun with?
I decided to use the chaingun code for twin pistols, a simple sprite edit later and I had done it! Now all pistols dropped by fellow marines are in actual fact chainguns, all be it chainguns in a different skin...
Part two, Quake two muscles in...
The quake2-ness of the new chaingun got me thinking, what else did I like from that game? It had great weapon balance and felt a lot like DooM in gameplay (well a lot more like DooM that quake1 did anyway), so why not add a few flavours from stroggos...
I decided to reverse engineer a machinegun from the chaingun, adding recoil, (something I would later add to all weapons in some form) and reducing the amount of bullets to one per shot...
The powerslave grenades (sorry can’t remember who ported those, its on zdoom forums, go check it out!) seemed like a good idea and then the grenade launcher just had to be added. The gl from shadow warrior beckoned, requiring only a re-draw to be centred.
The code for this came from mutiny mod, which is also where I got the pdw sprites I had re-mixed into the machinegun!
Part three, duke influences and Doom64 weapons sprites...
Mutiny.wad had borrowed the idea of shell ejection and individual pickup/selection sounds for weapons from duke 3d, something I then had to add to my growing mod.
As I had previously managed to find the DooM64 sprites and had to have the missile launcher from this game as it just looks great. Then I got my sights on the shotgun and, after a recolour and the addition of some hands nicked from an eriance sprite, I then had a much nicer looking shotgun, too. The code for this came from the d64shotgun.wad as this shotgun is greatly satisfying to play with...
I then decided the bfg explosion sprites were nicer and I also nabbed a few other D64 sounds and bits too.
The discovery of eriances work allowed me to further tweak the pistol's performance and looks with some new hands and the machinegun hands were updated too.
All these new weapons were making the others look a little dated, so the fist, supershotgun and plasmagun were sexed up with the perk animations to add some much needed finesse. I also cleaned up the idle frame for the ssg to better match the quality of the other stuff too.
Part four, unmaker...
As you may or may not be aware, the idea of a demon-weapon (codename Unmaker) has been a part of the DooM legacy since the pre-production stage.
The only official release to include one was DooM64, where it appeared as a biomechanical laser gun that could be upgraded to increase speed and spread.
I always felt that this was a bit weak and certainly unfit to bear the title "Unmaker".
Time for a remake methinks
Thinking of a high-end weapon to fit in, on-par with the bfg, only one came to mind, the Q2 railgun.
Imagine my joy to find that the code for a rail-attack had not only already been made but was also already in zDooM, needing only a recolour from blue to red.
This way It matched the d64 unmaker sprites nicely and looked like a bloody-railtrail, most fitting for a living demon weapon, i'm sure you'll agree.
The final addition came in the form of some demonic sounds from heretic and rtcw and the unmaker was reborn...
Part five, conclusion
There's probably lots of bits I've forgotten to mention like sounds and code and stuff, If I've left you out of the credits below, I'm sorry and its unintentional.
But I must stress a final and most important point of all; this mod was made for me and me alone first.
It was not originally intended to be released, until my wife suggested I share the wealth with you all, as many (like myself back in 93) have ideas and things they'd like to see but lack the ability to implement it. I decided to stop being selfish and collate it all up here and let you all know this is not meant to step on anyone's toes or steal credit, its just a fun randomised gameplay mod, any questions, suggestions or improvements please let me know on the zdoom forum or via my email: osjclatchford@gmail.com.
please enjoy!
Latchford
+credits+
nearly all of this was made by editing previous work of other individuals,
below is a list of .wad's etc I used to compile this pack!
Doom64shotgun.wad - used/edited sprites and code.
Eriguns.wad - used/edited sprites and code.
Perkweapons.wad - used/edited sprites and code.
mutiny.wad - used/edited sprites and code.
Doom64.wad - used/edited sprites and code.
Duke3d.grp - used/edited sprites
SW.grp - used/edited sprites
http://www.4shared.com/photo/OP26GoEu/f ... eenie.html
http://www.4shared.com/photo/96ZHE3KJ/unmaker_prev.html
*UPDATE* - latest version here
OK I'm kinda new to zdoom modding but I've been busy for quite a while now, working on a weapons mod including randomisers that alter but not spoil the gameplay too drastically.
inspired by other games; q2, duke3d, etc.. I got crazy with sprites, borrowing bits from here and there and slapping it all together in a nice neat package, strictly sticking to the doom art style and concentrating on gameplay balance as far as the workings goes.
As I know what a fickle lot we classic gamers can all be, not always liking those who dare to change our beloved DooM, I have decided before I even launch this beast, I'd get some pics for you to gawp at first and then depending on the response to that, I'll finish my readme properly, including a more detailed designers note than this! explaining all the reasons and proccesses that led me to this point, let alone an extensive credits section! and the mod will be released, till then;
montage of bits
http://www.4shared.com/photo/E3F4uTGb/z ... _guns.html
as you can see I've borrowed a lot from doom64,eriance and mutiny.wad to name but a few! LOL
+
new Grenade launcher
http://www.4shared.com/photo/gtOEspkH/z ... ncher.html
no offence to JoeyTD intended, its just that I never took to joeyTD's as I felt It looked a little sterile and required more 'depth'...
btw I'm also working on a monster mod featuring some altdeaths, but more on that later...
any and all feedback will be greatly appreciated...
enjoy!
Latchford








