Mutators

Projects that alter game functions but do not include new maps belong here.
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Dark-Assassin
Posts: 742
Joined: Thu Mar 19, 2009 3:40 am
Location: South Australia

Mutators

Post by Dark-Assassin »

I made a bunch of small mutators. These can be used along side any mod in any game.

Downloads:
These are all compatible with Zandronum 3.0 too.
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JudgeGroovy
Posts: 99
Joined: Mon Aug 17, 2015 4:18 pm
Location: Mega-City One, USA

Re: Mutators

Post by JudgeGroovy »

Thanks, these are great! The Fast Weapons one is especially fun.

I know making direct requests is much, but if you happened to be into making a Fast Weapons mutator that only applies to the pistol, I'd use that a ton. (Pistol starts can be a bit slow going. :) ). But I know that would probably be different than just setting it to make all weapons 2x speed.
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LossForWords
Posts: 699
Joined: Fri Jan 13, 2017 9:08 pm

Re: Mutators

Post by LossForWords »

do you plan on compiling these in a single file and make these mutators toggleable through a menu?
JohnnyTheWolf
Posts: 1164
Joined: Mon Oct 05, 2015 8:37 am

Re: Mutators

Post by JohnnyTheWolf »

What does Weapon Level 2 do?
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Dark-Assassin
Posts: 742
Joined: Thu Mar 19, 2009 3:40 am
Location: South Australia

Re: Mutators

Post by Dark-Assassin »

That's for Heretic and other mods that use the Tome of Power's effect.

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