[Advanced Arsenal] IS BACK, AGAIN!

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Endie
Posts: 227
Joined: Thu Mar 16, 2017 7:34 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Somewhere in the void

[Advanced Arsenal] IS BACK, AGAIN!

Post by Endie »

Okay, first of all, I apologize for the new thread, but I did not want to edit a project that was practically abandoned, and generally people will not go to the second page of the gameplay mods looking for bad projects *cough* first AA V *cough*
CREDIT.png
HELP.png
 so I improved mod. I recreated weapons, removed weapons, added weapons, and others were completely redone. Added attatchments to the guns, such as ACOG sight for ACR, and a Red dot sight for MK14 and improved other functions~

Advanced Arsenal is a Doom mod that brings a powerful arsenal to FPS, plus eye-candy visuals and fast paced gameplay. It is in a more well-finished version than the previous one, bringing new weapons and additions.

Oh and yeah, there's no reload function. I mean, i don't want to add this. I really don't like when i'm shooting a cyberdemon with my M60, then i need to run away from him and take cover to reload my gun, sounds non-sense in Doom.

And what about ADS? Aim down sights is just for who want to use it.

The weapons:
Spoiler:
The classes:
Spoiler:
Extra Content:
Spoiler:
Credits to the people I used the stuff in the Mod.
Spoiler:
Download: https://drive.google.com/file/d/0ByBpgf ... p=drivesdk

That's it. oh, and if you have to report a bug/leave feedback, please, do it, i really want to improve this mod to something better, and that's gonna be easier if i know what to do.
You do not have the required permissions to view the files attached to this post.
Deii
Posts: 186
Joined: Sun Nov 01, 2015 6:50 pm

Re: [Advanced Arsenal] IS BACK, AGAIN!

Post by Deii »

Commenting mostly to bookmark, do you have some screenshots or videos showcasing gameplay by any chance?
User avatar
mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: [Advanced Arsenal] IS BACK, AGAIN!

Post by mutator »

I loved the mod, I would suggest you to add reloading to every weapon :)
User avatar
Doctrine Gamer
Posts: 391
Joined: Wed Jan 30, 2013 1:22 pm

Re: [Advanced Arsenal] IS BACK, AGAIN!

Post by Doctrine Gamer »

You could create one version with Reload and another without Reload. :) I liked your mod.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [Advanced Arsenal] IS BACK, AGAIN!

Post by Captain J »

Ahh yes! I really loved to play AA back in the day. And i felt pretty sad that official release never got any updates to this day.

And i'm so glad i can play this mod once again, with new changes of course. Thanks!
Deii
Posts: 186
Joined: Sun Nov 01, 2015 6:50 pm

Re: [Advanced Arsenal] IS BACK, AGAIN!

Post by Deii »

Just gave it a quick run, it's pretty fun. The screen movement while bringing the guns up is interesting, but I think the raise/lower states in general are a little bit choppy. The muzzle flashes could be a touched up a bit - they look a little too linear and thin imo. Overall, nice job.
User avatar
TheNightATK300
Posts: 193
Joined: Fri Oct 14, 2016 7:21 pm

Re: [Advanced Arsenal] IS BACK, AGAIN!

Post by TheNightATK300 »

That's a cool mod here, but the RPG and BFG ain't widescreen compatible tho.

EDIT: Plus, the BFG pickup sprite? I think you did not credit it, I believe. Also it's wayyy the pickup sprite is waaaay to small.
User avatar
Doomenator
Posts: 165
Joined: Tue Mar 31, 2015 10:16 pm

Re: [Advanced Arsenal] IS BACK, AGAIN!

Post by Doomenator »

Video:
Spoiler:
And about the bug, the ACR fires faster in the sight than without it, but the SCAR contrary. Don't know how it was intended, but you determine one way or another.
User avatar
badcaradvice
Posts: 20
Joined: Sun Jun 11, 2017 3:21 pm

Re: [Advanced Arsenal] IS BACK, AGAIN!

Post by badcaradvice »

I noticed that there's a little spot on the rip for the Mk. 46 that is hovering above it that is out of place:

I hope that's an easy fix, anyway.

Also, once you get the AA-12, the KSG and the 1887 feel kinda useless since they do less damage than the AA-12. Unless that damage is based on the difficulty mode I was using?

Otherwise, I had a pretty good time with it. Reloading is cool and all, but it's also nice to have a mod where the Hollywood switch is set to "ON" and you can run around with an M14 and gun down all manner of demon with ease.

Return to “Gameplay Mods”