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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*
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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:
ACR 6.8 - A basic, very fast and powerful assault rifle. (Does not replace any weapon in-game)
CM901 - An assault rifle like ACR, however its zoom is a little smaller, its cadence of shots is smaller, but deals a bit more damage. (Replaces chainsaw or chaingun)
SCAR-L - Very strong assault rifle, zoom similar to ACR, and low fire rate. (Replaces chaingun or chainsaw)
MK14 - Marksman Rifle, low fire rate, high damage and zoom. (Replaces super shotgun)
Barrett .50 - Sniper rifle, very strong, high zoom, low fire rate. (Does not replace any weapon in-game)
P99 - Small pistol silenced, not warning enemies. (Does not replace any weapon in-game.)
Five-Seven - Basic handgun mod. (Replaces gun)
AA-12 - A very chaotic automatic shotgun (can replace the shotgun)
Model 1887 - a Lever action shotgun, faster than KSG. (Only avaliable by using F.E.A.R class or id(k)fa code)
MP7 - Silenced submachine gun, good for stealth (does not replace any weapon in-game)
MK46 - Lightweight, very fast and strong machine gun (replaces the plasma rifle, or chaingun)
M60E4 - Light machine gun, slower but stronger than MK46 (does not replace any weapon in-game)
RPG-7 - Basic Rocket launcher. (Replaces the rocket launcher)
Combat Knife - Basic melee combat weapon (replaces the punch)
BFG 11k - Advanced weapon, a big plasma gun that shoot BFG Energy balls. (Oh, and yeah, it's op. You can spam with this, but it will waste a lot of ammo) (Replaces BFG 9000)
The classes:
Spoiler:
Assault - Basic soldier, comes equipped with an ACR 6.8 and a Five-Seven.
Riot - shotgunner soldier, equipped with an AA-12, and a Five-Seven.
Heavy Gunner - Tank soldier, equipped with the M60E4, and with a Five-Seven.
First Recon - Stealth Soldier, equipped with an MP7 and a P99 both silenced.
Scout Sniper - Sniper soldier. Equipped with a Barrett .50 and a P99.
F.E.A.R - First of all; yeah, it's a reference to the F.E.A.R Trilogy, and mean First Encounter Assault Recon, is a extremly overpowered and funny class to play, comes equipped with a new gun (a dual HAR thar can do Akimbo), plus the Model 1887.
Extra Content:
Spoiler:
Double jump/air Kickjump (useful in case you get stuck)
HD sound effects
Balanced classes
Lantern (check the customizable controls!)
Sounds of steps (does not change anything in gameplay itself, only decorative)
Doom 3 imp sounds
Credits to the people I used the stuff in the Mod.
Spoiler:
Nash - Camera Tilting (i used the old one [gz-qtilt], to run in D-Touch too, (Tilt++ force the app to close))
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.
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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.
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.
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.