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Downsize (your arsenal) is a relatively simple weapon mod made by me, as my first foray into doom modding. (Or any type of modding, or even coding/programming!) It features only two weapons at a time, a pistol and an assault rifle or a shotgun. (more may be added in the future, depending on the reception to this gimmick) Each of these weapons have one upgrade. (Again, more coming hopefully) This mod features some things that aren't suited to everyone's tastes, which I understand completely. If you don't like a super small arsenal with magazine-based reloading, heavy recoil and sub-par code made by an amateur """coder""", or you don't want to play a mod that's extremely early in development, this probably isn't for you.
The weapons are based very loosely on real firearms, but have strange and out-there differences/attachments due to my own coding limitations and gameplay purposes.
You can find some information on them and their attachments in the below spoiler.
Spoiler:
- The M16A667 assault rifle is a futuristic variant of the classic M16. Featuring a strange open-bolt system as opposed to the regular rifle's closed-bolt system, this weapon packs a hefty punch and a high rate-of-fire, but with the recoil to match. It has a 30 round capacity and takes 5.56 Magazines. (why isn't it an M4? because I'm a moron, that's why!)
-The attachment you find for it is the underbarrel 40MM "Shotgun". It's pretty much just an M203 that's only able to fire 40MM Buckshot, for some reason. Video games!
~~Or you can choose...
- The Remington Model 915 is just a Remington 870 with barrel vents a revolutionary new shotgun! Be wary that you have to manually pump it between shots (using your reload key), and it loads shell-by-shell.
-The attachment you acquire for it is strange, and probably underpowered in its current state. It enables the shotgun's alternate fire, which is a semi-automatic close range shot of inaccurate Ripper projectiles that deal low damage. If that makes no sense, it's basically fires a large spread of projectiles that pass through enemies whilst dealing constant damage to them. The "Recoil Halver" option does not apply to this weapon yet.
- The Beretta M9000 is an unholy abomination between a normal M9 and a M93R. It behaves exactly like an M9, with a 15 round capacity of 9MM rounds that can be fired off almost as fast as you can click, but has the capability to be converted to a fully-automatic variant. (somehow)
-The one and only (current) attachment for the pistol is the aforementioned fully-automatic variant. This is pretty self explanatory, but make sure to be mindful of your ammo whilst you use it.
- Impact-fragmentation grenades, as the name implies, are fragmentation grenades that explode on contact with a fleshy target. Their blast radius is very tiny, but deals a large amount of damage, and they spit out some shrapnel on detonation. Throw them using the WEAPON STATE 1 control.
- Down-sized M134 Minigun. (Or, in other words, a Mini-Minigun). It's a minigun. It does minigun things. You can use its alt-fire to pre-spin its barrels. Those are the simple parts. The complex parts are as follows: This weapon spawns in the locations of blurspheres, and upon being picked up you are forced to switch to it. If you deselect the weapon, you will drop it on the ground. (but retain its specialized ammo type, which only matters if you pick up the same weapon you just dropped) Running out of ammo causes it to disappear. Holding the weapon results in your speed being halved, and firing it lowers it even more. It does low damage per bullet (because videogames) but fires extremely fast, resulting in the ability to stunlock pretty much anything on the receiving end of the barrels. The "Recoil Halver" option does not apply to this weapon, and probably never will.
- An axe! It's an axe haunted by a demonic presence. It replaces the BFG and behaves like a melee weapon with a short windup time and a heavy amount of screen movement, allowing it to attack in a sort of simulated arc. It sometimes heals you upon attacking an enemy with a Pinky Demon's health or above, but only when you're below 40% health. It replaces the BFG9000 and is swung using the zoom key.
[/b]
You start with enough magazines for both weapons to fill your inventory (without a backpack), but they're both unloaded to begin. (I will probably change this as it adds nothing.) You also start with four grenades. Take note, you cannot pick up a class' ammo if you are not that class. So, please don't be confused that when playing with the M16A667, enemies drop shells you can't pick up. And vice versa, with the Remington 915 enemies can and will drop 5.56 Magazines and 40mm Buckshot rounds you cannot pick up.
The mod also has two Cvars, as of right now. "Recoil_Half" (0/1, off by default, meaning recoil is not halved) and "Wandermus 0/1" (off by default, meaning the music does not play) So, if you'd like to lower recoil, type recoil_half 1 into the console. If you want to enable wandersphere music, type Wandermus 1 into the console.
TODO:
-Replace health/powerup pickups with something new and fresh to fit the rest of the mod. -Add an attachment to replace the chainsaw, rather than having ammo spawn in its place. (Done!)
-Learn ACS, as to allow for more complex actions in the mod. (Specifically, I'd like to have powerups that play music throughout their duration.)
-Balance the mod, as it's currently horribly unbalanced. (Please give feedback, I'm begging you.)
-Probably much more that I can't think of right now.
-Fix the bugs that are more than guaranteed to be there.
-Replace placeholder Doom assets. (I.E, Doom explosion sound)
-Edit monsters? Maybe, probably.
-Think up a replacement upgrade in place of the BFG9000, the Rifle's current "secret" upgrade is too silly. DOWNLOAD V0.21 HERE:https://www.dropbox.com/s/01emg7wvqj3jb ... e.zip?dl=0
Credits:
Spoiler:
I'm probably going to do this wrong, as this is my first time writing credits, but here goes.
-M16 Sprites by/submitted by JoeyTD, acquired from Realm667 (hence the name I gave to the weapon)
-Muzzleflashes by Captain J (Go check out Netronian Chaos, by the way, it's amazing!)
-9MM Casings (and 12 gauge shotgun shells) are from the Doom Alpha, acquired from Captain J's resources page.
-Rifle casings are from Shut up and Bleed, taken from Captain J's resources page.
-Grenade kick sprites and pistol punch sprites are both by unknown contributors from the weapon hand templates thread.
-All custom sounds are from Freesound.org .
-Rapid fire trooper sprites are from Realm667, by Tormentor667.
-Axe sprites are from Realm667, by Mike12, scalliano, and IDgamer.
-Wandersphere music is by "Renard Queenston" (or whatever his real name is) under the alias "The Quick Brown Fox".
-Wanderlust cover-art is used for the Wandersphere's graphic.
-Blood graphics are edited sprites from Mortal Kombat 3, by Midway.
-Vented Shotgun sprites by Mike12.
Please tell me if there's anything you recognize in the mod that I forgot to credit, my memory is terrible!
Last edited by Samarai1000 on Sun Oct 22, 2017 5:05 pm, edited 29 times in total.
Cherno wrote:It's an interesting concept and I'M always looking for fun gameplay mods
Thanks! I just realized I made a pretty silly mistake, though. There's no way to see how many rockets you have and the launcher doesn't use the right ammo type. Expect a fix in a few minutes, sorry!
Edit:
I have no idea how to edit the heads-up-display, so adding a display for rocket ammo may take a little while.
Edit 2:
Scratch that, Sbarinfo is relatively simple. Rocket indicator and a (horrible looking) basic HUD are now added.
Just gave this a go, it's pretty interesting. I'd suggest making the recoil state of both guns a little more "responsive" so to say - they linger for about a second after firing. Other than that, I suggest turning down the damage on the pistol and adding a nother upgrade that dampens its recoil somewhat (something like a stock and foregrip combo).
Also, Doom without a shotgun is boneless Doom so I'd say strap a shotgun into the chainsaw spawn and be on your merry way.
VladTopol1706 wrote:Or maybe an upgrade of a shotgun attachment for the rifle
Image dump incoming
Spoiler:
Six-12 (6 shot detachable cylinder, functions like a revolver)
M26 MASS (3/5 shot detachable magazine, straight-pull action)
MAUL (5 round detachable tube/barrel, is metalstorm)
Thanks for the suggestions and your previous feedback. I was thinking of doing a shotgun attachment but didn't know how to represent it on the sprite, since the M16 sprite doesn't have a version without the hand on the front, but I could just also make it side mounted like the rocket launcher. (The gun's going to start looking silly, though.) I'm also unsure of what button to bind the shotgun to, since the RL takes up the altfire. Perhaps I should replace the Rockets with throwable grenades?
Maybe isntead putting the shotgun attachment on the side you could use the normal muzzle flash from the M16 and make a pumping animation using only offsets
Also i suggest changing the pistol sprites for something else
You could also use one of the weapon function 1-4 buttons to cycle between attachments...but I still think making the shotgun a separate weapon would be a better choice, if only because then you'd have three weapon slots filled. You could even go ahead and give it a grenade altfire if you feel frisky.
Deii wrote:You could also use one of the weapon function 1-4 buttons to cycle between attachments...but I still think making the shotgun a separate weapon would be a better choice, if only because then you'd have three weapon slots filled. You could even go ahead and give it a grenade altfire if you feel frisky.
I've decided I will replace the M16's rocket attachment with an underbarrel shotgun, but replace rockets with grenades that are thrown with weapon state 1-4. If you're opposed to this idea, however, please tell me.
I'm unsure how I will handle shotgun ammo if I do this, however. Shotgun shells and shell boxes are already replaced with 5.56 Magazines. I'm thinking maybe shell-boxes could be replaced with shells for the underbarrel shotgun, but regular shell drops are still 5.56 Magazines. This would somewhat preserve my intended ammo balance whilst still adding ammo for the shotgun, I think. Alternatively, I could replace Clips (dropped by zombiemen) with 5.56 magazines and have 9MM magazines be acquired through some other means, or maybe even give the pistol unlimited spare ammo. But then this would make this mod seem like even more of a ripoff of "The Soldier Z".
Interesting concept and really nifty sprite editings!
The mod plays nice as well. I had a nice experience. (Bonus points for Duke3D muzzle flash on pistol!)
I had a little personal project that aimed for minimalism in my files. But you know the way it goes. The more, the better.
But anyway, for the feedback.
Spoiler:
- First and very important, the guns can reload even if they are full and they lose clips in the process. I have a itchy reload finger, so that caught me off-handed.
- The pistol recoil is cool, but you should nerf the zoomout when it fires. It looks (although i haven't messed around with the file yet) bigger than the M16.
- The M16 could use a small visual recoil nerfing as well.
I have requests up to my chin, but this took like, 3 minutes to do, so i think it may incentivate you to keep workin it (It's supposed to be the shotgun attachment muzzle flash, don't laugh at me).
(teef and BRS if you are reading this, forgive me, i'll work your stuff as soon as i can).