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Back in my old days of UT modding, there was this mod series called SWWM (which stands for Some Weird Weapons Mod). It featured all sorts of wacky weapons, and all was fun... until one day I grew tired of modding that game and working with its janky engine. Now, what does that have to do with this? Well, I'm basically returning to those roots, kind of, and this mod is here as a spiritual successor to that series.
This mod's arsenal is a "best of" of many of my older weapons from the SWWM series, along with other minor mods I made (or couldn't make), revised and remastered, with all-new visuals and extra features that I couldn't make back then. It also features... a cute main character!
Spoiler: robutt
The titular Demolitionist is a combat robot manufactured by Akari Labs, a robotics company from Kasukabe, Japan. It was designed to defend humanity from potential threats, which of course includes the currently invading demonic force on Earth. You play as the first unit, lovingly nicknamed "Demo-chan" by Akari Labs co-founder Saya Miyamoto, freshly deployed on the US to fight the demons that "those stinky idiots from the UAC" brought with them. There is much to say about this whole setting, but I don't want to rant about lore here, this ain't the right place.
Anyway, before we continue, there's some important things that must be mentioned:
DISCLAIMERS
This mod features loud sounds and flashing lights, which may be harmful to certain people. There are options to dampen some of these effects, but it may still be unsafe nonetheless. Furthermore, the UI design and color schemes of the mod may be problematic to people with color blindness. Certain elements such as healthbars and various numbers could potentially become hard to see under some conditions. GZDoom has sliders for controlling not just brightness, contrast and gamma, but also color saturation, which may be of some help.
The characters and stories featured in this mod are part of my own personal lore. Any similarities to real world individuals or events are entirely coincidental or, in some cases, loosely referential.
The mod’s overarching story and themes often tackle topics of world politics, economy, human rights and others. No work of fiction is free of politics, especially those that reflect the author’s own beliefs. If you feel discomfort from political views opposite to your own, this may not be for you (especially if you’re right-leaning/conservative).
The mod is rated 16+, due to frequent use of foul language and off-handed mentions of sex in the story. While not directly featuring any explicit content (please be wary of the official "side materials" posted on my social media), you must be warned: The mod IS horny (and so am I, as its author).
Now... let's talk about all the stuff in the mod.
The HUD
Spoiler: show me the stuff
Hopefully not very intrusive, and giving all the information you could need. What you're carryin', what you're wearin', how close you and your enemies are to dyin', how much damage you dealin'... all that stuff. As you can see at the bottom, the Demolitionist kinda likes to talk a bit, but don't worry, if you don't like that, you can toggle the voice acting in the options menu. Speaking of options, a lot of stuff in there is configurable, so be sure to check it out, oh and don't forget too to bind important things, as there are some very much needed actions in this mod, such as quick melee attacks, tertiary/quaternary fires, a dedicated dash button... and the Demolitionist Menu:
Spoiler: let's take a looksie
One of the most interesting parts of this mod. You can access this menu whenever, and check on various things, such as the current mission (which changes depending on the IWAD you're playing), various player stats (e.g.: travel distances, damage dealt, highest score, etc.), your current inventory (from which you can directly use/drop items you have, including ammo and weapons), your carried keys, a store to buy stuff with your score points... and most importantly, THE LIBRARY: A compendium of DEEP LORE for everything you find, and much much more, including information about various characters and organizations, locations, etc. There is A LOT you can read in here, to immerse yourself into the madness that is me attempting to connect Doom lore with my own. If you don't know how to move around in this menu, you can always press F1 for a nice help screen showing the controls.
Anyway, enough talking about this stuff, let's get to the goodies.
The Weapons
In order to do the demon slayin', you've got a whole lot of fun guns at your disposition. Most weapons have at least two fire modes, some others may have more. All weapons also have a melee attack, so you can punch or bash enemies that get too close. I won't be going much into the nitty-gritty details of each one, you can just check the library in the menu when you pick one up if you want more info.
Starting from the 1.3 update (currently in progress) you will find that there are two weapons on each slot, but save for those in slot 1, you can only hold one of each. Your loadout thus is something you've got to plan for, depending on the situation, as each weapon offers its pros and cons.
Anyway, without further ado, here is the lineup of weaponry:
Spoiler: oh yeah, show me the goods
"Deep Impact" Airblaster - Slot 1(from SWWM series)
Your starting "utility weapon". This is mainly a crowd control tool, its primary fire shoots puffs of compressed air that push away enemies and projectiles in front of you, it is generally very effective. Also has infinite ammo, but you need to reload it too, it's not like that air tank is going to last forever, you know. For its altfire, you require a full tank, because you're going to shoot ALL of that into one big supercompressed air bullet shot at supersonic speeds, that will rip through most enemies with ease and clear the way in whatever crowded corridor you find yourself in.
Reinforced Combat Hammer - Slot 1(From UnSX series)[coming in 1.3]
A secondary melee weapon, that you can carry at the same time as the Deep Impact. Bash in some skulls real good with this thing. You can even tear down doors and other barricades, should you make use of its charged overhead swing altfire. And if you're feeling very "rotational", there's of course a tertiary fire to spin around with it (careful not to get dizzy). One very special trait of this weapon is that it benefits from the melee damage boost of the Ragekit powerup (oh my).
Explodium Gun - Slot 2(from SWWM series)
Your starting pistol. Fires deadly explosive bullets, has infinite ammo (but you still have to reload). As a rather interesting altfire, you will throw the currently loaded mag as a grenade. Watch out for the splash damage! Can be dual wielded if you find (or buy) a second one. Note that the explosive reload can't be used while dual wielding, and instead altfire just shoots the offhand gun.
Plasma Blaster - Slot 2(from SWWM series)[coming in 1.3]
Alternate pistol option to swap to, should you find one. Also has infinite ammo and the ability to be dual-wielded. Exchange hitscan for slow but potent plasma shots that burn like hell on direct hits. As an altfire, you can consume an entire magazine to shoot a ridiculously strong glob of plasma that'll instantly turn lesser foes extra crispy.
"Rhino Stopper" Spreadgun - Slot 3(from Instant Action 3)
A single-shot 6Ga shotgun. Compatible with all sorts of ammo types, from typical things such as buckshot and slugs, to some more exciting things such as acid flechettes, lead balls, plasma, and even the very rare and super-powerful "golden shell". The Spreadgun is a bit awkward to use, especially with how it's reloaded, but you'll find it to be a very trusty companion. Altfire doesn't do much beyond selecting the next ammo type to load. Note: As of 1.3, the extra ammo types (except for golden shells) will be removed for the sake of simplicity.
Puntzer Beta - Slot 3(from SWWM Iridium, unreleased)[coming in 1.3]
A semi-auto revolver that shoots corkscrew-shaped bullets? It sounds insane, but it works. This thing can drill through several targets and even walls. Quite the pain dealer. And for extra pain, its altfire shoots all bullets in the cylinder in rapid succession (fastest gun in the west for sure). Did I mention the bullets are 6.9mm? That sure is nice.
"Wallbuster" Heavy Armor Breaching Shotgun - Slot 4(from Total Destruction, unreleased)
An absolute beast of a gun that only someone clearly insane could have devised. Makes the Super Shotgun feel like a toy in comparison. The Wallbuster sports 25 barrels of busting action, and has THREE fire modes, depending on how many barrels you want to shoot. One? Five? All of them? Why the hell not! Due to some safety regulations, it is not compatible with "dangerous" ammo types, but everything else is fair game. The weapon reloads in a rather complicated manner, but thankfully the Demolitionist is equipped with a rapid reload routine that will automate the process once you've queued all the ammo through a dedicated menu. True to its name, it can also be used to bust open certain things, such as locked doors, provided you deal enough damage in one shot.
Puntzer Gamma - Slot 4(from SWWM Z, unreleased)[coming in 1.3]
When you don't want the pinpoint accuracy of a semi-auto gun, and just want to unload on your foes while telling them to screw (heh) themselves, here's the weapon you need. The Gamma has two fire modes only: Full auto and... FULLER auto. For funky extra detail, this thing uses a helical magazine, which is directly wedged into the side of the gun. I think... Someone was drunk when designing this.
"Eviscerator" High Load Flechette Cannon - Slot 5(from SWWM series)
A pain dealer, releasing a curtain of steaming hot metal that will tear all your enemies to shreds (and also yourself if you're not careful). Altfire does what one would expect: just like its cousin the Flak Cannon, fire an explosive shell that will deal the pain somewhere far away from you. Needs no reloading due to its internal magazine feeding directly off your Hammerspace storage. Tertiary fire toggles between wide and tight spread for the primary.
"Sheen" HMG - Slot 5(from SWWM Platinum)[coming in 1.3]
How much bullet is too much bullet? The answer, according to Cyrus Enterprises, is "never too much". The Sheen employs special 14.5mm ammunition constructed to handle extreme pressures and deliver a massive punch through demon flesh with each shot, while literally setting the air on fire along their path (no, seriously, those are NOT tracers). It features three selectable speeds: Slow, Fast, and Yes. Although the barrels are encased in a bulky liquid cooling system, heat can be a serious problem, especially on the highest speed. Do keep an eye on that heat bar, lest you want to end up a sitting duck as the gun cools down. Try not to grow too dependent on it, the Eviscerator still has its uses as an alternative.
"Hellblazer" Rocket Launcher - Slot 6(from SWWM series)
Your typical rocket launcher... Or is it? This puppy shoots small bombs as either rockets or grenades. It has four different ammo type options, whether you want to go the traditional bomby way, you want a cluster of even smaller bombs to be yeeted all over, you want to set the world on fire, or you just want to nuke 'em all. Ammos are selectable in a similar way as with the Spreadgun, but through the tertiary fire button. It's got some other features, too, so I recommend you to read the library entry for this one. Note: As of 1.3, the extra ammo types will be removed. The base ammo will receive a damage boost to compensate.
Quadravol - Slot 6(from SWWM and UnSX series)[coming in 1.3]
A more "compact" alternative to the Hellblazer, and one that is quite favored among the titanic Xekkian warriors... As a SIDEARM. The Quadravol is a lever-action fireball launcher (and, despite its size, technically a pistol), empowered with each round chambered into its internal crucible. Do note that charging it too much gives you less of a fireball and more of a point-blank, violent deflagration (though this has its uses as well). The damn thing also features pneumatically-operated bayonets that shoot into the flesh of your foes, impaling them with extreme prejudice. You can guess that this makes them easy pickings for one big roasty ball of fire in their face, if you time your attacks just right. Targets hit by this weapon are immediately ignited, and will burn themselves to a crisp over time, as well as anyone who gets close. Handy, huh?
Model S-5 Biospark Carbine, aka "Sparkster" - Slot 7(from SWWM and UnSX series)
This ancient alien weapon shoots powerful balls and beams of energy with minor heatseeking capabilities. It can also be combo'd like a certain other energy weapon of similar characteristics. Has an extra fire mode that requires at least a half-full mag, and makes a very bigass spark pop up and chase after nearby enemies, frying them good.
Series x3 Sparkster Rifle - Slot 7(from SWWM and UnSX series)[coming in 1.3]
Many tried to continue the legacy of the Biospark Carbine once discovered, but none could reproduce its peculiar ammunition. Rather, alternatives were explored, and this is the result of that work. This is a plasma rifle proper, although it would better be considered plasma artillery instead. Simultaneously handling two separate ammo types (combinable), you've got a variety of flavors to scorch the forces of Hell with.
Silver Bullet JET - Slot 8(from Ultra Suite 3, unreleased)
A very big gun, which shoots very big bullets. Needs a bunch of jet propelled recoil compensators just so you don't break every bone in your body shooting it, that's how hardcore it is. Also has a scope, so you can blast things from far away. Primary ammo can penetrate multiple targets, and even go through some walls, although it will lose effectiveness as it pierces through. Secondary ammo (which is more rare) explodes real hard all over the place, blasting cleanly through walls (sometimes destroying them in the process), but cannot penetrate multiple targets. Note: As of 1.3, this secondary ammo will be removed.
Ray-Khom - Slot 8(from UnSX series)[coming in 1.3]
You can start to see a pattern here, with what's available in this slot. The Ray-Khom (lit.: "Plasma Gun") is the standard-issue sidearm of Xekkian soldiers. Yes, again, I said that right: SIDEARM. Its grip has unfortunately not been adapted for puny small creatures, but the Demolitionist doesn't seem to see that as a problem. Anyway, what is this? Well, it's a 40mm plasma grenade coilgun. Yeah. This thing's silent as hell (until the projectile hits something, at least). Add to that the fact that, like the Quadravol, it's got a bunch of very pointy bits sticking out of it, but these aren't just bayonets, oh no, they're also employed by the alternate fire to amplify a potent discharge of electricity, giving one deadly zap to anyone who dares get close. Just be careful if you use it in contact with water, alright?
"Taste The Sweetness" Candy Gun - Slot 9(from Weirdweapons, unreleased)
Do not be deceived, this may just look like a recolor of your starting pistol, but it is VERY powerful. It is an Explodium Gun high af on hard candy and pop rocks, and will absolutely destroy your enemies. You may notice that you can carry multiple copies of this gun, and there's a reason for that. If you quickly hold primary fire in the first few moments of altfiring... you will throw the WHOLE DAMN GUN, armed and ready for a DEADLY FIREWORKS FESTIVAL.
Mortal Rifle - Slot 9(from UnSX series)[coming in 1.3]
A battle rifle designed by people with little care for common sense or those pesky fundamental laws of the universe. Some say this weapon might be a bad omen, others say that once you start using it, you'll never need anything else, ever. Whatever the case may be, only the creators know how the hell its ammunition can seemingly "mutate" through the use of this gun's peculiar select-fire function. Single rounds can turn into buckshot... Or somehow one bullet turns into a stream of four smaller bullets... Or the internals of the gun somehow turning themselves into a railgun... It's just weird, man...
Ynykron Artifact - Slot 0(from SWWM Platinum and UnSX series)
Here it is, the biggest gun that has ever gunned. The deadly death cannon of deathness, the Ynykron Artifact, was devised by a mad god many millions of years ago, as a weapon meant for waging war against other deities. Any mortal entity struck by it is instantly vaporized, as if smitten by the wrath of a fierce god, and will spread this effect around in a chain reaction of insta-die. What you see here, though, is only a replica of the real thing, but it's still hella powerful. In fact, this one additionally has a very unsafe and very not recommended alternate fire mode, which I ask you not to use, at all, please don't.
Rafan-Kos - Slot 0(from UnSX series)[coming in 1.3]
What else could possibly share the same slot as a god-slaying weapon? Well, not much else besides this fucking wave motion cannon thing created by some insane engineer who played too many videogames. At one point it was planned to have fifteen fire modes, but following a very, very calm discussion, this was reduced to just two. Holding the fire button releases a beam of DIE. It may not be as strong, but you can at least sustain it, steer it if you need. And the altfire? Well, several beams would be better than one, right?
The Items
What else to have too than some handy little items to pick up and use? Note that most of the stuff here can be held in your inventory as "spares", including health and armor, and also powerups don't activate automatically, except healing ones when you take damage. The many bits and bobs you can find in the field are listed below:
Spoiler: alright, let's see 'em
Health/Armor nuggets
These replace the ol' bonuses. Do pretty much what you'd expect.
Health geodesics
Tetrahedrons and cubes. Replace stimpacks and medikits, also do the usual.
Blast Suit / War Armor
The two armors. You can wear both at the same time, each of them has their own benefits, but generally both of them provide VERY GOOD protection.
Refresher
Bigass boost of 100HP, and on top of that also gives you some regeneration for a short while. Autoactivates when taking lethal damage.
Grilled Cheese Sandwich
This delicious treat gives you 1000HP and full armor, and is guaranteed to ALWAYS prevent you from dying if it autoactivates on lethal damage. It can even protect you from telefrags.
Ghost Artifact
Very good invisibility, much better than that damn Blursphere that can STILL somehow let enemies see you even if you stand perfectly still and make no sound. Enemies will instead try to attack where they last heard you.
Elemental Coating
Just a straight Radsuit reskin. Makes things look very green though.
Gravity Suppressor
Available on Heretic and Hexen. Let's you float around freely, with a bit of "inertia" to your movements. You can enable a 6DOF mode in the options for a more Descent feel.
Safety Tether
Available on Heretic and Hexen. A Chaos Device reskin at heart, but with some extra oomph, very loudly and painfully letting your foes know you just pulled a "get out of jail free" card.
Fuckin' Invinciball
Makes you fucking invincible. 'nuff said. Note that even something like this can't protect you from the destructive power of the Ynykron Artifact.
Ragekit
Amplifies your speed, reduces damage taken, and octuples all damage from your melee attacks. Also makes you scream... a lot.
Mykradvo Artifact
The unexpected return of a SWWM Platinum powerup. The Mykradvo ("Vengeful Heart"), also known as "The Great Anomaly" is an orb of magic energy that will send tendrils of incandescent plasma towards any visible enemies in a 100m radius. This stuff is hella useful when surrounded, so think of it as a sort of "panic button".
Divine Sprite
Another returning gem (heh), but bigger and badder. The Divine Sprite grants you a constant superheal up to 10,000 HP for a whole minute. It's not invincibility, so you can still die if you take a gazillion damage out of nowhere, but hey, it lasts pretty long. Do keep in mind that unlike other health items, it does not auto-activate.
Devastation Sigil
More familiar faces around here. Feel like the Ragekit isn't strong enough? Want to truly exterminate everything with extreme prejudice? Well, this lil' thing is for you, then. Providing a whopping 25x multiplier to ALL damage dealt, you've got slightly less than a minute to obliterate it all. And if that isn't enough, it can even combine with the Ragekit for some pretty serious punching (fortunately this won't make your hair fall off, as you don't have any, you're a robot).
Lämp
A very pretty light that follows you around. May attract moths, which may also go and attack nearby enemies if they feel like it.
Omnisight Mapping Unit
Works like the computer map, but also highlights on your hud where keys and exits are. It also allows you to basically see through walls in the minimap, or when scanning for items using the "Item Sense" button.
Hammerspace Embiggener
Embiggens your ammo storage capacity (factors vary between ammo types, rather than being a flat multiplier). You can do this a total of 8 times, afterwards they will only give some ammo.
Universal Ammo Fabricator
Available when playing Hexen. These lil' things will manufacture ammo on the fly for your weapons. They come in several tiers, each with a different budget and available materials. The highest one, which replaces the Krater of Might, is the only one that can give ammo for slot 8 and 9 weapons.
Requirements / Compatibility
GZDoom 4.8 (or later) is required for stable releases.
The development branch requires 4.10.
The experimental branch requires a recent devbuild (currently g4.11pre-136-g4475240da or later).
This mod uses 3D models and shaders, so hardware rendering is essential. It WILL NOT WORK in software. In addition, shaders DO NOT WORK in the GLES backend, so use OpenGL or Vulkan (the latter is recommended for best performance). If you experience stuttering when models first load, please enable the "Precache GL Textures" option and restart the game.
Hardware requirements? Any mid/high-range hardware from 2016 and up should be able to run this fine, with some occasional "inevitable drops" due to the heavy nature of certain effects used (mostly on BFG-tier weapons). This mod is fairly hefty on the scripting parts as well, with lots of actors running code to make all its eye-candy happen. Scalability is a problem too, you WILL definitely need something powerful to run this on WADs like Sunder and whatnot.
If you're still going to play this on unsupported hardware or using some setup that's not recommended, don't expect me to help you with any problems you may encounter. If you want to play this on a phone, of all things, I commend you for your effort, but you are not going to get any decent performance out of it (plus there's the matter of all the required bindings).
The mod is compatible with Doom, Heretic and Hexen (as a matter of fact, the overarching story advances in relation to the IWAD played, as a trilogy of sorts). There is also additional special compatibility for No Rest for the Living, Eviternity and Deathkings of the Dark Citadel. TNT and Plutonia will not have any special plot changes, as the Demolitionist's involvement in these campaigns would be non-canon. Support for Sunder and Ultimate Doom 2 (as an alternative to vanilla Doom 2) has been planned once they are finished.
Other mods that have been tested to complement nicely are LegenDoom Lite, Corruption Cards, and various monster packs including Colourful Hell, DoomRL Monsters and Rampancy among others. There are many mapsets that suit this nicely, usually those of the slaughtery kind, or those that feature large open spaces.
Where do I get this?
Links are provided here for pre-packaged pk3 archives. The options of "latest", "development" and "experimental" are automatically generated from the latest commits on the master/devel/experimental branches in the GitHub repository, and may be untested, contain unfinished features or depend on experimental engine changes, respectively. Right below, the latest stable version is linked, as well as the changelog since the most recent point release.
Note: Currently, the stable release is severely out of date and may contain many bugs and performance issues. If you are willing to forgive several placeholders, the development branch builds are recommended for the time being.
NOTE: Please PLEASE make sure the mod is up to date before reporting bugs. I am tired of getting reports for things that have already been fixed.
Demolitionist Radio:
A project originally meant for personal use, now made public. This is the playlist mod I use during my Twitch streams.
Two pre-made playlists are available for download for it, linked in its README. Note that this mod is also standalone.
Updates and Whatnot
There is much planned for this mod looking forward. I want to basically make of it my "big thing" that I'll spend most of my efforts in. Sure, there may be other projects, including some potential "side mods" featuring other characters, but THIS will be the big one.
Now that all the hassles of cleanups and improvements from 1.2 are out of the way, the road is open to additional weapons. There's so much more of this world's varied weaponry that I want to feature here, and I'm certain there is a very glaring lack of dakka around, so expect some mighty bullet hoses to fall onto Demo-chan's hands in the future. Additional weapons will share slots with existing ones, requiring you to swap what already is there, dramatically changing the dynamics of your loadout. And what else would there be after that? Well, I do have some crazy ideas that could work, maybe. Some finishing touches to crown the "final stage" of the mod's development. Stuff that's hard to do, so I'm of course leaving it for last.
Now, if you want to stay in touch about the mod's development (e.g.: if you'd like to give more direct feedback and whatnot) you can go visit this wonderful discord server, where many other cool mods by some of my friends have their own channels too.
As usual, if you like my work and want to help me keep doing what I do, please consider supporting me on Patreon.
Last edited by Caligari87 on Fri Sep 01, 2023 10:07 pm, edited 152 times in total.
Reason:Removed Discord link
Played this for just five minutes and I must say, this is one of the most unique mods I've ever played. With the usual wacky quality from Marrub to boot.
Marisa Kirisame wrote:All the weapons are supposed to be OP.
Oh. I was going to say "But Rhino Stopper is much weaker!" but then I accidentally switched to a different ammo type.
Now I'm scared of seeing what other, unimplemented weapons are capable of.
By the way, the mod looks and feels very nice. You can immediately see that a lot of effort went into all this stuff. Can't wait to play the release version!
Well, with the Spreadgun finally done, it's time to move on to other weapons that won't require as much work (at least until I get to the Wallbuster lol).
ABSOLUTELY amazing...
I can't pick up the weapon in map 2 /doom 2 in the room after the first switch door ...but like You said it's not ready ..
I absolutely love it
Marisa Kirisame wrote:I'm afraid not, I really need those features. Besides, this mod would most likely not run at all on lower end systems.
I think it's just those font features, doing a bit of commenting out makes it at least load. Also I turn dynamic lights off and a couple of other things but that lets you get away with a really shitty system, I'm happily enjoying your other gameplay mods.