[WIP] ArmoMod 1.1

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.
Post Reply
User avatar
Armolitskiy
Posts: 12
Joined: Mon Jul 19, 2021 9:47 pm
Graphics Processor: Intel (Modern GZDoom)
Contact:

[WIP] ArmoMod 1.1

Post by Armolitskiy »

Image

DOWNLOAD: https://www.dropbox.com/s/wt6p7dshmm4s0 ... d.wad?dl=0

This is a simple mod in which I added a few new guns and changed the old ones (learn more below). I made the mod for myself, but decided to publish it. The main thing for me in the choice of weapons was the style of vanilla weapons, new guns should not look too big, ugly or out of DOOM style. I also made sure that the new gun in their appearance and animations do not stand out from the original weapons. The original vanilla weapons remain, but I've slightly changed their stats. At the moment, the weapon code is written in DECORATE. Compatible with Zandronum 3.0 and GZDoom 4.5.0.

Image

Image
Spoiler: About the weapons
However, I would like to know what you think of this mod, as well as if you would like me to add weapon reloading and some effects? And yes, I will be terribly grateful to all those who write their opinion. I will be even more grateful if someone can send me additional resources (gun sprites and sounds).
Spoiler: CREDITS
Spoiler: CHANGELOG
Post Reply

Return to “Gameplay Mods”