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AD2GM Another Doom 2 Gun Mod
My first gameplay mod that I threw together over the course of a week.
Features beefier, stronger and faster versions of Doom 2's arsenal, but nothing too crazy.
Screenies:
(Other mods used were DamNums and FDHud.)
Mapsets shown:
Alfonzone
Valiant (Vaccinated Edition)
DBP37: Auger Zenith (this one's a lil' funky due to the use of vanilla graphics in the mod, is still perfectly playable however.)
Weapon and Balance changes:
Spoiler:
Every weapon switches far faster.
Fists are a bit snappier.
Chainsaw consistently deals 25 damage.
Pistol has had it's damage and rate of fire increased a bit, and is always laser accurate.
Pump-Shotgun's cycle rate is much faster, along with a much tighter spread allowing it to shine at longer ranges where the SSG falters.
SSG's continuous rate of fire and damage slightly increased, now consistently double-taps beefier demons.
Shotgunners only drop 3 shells instead of 4. Make those shells count.
Chaingun buffed all around, better rate of fire, accuracy, and damage. Good for mowing down hordes of weaker enemies, or stun-locking stronger ones. Chaingunners also drop 4 times as much ammo to slighty de-emphasize slot 3 weapons being the only work horse guns.
Rocket Launcher projectile speed, damage and rate of fire increased. MONSTER CLOSETS ARE FOR NERDS.
Plasma Gun rate of fire, damage and projectile speed increased. Is now much better suited for melting demons at mid-range.
BFG fires slightly faster, allowing slightly faster room clearing.
DOWNLOAD HERE: (Release Version 1.1) https://drive.google.com/file/d/15MyWwx ... sp=sharing
Also includes an optional ZMovement patch for all your skill based schmovement needs. If using a launcher like ZDL, make sure to load the Zmove patch before the main file.
Full credits list included in the main file's PK3.
Changelog (Last updated Dec. 1st, 2021)
Spoiler:
1.1
Added weapon-specific crosshairs.
Re-adjusted fists, much faster now.
Slightly adjusted ssg firing sound.
Cleaned up the hands on the Plasma Repeater a bit.
Updated Credits list in the pk3.
edit: attempted to hastily fix thumbnail
Last edited by That0neBr075 on Wed Dec 01, 2021 1:28 pm, edited 1 time in total.
For what seems like a relatively simple weapon mod on the surface, these guns feel really good! Definitely a fair bit stronger than the vanilla arsenal, but not completely overpowering, and it makes the Chaingun definitely feel like a more useful weapon without completely invalidating the Slot 3s, which also definitely feel like they each contribute something now.
Liking these guns a lot and I can see myself running some Megawads with them!
For something you built in a week, this feels great and I'm loving it, nice work!
That's a really good summing up of this mod. It's quite simple and essentially "just" provides an arsenal that is very similar to the Doom originals but with its own subtleties. There are no additional weapons, no alt-fires etc. but the approach really works. It's a really satisfying weapon set to use.
Hey, this mod is impressive and fairly balanced! While it acts just like the weapons of vanilla doom, every weapon satisfies what you need in the game still. Simple yet effective, as i say it.
Tho two things i'd like to point out is that the fist is way slower now. And the Super Shotgun's firing sound is way delayed. Other than that, it's brilliant! Nice job.
Captain J wrote:Hey, this mod is impressive and fairly balanced! While it acts just like the weapons of vanilla doom, every weapon satisfies what you need in the game still. Simple yet effective, as i say it.
Tho two things i'd like to point out is that the fist is way slower now. And the Super Shotgun's firing sound is way delayed. Other than that, it's brilliant! Nice job.
yeaa I kinda goofed on the fists, thanks for pointing that out, I'll try and make them less janky in the future. As for the SSG firing sound, I can kinda feel the delay, so I'll probably adjust that as well at some point.
JohnnyTheWolf wrote:Pretty cool indeed. Do you plan on updating the weapon pickup sprites as well?
Probably not. Not every weapon sprite I used came with pickup sprites, and I'm not particularly skilled at spriting myself, so I instead opted to forgo custom pickup sprites as a whole, instead of only one or two guns having pickup sprites.
If at some point I ever do learn how to make nice looking sprites, I may come back and update this with custom pickup sprites though.
EDIT: also forgot to mention thanks for the kind replies everyone, really appreciate it!
Captain J wrote:Hey, this mod is impressive and fairly balanced! While it acts just like the weapons of vanilla doom, every weapon satisfies what you need in the game still. Simple yet effective, as i say it.
Tho two things i'd like to point out is that the fist is way slower now. And the Super Shotgun's firing sound is way delayed. Other than that, it's brilliant! Nice job.
yeaa I kinda goofed on the fists, thanks for pointing that out, I'll try and make them less janky in the future. As for the SSG firing sound, I can kinda feel the delay, so I'll probably adjust that as well at some point.
JohnnyTheWolf wrote:Pretty cool indeed. Do you plan on updating the weapon pickup sprites as well?
Probably not. Not every weapon sprite I used came with pickup sprites, and I'm not particularly skilled at spriting myself, so I instead opted to forgo custom pickup sprites as a whole, instead of only one or two guns having pickup sprites.
If at some point I ever do learn how to make nice looking sprites, I may come back and update this with custom pickup sprites though.
EDIT: also forgot to mention thanks for the kind replies everyone, really appreciate it!
Realm667 is loaded down with loads of guns that you can use the pickup sprites for. Just putting that out there. FreeDoom is another good place as well, but the supply is much more limited than Realm667 for sprite ripping.
so I played this, i see others noticed the fist, basically the weapons are faster and have different spreads and thats about it. It's not bad, but it's nothing out of the ordinary.
Crudux Cruo wrote:so I played this, i see others noticed the fist, basically the weapons are faster and have different spreads and thats about it. It's not bad, but it's nothing out of the ordinary.
See, the reason I'm impressed with it is because it shows a general understanding of why Doom's weapons work so well, but tries to make them feel better/stronger while still maintaining that Doom feel. Is it the best weapon mod ever? No, but honestly for a first time mod put together in just a week, it's pretty good.
Small update, fixed a few things and added weapon specific crosshairs. (Can be disabled by turning on "Force Default Crosshair" in GZDoom's HUD settings.)
Detailed changelog in OP.