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Many of you already know how most Gameplay Mods are. SMGS, Pistols, Assault Rifles, Splash Damagers, Plasma Rifles, BFGS and... Shotguns.
So, in a plain damn week i just thought: "Hey, What could go wrong if i made AN ENTIRE DAMN GAMEPLAY MOD that only had shotguns in your arsenal... Aside your trusty Brass Knuckles?" And there ya' go, WELCOME TO BUCKSHOOTIN' SEASON, WHERE ONLY VARIATIONS OF 12 GAUGE AMMUNITION RULES!
But enough Chit-Chat, here's your arsenal list:
Spoiler: A bit... Long? It ain't too long, but you get it.
Spoiler: Slot 1
Fist: A handful of Brass is good for when push comes to shove, and thankfully, you swing this thing EVEN faster to compensate for the Chainsaw being deleted out of existance!
(UNIQUE!)Shellbomb Launcher: A rather strange approach to a cross-breed of a Grenade Launcher and a Shotgun, if the projectile hits, Buckshot will be fired directly at the Enemy! If you miss... You better take cover because GOD KNOWS where the lead is gonna go towards, but despite missing or hitting the target, the unique Shellbomb projectile will EXPLODE violently, so keep that 129+ distance, or you might not have a pleasant surprise! You need at least 5 Buckshot Shells to fire it.
Spoiler: Slot 2
Ranger Shotgun: Straight out of a Generation later, this handy Birdshot-fed Starter Gun will help you out in a plentiful of hard mapsets, like Sigil, Slaughtermaps, ETC.
Spoiler: Slot 3
Shotgun: Despite it's appearance, it's anything BUT a "melee" Weapon. Because it's a useful asset when you don't have anything that's as fast as it needs to be, and even then, it's mostly precise on the target even at long range!
SPAS-12 Shotgun: ...Hey, do any of you smell barbeque 'round here?
Super Shotgun: Everyone knows it, and boy, DOES EVERYONE LOVE IT. It's jacked up to be your workhorse in a few crowded areas with enemies, so long as you keep yourself intact, the SSG will return the favor.
Double-Barreled Pumper: ...Seriously, if you played ANY of my mods for long enough, you might've seen this specific gun already. Double-Barreled Fun-Generator! and it's way more precise on your targets like the Shotgun!
Spoiler: Slot 4
AA-12: Man, FPSRussia wasn't lying, this thing recoilsn't. It's a jackhammer pretty much, not much to say here.
"Hellhammer" Riotgun: ...For your own pleasure, this is chambered in Birdshot... Meaning... RAPID-FIRE PRECISION, BAYBEEEEEEEEEEE-
Spoiler: Slot 5
Explosive Coach Gun: I mean, there HAD to be an obligatory Rocket Launcher replacement somehow, so here's a more fun and powerful revision of Realm667's Explosive SSG.
Spoiler: Slot 6
(UNIQUE!)"Fudd"ge Hunting Shotgun: Using Doom-Rounds, this thing WILL indeed hunt ANYTHING down at a devastatingly precise shot, so... There's that. You can manually reload by hitting Altfire or just firing two shots.
Spoiler: Slot 7
WSTE-M5 Combat Shotgun (Single and Dual): Yholl should be proud that he made something a lot of people can use, that quite frankly, NO-ONE should try doing, EVER AGAIN. This uses Doom-Rounds for an EXTREMELY good reason, so don't just understimate the power of the Flip-Cocker.
Spoiler: DLC Exclusive
Spoiler: Slot 3
Ye' Olde Shotgun: From the times where pump-action wasn't a thing and instead were a not-as-good break action single-barrel, even then, it didn't stop them from being useful.
Quake 2 SSG: You better believe this will be your best friend in this Heretic situation you will find yourself in, you can find a lot of uses with this trusty Gen 2. Stroggos Double-Barreled Shotgun in your hands... Now, go blast those damned "Medieval" bastards in the face with it!
Spoiler: Slot 4
Browning Auto-5: The second World War sure had a lot of surprises... The Browning is probably the more well known shotties of the bunch as well. A sturdy and reliable Semi-Auto Shotgun is all you need for your "Obligatory-Dakka" needs.
Now, About those Screenshots i owed ya...
Spoiler: Screenshootin'.
Changelogging? That's new...
Spoiler: Changelogs
Benellus' Gift (aka. v2.00) Changelog
Most weapons now have powered up forms.
Benellus has left a little gift in place of Berserk Packs and Tomes of Power...
v1.14 Changelog
The "Fudd"ge Hunting Shotgun had a weird oversight fixed where you could still alert enemies when hitting the Altfire key even with a full clip, as pointed out by RaiderX.
I swear there were more changes, but i can't seem to pin-point what they were...
Hexedretic DLC v1.05 Changelog
Fixed some Ammo spawners to completely replace all of the vanilla Heretic majick ammo and stuff.
Some new spawners... And what not, all that fancy jazz.
v1.08 Changelog
The Shellbomb's Projectile was optimized and slightly rebalanced so it isn't as easy to kill yourself or a cyberdemon with just 5 Shells.
New Titlepic and Title-Screen Music to Doom.
New support and addition of a DLC specifically tailored to Heretic.
Some weapons were re-balanced, but i can't remember which ones.
RaiderX wrote:Great mod with some cool weapons, however i do think that the firing sound for the Wste-M55 is a bit too silent compared to the other weapons.
The WSTE-M5's sounds are directly taken from Marathon, and even then they are still pretty damn silent there, too... Can't do much other than manually increasing the volume of the sound in Audacity.
RaiderX wrote:Great mod with some cool weapons, however i do think that the firing sound for the Wste-M55 is a bit too silent compared to the other weapons.
The WSTE-M5's sounds are directly taken from Marathon, and even then they are still pretty damn silent there, too... Can't do much other than manually increasing the volume of the sound in Audacity.
I've been dabbling in sound editing and learned that 'Effect -> Normalize' in Audacity will automatically make the sound effect the perfect universal volume with no distortion or damage to the sound. Later you can tweak it volume in SNDINFO to adjust.
Played through the update.Really nice Power Up, but i have to ask: What changes does it bring to the Spas-12 and the Explosive Coach-gun.I didn't seem to notice any.
RaiderX wrote:Played through the update.Really nice Power Up, but i have to ask: What changes does it bring to the Spas-12 and the Explosive Coach-gun.I didn't seem to notice any.
The SPAS-12 wasn't given one due to me forgetting to give it one, but the Explosive Coach-Gun now explodes into shrapnel (Behavior requested by LossForWords) that forces enemies to feel pain.