Hello. I heard you like ancient videogames so I took some guns from an ancient videogame and put them into a different ancient videogame.
This mod, formally titled Rottweps, is a recreation of all weapons and most items from Apogee's 1995 video game Rise of the Triad: Dark War. The weapons and items are recreated as faithfully as possible and sensible, with small concessions allowed for Doom gameplay balance.
The weapon system is identical to that of Rise of the Triad. This means that you can carry the three basic bullet weapons, all with unlimited ammo, and a single, limited ammo explosive weapon. As RotT did not have ammo pickups, Doom ammo pickups are replaced with point items or more weapons.
A significant change from Rise of the Triad is that your character will NOT automatically swap an explosive weapon with those lying on the ground. If you wish to pick up a new weapon without emptying your old one, you must MANUALLY drop your previous weapon. To make this easier, pressing Altfire with any weapon will immediately toss your launcher.
The player characters from Rise of the Triad are all available for selection. As the designated default character, Taradino Cassatt has stats completely identical to that of the default Doom marine. All other characters have their stats scaled relative to that. Note that, just like in RotT, the height stat is purely cosmetic and only affects camera height - all characters have identical hitboxes.
The enemies of Rise of the Triad are not implemented. The mod pits you against the completely unmodified Doom bestiary, or the completely unmodified bestiary of whatever enemy set you load it with. It's called "rottweps", not "rott_tc".
In general, I find coding enemies to be a tedious chore. In addition, I do not consider the Rise of the Triad enemy roster to be particularly good. The lines are funny, but behaviourally, the enemies are either hitscan or have a zillion health. Or both! As it stands, the likelihood of enemies being implemented is incredibly low. The code has been written in a way that should allow maximum compatibility with most enemy sets and should not produce TOO many weird quirks.
The enemy explosion immunity, present on Cyberdemons, Mastermind, and a decent chunk of custom enemies, is completely ignored by all Rottweps launchers, with Flamewall being a notable exception to this. Instead, the explosion immunity is replaced with BULLET RESISTANCE. All enemies with either Boss flag OR Explosion Immunity flag will take 75% less damage from bullets, and have zero painchance to them. This mirrors the original Rise of the Triad boss behaviour, forcing you to find missile weapons to take on bosses with. However, unlike RotT, nothing is COMPLETELY immune to bullets - plinking a cyberdemon to death with the MP40 is a viable, if extremely tedious, strategy.
https://pastebin.com/raw/yLuGu2Df
Here you can find a detailed list of all weapons and items present. It lists the basic properties of all items, and details all the differences between Rottweps and actual Rise of the Triad.
Screenshots: https://imgur.com/a/wu6CGvA
Download link: https://www.mediafire.com/file/da5g25js ... s.pk3/file
Rise of the Triad Weapons Mod
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.
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.
- Shatter-Thought[V-4]
- Posts: 144
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Re: Rise of the Triad Weapons Mod
This looks pretty slick. I had enjoyed playing with these weapons from the massive Samsara mod, but it's good to have a smaller focused mod for a character so you don't have to worry about loading so much for one character, and this class has some super fun weapons to use.
I look forward to trying it ou!
I look forward to trying it ou!
- YukesVonFaust
- Posts: 1353
- Joined: Mon Feb 09, 2015 9:00 am
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Re: Rise of the Triad Weapons Mod
This feels like the perfectly faithful doom adaptation of RoTT, even down to its characters.
Great work!
Great work!
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Re: Rise of the Triad Weapons Mod
Quite a nicely done mod when I played it. I would say the one thing that is missing is the lack of 3rd person player sprites as far as when I took it for a fun spin.
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Re: Rise of the Triad Weapons Mod
Now we are waiting for the Rott monster pack