Public Beta release 0.8
http://onslaughtsix.googlepages.com/ResultsMayVary.zip
Last updated 4/11.
So I've been slacking lately on Bloodshot, and decided a fun, short diversion was just what I needed to get back into the groove. So I decided to make a simple, fun little weapons mod.
The idea here is basically to replicate/emulate some Quake and Quake II weapons that I dig, but use traditional-looking sprites to do it with. I also wanna introduce some changes to the way the weapons themselves tend to behave, to add some more interesting dynamics. The idea is that I want this WAD to work with the basic Episode 1 replacement, but change how the player goes through it--sometimes drastically.

The Blaster. Uses sprites from Eriance that I may or may not recolour later. It's based off the Quake II Blaster. It has infinite ammo and fires blue projectiles (the graphics come from, apparently, the shareware version of Doom) and I miiight add a bullet-using attack later, but I'm halfway planning on the Nails replacing the Bullets in general, so we'll see.
The idea behind the Blaster is that it has infinite ammo and can fire many projectile shots that, while pretty weak, travel very quickly and can really knock off enemies quickly. The idea is that I want to make it really damn useful so the player doesn't discard it as soon as they get the Shotgun, as you tend to do in Doom. Speaking of...

This is the new Shotgun. Right now, you start with it, but I'll (probably) remove that. It's based off the Doom64 shotgun, without the blue tint and with the DoomGuy's hand on it. The reloading frames are the same at this point, but I miiiiight edit them slightly.
The big thing about the Shotgun is that it takes significantly longer than the standard Doom Shotgun to fire and reload, but is slightly more powerful than the Shotgun tends to be. It's less useful for general run-around-and-shoot-things use than the Blaster is, too, so you might want to run around with the Blaster a fair bit more than you would the Pistol...

The Super Shotgun. Takes forever to reload, but it's tons more powerful than the default SSG. Really useful if you know a horde of enemies is around the corner, but otherwise, it can be dangerous to use due to the time it takes to reload.

This is the Nailgun as it currently stands. Yes, that's a horribly overused sprite and stuff--I'm just as unhappy as you are. The hand is "new," I guess, but yeah. Maybe I'll recolour part of it or edit it in some decent-looking way...
Currently, the DECORATE for it works great--shoots the way I want it to at a good speed, and everything. The Nails are currently implemented fully right now, too--I just need to work on making the Zombiemen not drop them. Currently replaces the Chaingun.

This is the Super Nailgun. Yes, I did it before the normal Nailgun, because I knew what sprites I wanted to use. They're Eriance's new Chaingun, and heavily inspired by the Doom64 chaingun. The default state is actually "flipped" from how the Chaingun normally is, with one barrel at the top, and it's done up like a 2x2 grid. Y'know.
Currently the DECORATE for it works great. It takes a while to start rotating at full speed, but works awesomely when it does. Currently, the Super Nails it shoots (basically just faster & stronger than the regular Nails) are set up to be RIpper projectiles, but I'm not entirely sure what that entails. May or may not make the regular Nails have this property as well.


The Grenade Launcher. As I said--subject to change depending on my mood. This is Eriance's Autoloading Shotgun with the barrel part of the regular Shotgun pasted on, and then tinted brown. It looks good, and really packs the "weight" of the Grenade Launcher graphic that I was trying to capture.
The DECORATE's perfect, exactly what I wanted. The grenades mostly act like I want them to (Occasionally they fly through the air too much for my liking, but I might be able to fix that) and have Quake's awesome bounce sounds. It also starts shooting them out faster if you Hold it instead of shooting individually. Currently replaces the Rocket Launcher.

The Electro Disruptor. I changed this one a bit from the initial concept--now it fires off a huge burst of electric energy that causes enemies to convulse with electricity for a bit, and then probably die. There's not any rapid fire, though--it takes a little bit to fire each time. What's everybody think of this, actually?
I have yet to implement any kind of "overheating" because, like I said, it's not a rapid-fire weapon. We'll see.

The BFG 3105. I'm not gonna spoil what, exactly, it does--but it's pretty spiffy if I say so myself. I decided that this'll just replace the BFG9K and I'll leave out the 10K. Oh well.

Showing off the "new" powerups.
Other planned weapons:
-Rocket Launcher...Maybe.
-Something that replaces the chainsaw, or berserk pack, or I dunno.
Other edits:
-"New" powerup anims. Basically, just some of the rotated powerup sprites from KDIZD, animated to spin around ala Quake.
-Zombiemen drop backpacks with either shells, armour shards or a stimpak. Currently, the Nails replace the Clips entirely, but there's no logical reason for them to drop Nails.
-Possibly a Chaingunner sprite edit with different colours and the Grenade Launcher. Might also drop armour.
-Maybe an edit or some other monster as a Shambler, but that'll lengthen the time it takes to make it, so we'll see.
This'll probably be finished somewhere within the next week or so, or something. Progress as it happens. Feedback is appreciated (what little feedback there is to give...)