Rampage!! Weapon mod
- werewolf155
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Rampage!! Weapon mod
here i am again, now with my new wad for the comunity, Rampage!! my first weapon mod, this include the terminator rampage weapons, new sounds, more blood effects and some stuff:
*Beretta: a standar Pistol for marines, nothing incredible.
*Uzi: a submachinegun, faster than Beretta but is pathetic.
*M16: an assault rifle, automatic an precise.
*AK47: more powerful but, inaccurated.
*HK-95 Minigun: a true weapon, powerful, faster an precise.
*Spas-12: a 12-gauge shotgun.
*M30 Mini Rocket Launcher: a little rocket launcher with pump action OMG!.
*Plasma Gun: a secret weapon, can shot little projectiles, faster, precise, powerful and mortal weapon.
(some people have called the DEMON KILLER!)
i am sorry for the screenshots. :3
Here is the link:
http://www.megaupload.com/?d=NXFYZGKQ
Enjoy and comment, any problem tell me please.
*Beretta: a standar Pistol for marines, nothing incredible.
*Uzi: a submachinegun, faster than Beretta but is pathetic.
*M16: an assault rifle, automatic an precise.
*AK47: more powerful but, inaccurated.
*HK-95 Minigun: a true weapon, powerful, faster an precise.
*Spas-12: a 12-gauge shotgun.
*M30 Mini Rocket Launcher: a little rocket launcher with pump action OMG!.
*Plasma Gun: a secret weapon, can shot little projectiles, faster, precise, powerful and mortal weapon.
(some people have called the DEMON KILLER!)
i am sorry for the screenshots. :3
Here is the link:
http://www.megaupload.com/?d=NXFYZGKQ
Enjoy and comment, any problem tell me please.
- Shadelight
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- wildweasel
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Re: Rampage!! Weapon mod
Though since you have provided a download link, we won't lock the thread - but it is still quite necessary to provide us some clue what we're downloading. Speaking of which, that's what I'm doing right now. Feedback below, in a not-List-of-Grievances format because I feel you're gonna do just fine here.BlazingPhoenix wrote:Needs screenshots.
First thing I notice is that you're using my Doom Alpha 0.2 HUD - thank you, by the way, for crediting me for that. Speaking of credits, though, I notice you credited Zero X Diamond for ripping the weapon graphics, but not Bethesda Softworks for creating them. I also see no credits for your sounds. That's one thing that I am admittedly rather anal about: credit where credit's due.
For purposes of this test, I'm playing your mod with Equinox.wad, as I feel it's closest to the modern-sci-fi approach used in the original game.
While admittedly this is my fault, I notice the base HUD does not really work for widescreen displays. I probably should have fixed that, myself...the fullscreen HUD appears over a black bar that doesn't even extend to both edges of the screen (again, may be my fault for insisting on playing with widescreen). Other HUD issues: the weapon slot indicators appear to be missing on the right side of the screen, leaving only little blue boxes. Makes it difficult to tell what guns you own and which keys to press.
Your weapon slot numbering really doesn't make sense at all. This might be because you borrowed it from the source game, but I haven't played Rampage in years. I find that putting the Beretta on the same slot as the fist might emphasize that it's a last-resort weapon, but the shotgun on slot 6 makes no sense with it being an early gun.
I notice some very nice Hollywood-style blood effects, as a misty style I haven't seen in Doom before. Major props for not just borrowing Nashgore.
The Beretta really doesn't "feel" powerful. Nice sound effect (no idea where it's from) but the gun needs more visual recoil. Try shifting the firing frames down a few pixels, or speeding up the duration of the recoil effect (while adding some extra delay to make sure it still fires the same speed).
The SPAS-12 should really do a bit more damage. I find myself needing to fire two shots at Imps to kill them, while Doom's shotgun can typically do so in just one shot. With how rare shotgun ammo is (did you cut down on the pickup amounts? ...actually I don't think you have, maybe it's just too early in the map), this does not help...upon further investigation, it's not that the shotgun isn't doing enough damage, it's that there is too much damage variance. Perhaps this could be solved by making the shotgun fire more pellets per shot, but with less damage per pellet.
The Beretta, Uzi, and M16 all use the same ammo. This means finding an M16 effectively makes the other two bullet-using weapons obsolete once you find it, since the M16 can fire quicker, more accurately, and more powerfully than either of them. I suggest making the M16 take a different ammo type. Also, I'm unsure why the Uzi fires so slowly. I don't have enough bullets to give it a proper combat test, however...oops, apparently there's a _fourth_ weapon that takes bullets, and it's the minigun! The minigun is even more powerful than the M16, and can even fire at almost full fire rate without loss of accuracy due to chaingun sniping capability (tip: make your A_FireBullets lines fire -1 bullets instead of 1, so they will always be inaccurate without needing an A_Refire).
I feel I've got enough of a glimpse into your gameplay balance to find that all is (mostly) well, so as of Map04 of Equinox, I've cheated for weapons to check out the complete loadout. The recoil on the AK-47 looks a little strange since there is only one recoil frame that looks different from the rest of the frames, and it's only on screen for a couple of tics. For weapon balance, I say add a "Rifle Ammo" type and make the M16, AK, and Minigun all take that ammo, leaving pistol ammo for the Beretta and Uzi, because so far I've counted five weapons that all take bullets.
The rocket launcher is pretty cool. Smooth animation. I do suggest, however, making it fire grenades instead, perhaps grenades that explode on contact like the rockets but have a slow drop and fly faster.
The plasma rifle looks cool, sounds cool, and seems to do a lot of damage, but overall it just feels like another bullet weapon. It needs more visual impact. Perhaps use a PlasmaScorchLower decal instead of the bullet puff.
- Trooper 077
- Posts: 856
- Joined: Mon Aug 17, 2009 7:29 pm
Re: Rampage!! Weapon mod
You know this isn't that bad, I do have some minor complaints though
Pistol firing noise needs to be changed
Firing rate on both the pistol and uzi should be increased
The Chaingun zombies are wayyyyyyyyyyy overpower
Other than that i'm impressed, This is not that bad for some doom playthroughs.
Pistol firing noise needs to be changed
Firing rate on both the pistol and uzi should be increased
The Chaingun zombies are wayyyyyyyyyyy overpower
Other than that i'm impressed, This is not that bad for some doom playthroughs.
Re: Rampage!! Weapon mod
no quake 4 sounds for spas12! must be a hl2 shotgun sounds
- NeuralStunner
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Re: Rampage!! Weapon mod
Because you totally commisioned and paid for this work, and have that authority over its content.maxashbb wrote:no quake 4 sounds for spas12! must be a hl2 shotgun sounds
For the OP:
Why not make it incredible? I tire of mediocre pistols. (For instance, semi-armor-piercing rounds go a long ways.werewolf155 wrote:*Beretta: a standar Pistol for marines, nothing incredible.
- Slax
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Re: Rampage!! Weapon mod
Oof, colon three doesn't make up for the lack of screens. Skipping this.
Re: Rampage!! Weapon mod
megauload wa closed
any other source to get the mod, please? 
Re: Rampage!! Weapon mod
Way to bump an old thread...
Ask here : http://forum.zdoom.org/viewtopic.php?f=19&t=28589
Ask here : http://forum.zdoom.org/viewtopic.php?f=19&t=28589
- QuickShotGunman
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Re: Rampage!! Weapon mod
He's done this multiple times before,he's starting to get on my nerves.
Re: Rampage!! Weapon mod
oh I'm very sorry, though I've been warned....QuickShotGunman wrote:He's done this multiple times before,he's starting to get on my nerves.
- wildweasel
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Re: Rampage!! Weapon mod
Right, now quit doing it. =P

