I like how my weapons turned out. I don't know about other opinions, but it gets all subjective from there so I don't know. It does have a hard time transversing thru maps in the freedoom iwad.
My weapons wad is a release, but I might find some improvements to be change over time.
RV-007 Doom Weapons:
n/a (80+ mbs)
Skins List:
Spoiler:Weapons List (no new graphics, but all new [drastic] behavior):
Animilation Skins (for the default DoomPlayer player class):
n/a
Blood Cultist Skin (for the default DoomPlayer player class):
https://dl.dropboxusercontent.com/u/353 ... kinv00.wad
Custom Marathon Skins (for the default DoomPlayer player class):
http://doomworld.com/idgames/index.php? ... maskin.zip
Pillsbury Doughboy Skin (for the default DoomPlayer player class [it's a theme on its own {in general or advertisments} so I add this wad here]):
https://dl.dropboxusercontent.com/u/353 ... kinv00.wad
West Side Story Skins (for the default DoomPlayer player class):
https://dl.dropboxusercontent.com/u/353 ... insv00.wad
Zeonic Front Skins (for the default DoomPlayer player class):
https://dl.dropboxusercontent.com/u/353 ... insv00.wad
Spoiler:Screenshots:
0. Hell Chainsaw (trap tactics [useful for non-key doors and elevators {saves ammo}])
Altfire to throw a chainsaw as a grenade-like projectile (consumes 6 hell chainsaw traps).
Collect (reusable) chainsaw traps (both friendly and hostile) for chainsaw ammo (only 1 for weapons use balance).
1. Warp Fist
A warping telestomper on targets (short distance combat and dungeon scumming tactics).
Altfire shoots out a warp fist beacon for warp assistance.
Althold warps self by a small radius and locks into state (until change of weapons or miss of fire state); useful when getting stuck w/ inanimate objects.
2. Flare Pistol (short/anti-air distance combat and stealth tactics)
Shoots bullets that combust into (non-sticky) flames.
Great for wingers.
3. Scope Rifle (short/long distance combat and stealth tactics)
Shotgun now have radial variation of bullets shot.
Altfire switches to scope mode, where 7 bullets focus in one accurate shot! (slow reload time)
4. Auto Shotgun (stand/anti-air combat and retreat tactics)
Your new chaingun; simple and effective (also versatile)!
Hold to tot an anti-aircraft weapon (will recoil backward)!
May consume shells in seconds.
5. Rail Chaingun (any mob combat and advance tactics)
Shoots rails w/ chaingun sound!
Great ripper/rail weapon (rail particles now more like lasers)!
May consume rounds in seconds.
May not be as accurate, but that's why you can rail mobs in the first place.
6. Vrock Launcher (long distance combat and open area tactics [more corpses == more power {vrock has a V for a reason!}])
Shoots a rocket that A_RadiusGive something to ThrustThingZ and A_Explode (w/i radius)!
Here comes heaven!
7. Flamethrower (small mob combat and need to kill train tactics)
Close quarter weapon that could keep advances at bay.
Sticky flames that spread in its duration!
Warning: Ineffective against +BOSS monsters!
8. Nimbus Force Gun (fatal situation combat and take cover tactics)
This is the mushroom cloud that sprays blind BFGs.
Prepare for the radiation waves b/c it's mostly quiet until you hear the screams.
Spoiler:Notes + Standard:
Visor is inactive (see the blue color?)
Visor is now active (see the white color)
To deactivate visor, just use the white colored ball
Somebody got shot!
Another got shot!
Oh, it's just my hell chainsaw. Whoopsies!
Starting doomweapon lights up a (non-sticky) fire!
ShotgunGuy still in pain!
And dies!!!
Next runner up gets one flame in the face!
More than he can bite!
RIP, ShotgunGuy, RIP
Flare Pistol
Scope Rifle
Altfire for zoom in
7 bullets in one shot!
Some reload smoke
Slow reload time for sniper/zoom mode
Smoke's clear for more aiming
No more things to shoot
Altfire again to zoom out
Auto Shotgun
Hold to shoot a volley of pellets
La
Ah
La
Ah
Ah
And then some
Last image of buckshot
Rail Chaingun
You shoot rails at a wild random angle
Rails are not so accurate
You shoot rails at a wild random angle
Rails are not so accurate
Jet streamers, lol
Gotta love them stains!
Vrock Launcher
Let the bodies fly to the sky!
Even Gangsta Grosse is flying!
Multiple vrocks to do the wave!
Serving corpse salad
Flame Torcher
Sticky flames that could spread in its duration
Great for a small crowd, but it's more effective against one monster (small damage)
Nimbus Force Gun
Its use are for a large crowd, watch and observe
Voila!
With some BFGBall sprinkles to get those flying pigeons
Unfortunately, the sprinkles don't A_BFGSpray (that's for the other weapons)
Another demonstration!
Also useful against really healthly monsters as well
Once again, watch and observe
Even heavy monsters feel the force of the nimbus!
Isn't this a great weapon, no?
Ouch, I got shot (corny jokes are over)
Spoiler:
+Full requirements:
-ZDoom v2.7.0+ (just for maintaining updated code, of course v2.6.1 was necessary)
-Adjustment of audio setting for optimal music experience
-Familiar knowledge of ACS and doom editing in case of multiple file execution failure (something's up and ACS don't read thoughSpoiler: My #library directive standard (rule exhaustive, but I'm going by the safe side+Stuff for show-and-tell:
If you want to play combo with another wad, remember to check its ACS lump for any enter scripts.
If so, depending on the time signature of the scripts's execution, duration, and matter of termination, apply #library "first_fast__base_acs__scripts_lump/rollcrew.acs" to the deemed file's ACS lump with enter script; compiled a copy between A_START and A_END marker lumps.
Any ACS lump with scripts (borrowing action from a source [e.g. map scripts or items]) should #library the ACS lump with the sourced (enter scripts a good example) script in the respective file.
Source as scripts with most first time signatures needs to be #library by less first time signatures, scripts coupled as the exact same type do not have to #library direct.
It's kind of like rebuilding BEHAVIOR lumps judging from the standard observation below.
e.g.
Files with map BEHAVIOR/ACS scripts, files with scripts using Thing_Hate (preset thing/map ACS action/specials/etc), files with scripts that cause simple DECORATE execution (e.g. a simple enter script giving a newly created item), files with scripts with while/for/etc loops using Thing_Hate (preset thing/map ACS action/specials/etc), and files with scripts that cause simple DECORATE execution (e.g. a simple enter script giving a newly created item).
Void/closed script types follow special script types.
-If anyone got some graphics/processing issues, use this colormap wad. link (although lower game screen resolution and hardware display adapter helps too)
-Metal boombox! And it kicks ass, lol (now plays music w/ ACS!)
-Player class "UAC Marine" has its own sounds like Duke Nukem or Lo Wang (audio based on NAM game resources)
+Stuff yet/never done:
-n/a
+Stuff currently in progress:
-n/a