[WIP] The Pistol Mod

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Sgt. Shivers
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Re: [WIP] The Pistol Mod

Post by Sgt. Shivers »

twinkieman93 wrote:Found a bug almost right off the bat; the machine pistol's kick takes ammo to use. Unless my leg is now powered by gunpowder, I'm pretty sure that's a bug. :P
Other than that, great! The chain claw is neat, although I would debate its status as a pistol if you have to hold it with two hands, but hey, whatever.
What!? Thanks for telling me, I'll get on it asap.
Please tell me more things that you find or if you have any suggestions. I really want to add more weapons but I can't think of many ways of putting them in other than giving them to you with power ups. (Eg I was going to make a gun that shoots the Half life 2 hunter projectiles that you get with the night vision goggle.)

So yeah, Please tell me of any more bugs, thanks!
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twinkieman93
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Re: [WIP] The Pistol Mod

Post by twinkieman93 »

Suggestions? Well, the laser pistol is kinda pointless. Maybe make it a ray gun instead? And by ray gun I mean an actual ray gun that shoots a stream of energy, not like that ray gun in that one game that shoots the spaghetti-o's from Metroid. Although that'd be kinda neat too I guess.
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Sgt. Shivers
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Re: [WIP] The Pistol Mod

Post by Sgt. Shivers »

twinkieman93 wrote:Suggestions? Well, the laser pistol is kinda pointless. Maybe make it a ray gun instead? And by ray gun I mean an actual ray gun that shoots a stream of energy, not like that ray gun in that one game that shoots the spaghetti-o's from Metroid. Although that'd be kinda neat too I guess.
Ok, I tried making it a raygun, but I noticed that when I made it shoot a stream of energy it's pretty much the same as the plasma rifle. The lazer pistol had faster bullets but shot slower and did more damage, so it was pretty different than the plasma rifle.

The kick on the machine pistol used ammo because of an artifact altfire where it would shoot in bursts.

I might make the laser pistol a "true" laser pistol, I.E. it shoots lasers not projectiles.
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Sgt. Shivers
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Re: [WIP] The Pistol Mod

Post by Sgt. Shivers »

New Update, theres a few fixes and some other stuff.
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Sgt. Shivers
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Re: [WIP] The Pistol Mod

Post by Sgt. Shivers »

Anyone got some suggestions for this mod?
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chronoteeth
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Re: [WIP] The Pistol Mod

Post by chronoteeth »

Its pretty good as is tbh! most if not all fixes are done, and the classic style is fantastic. you could make it fancier with loads more effects, but itll lose its charm. Maybe make the plasma pistol more effective or cool?
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Sgt. Shivers
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Re: [WIP] The Pistol Mod

Post by Sgt. Shivers »

chronoteeth wrote:Its pretty good as is tbh! most if not all fixes are done, and the classic style is fantastic. you could make it fancier with loads more effects, but itll lose its charm. Maybe make the plasma pistol more effective or cool?
I was considering finding how the HeXen wand's laser works and mimicing that with a more cool laser effect. I've been playing a lot of "Russian Overkill" lately, and I liked how they replaced the barrels with item containings ones, and I was thinking of putting in weapon crates that hold random things.

I have tons of extra weapon ideas that I am looking for ways to put in.
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chronoteeth
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Re: [WIP] The Pistol Mod

Post by chronoteeth »

You dont wanna overflow somethin, the max you should do is 20 weapons, 2 per key, and thats generally even then too much. Why not carry em over to like the next mod if you do?
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Crudux Cruo
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Re: [WIP] The Pistol Mod

Post by Crudux Cruo »

Just wanted to let you know i really thought this mod was well done for a first mod. i have no suggestions except that now that you have made a basic mod, try something a little more dynamic and involving, work on spriting, jam in some more effects, and next time... dont make everything all pistols :D
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Sgt. Shivers
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Re: [WIP] The Pistol Mod

Post by Sgt. Shivers »

doomer1 wrote:Just wanted to let you know i really thought this mod was well done for a first mod. i have no suggestions except that now that you have made a basic mod, try something a little more dynamic and involving, work on spriting, jam in some more effects, and next time... dont make everything all pistols :D
Well actually I just finished a Spear of Destiny weapons replacement mod, and I was thinking of moving onto making new enemies.
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Sgt. Shivers
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Re: [WIP] The Pistol Mod

Post by Sgt. Shivers »

A few fixes to stuff and compatability with more stuff added!

EDIT: Almost forgot to add the new weapon :P
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Zhs2
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Re: [WIP] The Pistol Mod

Post by Zhs2 »

I tried out this mod, and it's pretty cool. Definitely amusing for a mod that looks as if it hearkens back to the DEHACKED days. The guns don't look bad at all, too. Kudos if they're completely custom (though the FlakPistol looks like it is aimed too high.) I've also noticed a couple other things with this mod:

- What used to be singular rocket ammo now gives you fifty flares, which is at least half your backpacked ammo capacity. You may have typo'd a 5 into 50 for inventory.amount. For comparison, buckets of flares give you 25 ammo apiece.
- Not to mention that the flaregun itself is a major killer. It deals about as much damage as a standard rocket weapon, but fires much faster and deals damage in its arc as well. I would recommend a subtle nerf to its direct hitting power.
- I didn't feel like using the Mini-buss at all compared to its counterparts, the Se7n and Flakpistol. It felt ridiculously underpowered compared to a completely accurate single-shot pistol with decent stopping power and a ripping projectile (for the record, ripping projectiles are almost always OP due to piercing everything as well as dealing a hit per frame as long as it is touching an actor's hitbox. I feel as if I should make a feature suggestion on this.)
- The Raygun felt like it was using up more ammo than I would have using a plasma gun to kill the same enemies. A tiny buff would be nice, but is probably not necessary given the fact that the weapon is pretty nicely balanced.

Everything else was nicely done. Good work, Sergeant.
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Sgt. Shivers
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Re: [WIP] The Pistol Mod

Post by Sgt. Shivers »

Zhs2 wrote:I tried out this mod, and it's pretty cool. Definitely amusing for a mod that looks as if it hearkens back to the DEHACKED days. The guns don't look bad at all, too. Kudos if they're completely custom (though the FlakPistol looks like it is aimed too high.) I've also noticed a couple other things with this mod:

- What used to be singular rocket ammo now gives you fifty flares, which is at least half your backpacked ammo capacity. You may have typo'd a 5 into 50 for inventory.amount. For comparison, buckets of flares give you 25 ammo apiece.
- Not to mention that the flaregun itself is a major killer. It deals about as much damage as a standard rocket weapon, but fires much faster and deals damage in its arc as well. I would recommend a subtle nerf to its direct hitting power.
- I didn't feel like using the Mini-buss at all compared to its counterparts, the Se7n and Flakpistol. It felt ridiculously underpowered compared to a completely accurate single-shot pistol with decent stopping power and a ripping projectile (for the record, ripping projectiles are almost always OP due to piercing everything as well as dealing a hit per frame as long as it is touching an actor's hitbox. I feel as if I should make a feature suggestion on this.)
- The Raygun felt like it was using up more ammo than I would have using a plasma gun to kill the same enemies. A tiny buff would be nice, but is probably not necessary given the fact that the weapon is pretty nicely balanced.

Everything else was nicely done. Good work, Sergeant.
The 50 ammo was a typo, thanks for mentioning that.
The Mini-Buss has a large pushback so it is better used in open areas to open space between you and an enemy, but I agree it could use a buff.
The Flak Pistol will now fire faster projectiles, but do the same damage, so it doesn't spend much time ripping in enemies.
The Ray-Gun wasn't supposed to be a normal weapon, the regular lasergun was meant to replace the plasma rifle.

Thank you for showing interest in this project. I will update the zip file soon.
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Sgt. Shivers
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Re: [WIP] The Pistol Mod

Post by Sgt. Shivers »

Updated!

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