Spoiler:I've put a lot of love into X-Weapon from the start, and while that start wasn't pretty, I'm happy with what it has become. Not SATISFIED, mind you - that's saved for more bug fixing, rebalancing, and new content, and so on. However, with a greater proliferation of high-quality angled spritesets, I feel compelled to work on X-Weapon's successor, which will carry the Helsturm title. This, along with Project Operation Unthinkable, will see X-Weapon's updates diminishing in frequency; however, until work actually begins on either Helsturm or POU, I will be refining what I've got right now, in the hopes that my future projects will have an exceptional standard to live up to and grow from.
Anyone looking for the most recent Helsturm transitional build should direct their full attention to clicking on this discolored text...unless you're looking for the newer experimental build, in which case the discolored text you seek is at the bottom of the spoiler above. The normal build of Helsturm is non-functional for reasons I have yet to understand - the experimental build is currently the only working Helsturm build.
A few things before you go on a murderous rampage:
*This mod was designed for GZDoom. It CAN be run in ZDoom, but the visual presentation of the mod will likely suffer for it.
*Reload system is clip-based.
*Every weapon has a rare, upgraded counterpart, which replaces the normal version upon pickup.
*The Doom monsters you all know and love have been given a few much-needed boosts, and a number of them use the same weapons you do!
*That's pretty much it. Get to killing!
X-Weapon screenshots and info:
Spoiler:To-do - Helsturm:
*Polish SSG ADS sprites
*Sprites and new code for shotguns, remaining super shotguns, explosive weapons, energy weapons, and triple chaingun
*Sprites for third pistol
*Possibly new enemies?
To-do - X-Weapon:
*Add CVARS allowing players to select what sets of weapons spawn (normal, upgraded, or unique, or combinations of the three) - sometime soon, I hope
*Balance following user feedback - ongoing
*Sweet-ass altfire for the Explosive Fist - next update
*Configure replacements for other games - update after next
*Give the Tactical SG iron sights - someday
This mod uses a lot of resources from other modders' works - I can only hope that I can do their time and effort justice by using them well. Credit goes out to:
*Wildweasel (the bulk of the mod takes from Accessories to Murder)
*DoomNukem (resources from AtM)
*Voxelbro (voxel casings, assault rifles)
*Eriance (Super Shotgun sprites, sprite base for Tactical Shotgun, Mancubus and Caco sprites, all varieties)
*Slax (base for Magnum sprite work)
*JoeyTD (handless sprites for Tactical Shotgun)
*PillowBlaster (code, hitpuffs from Russian Overkill, BFG selection sound)
*Doomer1 (Nighthawk pistol)
*Mike12 (Demontech Rifle)
*Zrrion (Phasic Launcher, BFG)
*TorridGristle (Explosive Fist)
*IMX (Baby Cacodemon)
*Bane (Quad Shotgun, upgraded BFG)
*MagSigmaX (Altfire select sound)
*BlueShadow (pointer about using NoDelay flag)
If you see any resources in this mod that I didn't give proper credit for, let me know and I'll promptly rectify the issue.
HUD credits go to Esselfortium (original BTSX HUD), Blackfish (code base, HUD structure), and Lippeth (secondary ammo counter line). The No-HUD version of this mod is no longer offered, as I do not wish to support four separate versions of this mod.
I've updated the download link: X-Weapon
If you want just the weapons and no monsters: X-Weapon, sans creatures
And if you want all monsters and no weapons: X-Enemies