Weapons of Saturn

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FlynnTaggart777
Posts: 26
Joined: Tue Dec 24, 2013 9:46 pm

Re: [UPDATE May 31, 2014] Weapons of Saturn

Post by FlynnTaggart777 »

Thank you! I'm not exactly changing everything back to Vanilla DOOM. For starters I like the new rocket launcher and assault rifle. Also, I added new sound effects. The whole purpose of my mod of your mod is to kind of be like the Doom comic.

Anyway, here is my minor modification that I made. It's not exactly finished yet though. I'm still kind of working on it. If anyone would like to add to it or improve on it, then by all means go ahead.

http://www.mediafire.com/download/cv477 ... Saturn.zip
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Lippeth
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Re: [UPDATE May 31, 2014] Weapons of Saturn

Post by Lippeth »

Ah, fair enough. I'm still planning to change the RL's firing frames to look less vanilla and make the reloading frames look less Brütal. Also, if you or anyone creates or comes across some decent plasma rifle sprites, I may ask to use and edit them.

EDIT: Wow, you've modded a fairly old version of WOS. I update the link somewhat often without much notice. I wonder if I should start adding version numbers for clarity.

As far as this project goes, I'm still stuck as far as secondary attacks go for the chainsaw and chaingun. I have a placeholder for the chaingun but it doesn't quite cut it. I'm all ears to suggestion.
FlynnTaggart777
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Re: [UPDATE May 31, 2014] Weapons of Saturn

Post by FlynnTaggart777 »

I have a suggestion. Perhaps you should make it kind of like in that Brutal DOOM addon.

You know where the secondary fire is spinning it up while holding the bullets in your hand? Or having it spin up beforehand? Something along the lines of the DOOM Comic.

For the Chainsaw I would say thrusting it forward would be a great secondary attack.

Also, what version did I edit?! And did you like my plasma rifle? Are the new sound FX good? I am currently going to be replacing the pistol sound fx with the pistol sound fx from Army of Darkness. Also, one a little bit of a side note....

Is there a way me or you could add in those red Chainsaw sprites into your mod/my modification of your mod?

I'm going to implement Aliens TC pistol sound effect for the pistol.

Also I have some SMG sprites I'd like to share with you. I am not entirely sure if these would be of use to you... but here you go. These are Mike12's by the way, I just compiled this.

http://www.mediafire.com/download/9ibd7 ... PRITES.zip

Also, I would like to see a SSG that looks like the one from Evil Dead 2/Army of Darkness.
NiGHTMARE
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Re: Weapons of Saturn [UPDATE July 02, 2014]

Post by NiGHTMARE »

Just curious: what map is that in the screenshot in the first post?
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Average
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Re: Weapons of Saturn [UPDATE July 02, 2014]

Post by Average »

Hey Lippeth. Why does the thread title say that there's an up date for July 2 but the last build is from May? Just curious. :)
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Lippeth
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Re: Weapons of Saturn [UPDATE July 02, 2014]

Post by Lippeth »

Aw snap, I forgot to change the date by the link, thanks for catching that!

The screenshot is map03 from Lunatic.
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Average
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Re: Weapons of Saturn [UPDATE July 02, 2014]

Post by Average »

So, it's a new update then? Cool beans. :)
Toberone
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Re: Weapons of Saturn [UPDATE July 02, 2014]

Post by Toberone »

I have nothing of value to input about this, but I just wanted to say that this is very well made and the sound quality is top notch. Seriously, this is some good ear candy.

Edit: actually I do have something to say, the colt has a different colored muzzle flash then all the other weapons, and the shotguns ads doesn't actually line up to where it shoots, rifle doesn't either but it has a red dot for reference
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Miskude
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Re: Weapons of Saturn [UPDATE July 02, 2014]

Post by Miskude »

Did you make that modified version of Ketchup? I like the fact that the blood color is right for the Cacodemons, Barons of Hell and Hellknights. Somebody tried to make something like that, but the colored blood didn't attach to the ceiling and it looked weird.
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Lippeth
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Re: Weapons of Saturn [UPDATE July 07, 2014]

Post by Lippeth »

Yes I did, but I never wanted to release it or include it with anything because I haven't asked for permission, and I believe the original creator is no longer a part of the community. I can pm it to you if you'd like.
Toberone wrote:the colt has a different colored muzzle flash then all the other weapons, and the shotguns ads doesn't actually line up to where it shoots, rifle doesn't either but it has a red dot for reference
Thanks for the compliments and feedback! I added new flash frames to the 1911 for consistency and finished the reload animations while I was at it, but I'm afraid I don't see what you mean with the ads modes. They seem to line up for me just fine. If you're referring to the spread size and pattern of the bullet grouping, then that was an intentional decision.
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Miskude
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Re: Weapons of Saturn [UPDATE July 07, 2014]

Post by Miskude »

Lippeth wrote:Yes I did, but I never wanted to release it or include it with anything because I haven't asked for permission, and I believe the original creator is no longer a part of the community. I can pm it to you if you'd like.
I would actually like it to be honest, it's the only thing that irritates me about that mod. Also, your mod is really cool, I'm digging it.
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Hellstorm Archon
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Re: Weapons of Saturn [UPDATE July 07, 2014]

Post by Hellstorm Archon »

I just wanted to post here to say how fantastic this mini-mod is. I do have quite some things to say about it though:

-Is the shotgun really supposed to be loaded with 9 shells?

-I really like the alt fire for the chaingun, since it's completely different from the usual minigun alternate attack, which is usually just winding it up to make it shoot faster. I recommend keeping this alt fire in.

-As a suggestion, perhaps the plasma rifle's alternative fire could be a railgun blast? Most of the other weapons have an alternate firing mode, so why not that one?

-Another suggestion is that instead of having the BFG ball do it's regular thing, perhaps it could act like Doom 3's/Quake 2's BFG ball, lasing enemies in the vicinity before the big blast? And possibly more powerful lasers can be fired from the ball as the BFG itself is charged even further.

-Concerning the Ketchup Gore mod, I do remember the original author saying that it was completely free to use for anything, so I don't think you would need to worry about asking for permission.

-Speaking of mods that can be used, why not take a look at a mini-mod named Random Deaths and Animations (http://forum.zdoom.org/viewtopic.php?f= ... cj#p757905)? Just about every enemy has multiple death animations, and even decorations are randomized with frequency? Yes, I checked, and the author allows for its reuse.
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TheMightyHeracross
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Re: Weapons of Saturn [UPDATE July 07, 2014]

Post by TheMightyHeracross »

Hellstorm Archon wrote:-Is the shotgun really supposed to be loaded with 9 shells?
1 loaded after pumping, then 8 in the internal magazine.
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Lippeth
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Re: Weapons of Saturn [UPDATE July 07, 2014]

Post by Lippeth »

Thanks a lot for the input. Yes, the shotgun is designed with a tube mag for 8 shells, plus one in the chamber. I've thought about 6+1 but chose 8 for balance reasons.

My current issue with the chaingun's alt fire is that it fires plasma but uses regular chaingun ammo, even though the animation actually takes the ammo belt out of the feed. I've brainstormed this idea into the ground and all I can come up with is to animate a hand that shoves a plasma mag into the regular feed, charging and infusing the rounds with plasma and then taking it out again when releasing alt fire.

The Plasma Rifle used to fire a railgun attack as secondary, but I've designed everything else around not using a Y axis, so I decided to remove it because it contradicts the point of this mod by the way it fires. I've left the code in but slashed it out for those who still prefer the railgun. I personally like the horizontal plasma wave that is currently the secondary.

I agree that the BFG ball could be amped up a bit. I'll work on this

I may include my version of the Ketchup mod in my project's zip file, but I don't want to add it to the actual mod file because I want to keep this a weapon only mod (aside from the Nazis which I'm thinking of removing anyway for compatibility) which brings me to your last suggestion. I want this project to stay compatible with any monster or gore mod that anyone wants to play it with.
jimbob
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Re: Weapons of Saturn [UPDATE July 07, 2014]

Post by jimbob »

I have a small issue with firing the shotgun. When firing it manually repeatedly, sometimes it does not fire. I have to press the fire key again.

You could offer your ketchup gore mod version as a seperate download. I would like to have it. :)

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