Rocket Close because I couldnt think of a better name
What's this?
It's a simple arcade-style minimod where you shoot things to get ammo for rockets to then fire rockets wich give you more rocket ammo and you make your score go really big and get a sick kill combo.
Spoiler: More detailed info
How to play:
You'll need Fire, Alt Fire and Zoom bound.
Use the Primary to fire your machinegun, wich will make enemies drop ammo when hit by bullets.
Use the Secondary to fire a rocket, wich will use a chunk of ammo and deal heavy damage to enemies. Direct rocket hits will make enemies drop a bunch of ammo.
When the blue orb has the big red dot in the middle visible, you can press Zoom to trigger magnetism for 8 seconds, making ammo dropped from hitting enemies quickly make it's way towards you at an extended range.
Powerup Changes:
Magnetism Sphere: Magnetism will make ammo pickups always fly towards you at high speed at extended ranges. Replaces Blur Sphere.
Heat 300% Pack: Your machinegun will fire at an increased speed, but it will passively generate heat. Rockets will vent much more heat and ammo pickups give increased ammo gain.
Scoring system???
Yes! There's a scoring system now. It doesn't affect gameplay (aside from making you want to see the number get bigger, if you enjoy that sort of thing (wich I do inmensely, personally)). Here's a rundown of it:
Killing an enemy will give you half their health as score, and increase your score multiplier by 1.
Your score multiplier can go up to x20, so even zombiemen and imps can give you hundreds of score points.
Hitting things with rockets directly will increase your multiplier by 1 aswell, and if you kill something with a rocket your multiplier will be increased by 2.
If you don't kill things fast enough, however, your multiplier will begin to decrease until you kill something again.
There's also a combo system! It ranks how many enemies you manage to kill before your multiplier begins depleting. At the end of a combo, you'll be awarded points based on how high it gets, and also a ranking! (You can disable the combo ranking, mostly there if you're playing mapsets that don't have high enough enemy numbers to get a high combo.)
If you take damage, you will be penalized, and your multiplier will rapidly decrease for a while, aswell as your combo being cut short. You cannot increase your multiplier or begin a new combo until the penalty stops.
Note: Don't overthink the scoring system so much during gameplay!
Why are my bullets not flying good? Why is it hard to get enough ammo to fill all the rockets? Why ammo fly slow?
Your gun has a Heat mechanic. Firing your machinegun will raise the heat bar, and the more heat it has, it's performance will suffer. Firing a rocket will quickly vent some of the heat.
You will start to get diminishing returns with ammo the more rockets you have stored. Don't hoard them, they're easy to get back and with good mix of rocket fire and machinegun fire you won't have to worry about hoarding them.
Ammo pickups will fly towards you if you're in range. Their speed is heavily reduced while you're firing the machinegun, but will quickly pick up speed when you stop firing. They will always go at max speed towards you if you have magnetism active.
Enemies caught in the splash damage of your rockets and barrels will drop ammo.
Hitting things with your machinegun (aswell as killing things) will give you more leeway before your multiplier begins decreasing.
-Machinegun sprites, Rocket and Explosion sprites by Amuscaria, taken from Eriguns.
-(Currently unused) Shipgun sprites by Skelegant.
-Freedoom Project.
-Sound effects from Thunder Force IV/Lightening Force, Contra Hard Corps and Gunstar Heroes.
-DBIGFONT is the Status Report Big font by Jimmy.
-SMALLFNT is the Syndicate font by Kinsie.
v1.2
-Added scoring system!
-Now comes with new SMALLFONT and BIGFONT so hud text doesnt get overridden by mapsets (hopefully, anyways).
-Very slightly nerfed rocket damage.
v1.1
-Added new sounds for firing mainfire and altfire, rocket explosion sounds and ammo pickup.
-Enemies caught in explosions from rockets or barrels now drop a bit of ammo aswell.
v1.0
-Initial Release
Excellent mod! It's very speedy, easy to pick up and play and has the kind of arcade gameplay I love. Wonderful stuff as usual!
Re: Rocket Close V1.1 [Small Single Weapon Minimod]
Posted: Wed Jan 27, 2021 1:32 am
by Melodica
small update! v1.1 released, changes include:
-New sounds for the weapon and ammo pickups
-Enemies caught in explosions from your rockets and barrels now drop ammo aswell
Re: Rocket Close V1.1 [Small Single Weapon Minimod]
Posted: Wed Jan 27, 2021 1:44 am
by Baratus
This mod is really good, I like how simplistic but technically impressive it is. I feel like I could play this with just about any mapset and immediately have a great time!
Re: Rocket Close V1.1 [Small Single Weapon Minimod]
Posted: Wed Jan 27, 2021 6:29 am
by Captain J
Very simple, very arcade-y and very unique. The overall sound effects are like from the genesis game and it proves why having only one weapon is still enough to beat the game.
Tho only problem is that you get the rocket ammo way easily since you just have to constantly shoot at the target until it dies and it spills a lot of ammo once got hit, especially if the rocket explosion is involved. You basically can exploit it by just spamming rockets if you have Cyberdemon in the horde. Granted, it has no weapons like BFG9000 at all and this is the best way to handle, but i wish the collecting mechanic wasn't so overwhelming, like you can collect the ammo if the target dies or goes to pain state. That is all!
EDIT: Speaking of which, it would be really fun to enjoy if the mod was multiplayer(aka zandronum)-friendly!
Re: Rocket Close V1.1 [Small Single Weapon Minimod]
Posted: Sun Feb 07, 2021 1:06 pm
by Melodica
Updated the mod to v1.2! the main change is the addition of a simple score system, as well as the release of another minimod to accompany Rocket Close, Monster Tweaks, wich currently makes the zombies no longer hitscan.
Captain J wrote:Speaking of which, it would be really fun to enjoy if the mod was multiplayer(aka zandronum)-friendly!
I've thought about it, but given that I don't really play with Zandronum at all (or enjoy working on stuff for it), I feel like it would be wasted effort trying to convert it to be zandronum compatible. I believe the mod should be coop friendly with gzdoom on its own but im not sure, since I've never tested it.
Re: Rocket Close V1.2 [Now with a score system]
Posted: Tue Mar 09, 2021 9:04 am
by dawnbreez
I know this is supposed to be a small mod, but it'd be neat if there were powerups! (Also, some maps use item pickups as script triggers.)
Some ideas:
Spoiler:
Score items! Replace ammo pickups. There's gotta be some reasonable "pick this up for bonus points" sprites somewhere.
Double Shot! Replaces Shotgun, makes the gun fire two shots instead of one.
Hyper Cooler! Replaces Chaingun, gives you additional heat capacity.
Power Beam! Replaces Chainsaw, makes the rockets into deadly piercing beams.
Super Option! What is this, R-Type?! Replaces the Super Shotgun and gives you a little satellite buddy who fires when you fire.
Alternatively, Burst Shot! Simpler replacement for the Super Shotgun. Firing at 0 heat makes a big burst of bullets.
Exploding Shot! Replaces RL. Your bullets explode in a small radius!
Plasma Converter! Replaces plasmagun. More ammo from direct rocket hits! Combined with the Power Beam, you'll have tons of ammo as long as you line up your shots right.
ULTRACANNON! Replaces the BFG. Gives you infinite rapid-fire rockets. Ridiculous rocket rampage!
Each of these would last for the rest of the level, so it'll be pretty hard to get every powerup at once (unless you're on map30 )
I'd be down to help with this, but I'd recommend putting together a git repository first so that it's easier to track and combine the changes.