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The Ultimate DOOM64 Weapons Pack does what should have been done a looooong time ago, as a definitive full-gameplay mod including returning weapons such as the original Weapon Cast from DOOM64, along with SIX extra weapons to mix in between, which are listed below.
Fun Fact: This mod was made in less than the entirety of March 31st!
Spoiler: Extra Weapons List
SMG (Slot 2)
A Sub-Machine Gun inspired by Brutal Doom, shooting at a much faster firing rate and slightly increased damage. Beta Super Shotgun (Slot 3)
...If you guessed this mod would've included the Beta SSG in a D64-Styled way, You'd be absolutely goddamn correct! Shoots almost the same amount of Bullets as the SSG (20), if not for some less spready-bullets. Assault Rifle (Slot 4)
Do i really need to explain to you how this works, even if it's burst-fire? Grenade Launcher (Slot 5)
Aim, Shoot, and watch the grenade go and make some enemies explode! Railgun (Slot 6)
A basic Railgun that deals 200 damage and costing 10 cells per shot. Nailgun (Slot 8)
Shoots some pretty painful nails, very easily killing enemies... if not for the maximum amount of the ammo you can carry for it being 200 with the backpack, and 100 without the backpack.
THIS MOD WILL WORK WITH AND HOW:
GZDoom: Since this mod works properly with the latest version of Zandronum, (that being 3.1) it's obvious it'll work here.
LZDoom: Same reason as GZ.
Zandronum: This mod was primarly developed with playtesting on Zandronum, meaning this mod will correctly work with any highly advanced version of the ZDoom Kernel, like GZDoom.
Spoiler: Changelog
Version 1.1
Fixed the Nailgun's selection state to properly show its intended sprite.
A quick update to slightly iron out some stuff from previous versions. Probably the last update, until next year again... I dunno. This was a One-Time thing.
pretty cool. just wish a couple things
1 toggleable recoil
2 the unmaker projectile needs to resemble the original doom 64 appearence. it bothers me that the lasers arent looking like they did in doom 64.