My rules for these weapons are simple: if you want to use the graphics or sounds out of them, you can as long as you give due credit. If you want to use the entire weapon, I will let you, as long as you give credit (as usual), and also as long as the project is not a standalone weapon mod. I keep seeing the Plasma Bolter I made for the WRW show up in everyone's stupid 999Guns wads and I don't want that happening to these. If it's a map or other project, it's yours. But if you're just going to take my weapons and put them in another weapon patch, nope, I ain't gonna let you do that!
That said, here are the weapons...
Springfield Armory M1 Garand
Caliber: 30.06 Rifle
Magazine Size: 8
Sprites: Deimus, with edits by WildWeasel, muzzle flash by Paul
Sounds: Medal of Honor: Allied Assault, Call of Duty 2
Code: WildWeasel
Notes:
The M1 Garand was the mainstay of the United States Army during the Second World War, and went on to serve as a marksman's rifle during the Korean War and early Vietnam War, after which it was succeeded by its direct descendant, the Springfield M14. The Garand was unparalleled during the War due to its amazing stopping power, high ammo capacity, and semi-automatic fire.
This interpretation of the M1 attempts to replicate the weapon's power, with it taking an average of 1.1 shots to kill most zombie-type enemies. It is balanced as a Shotgun replacement. Alternate fire reloads the weapon (though this is easily changed to a more intuitive Reload key setup).
Download: http://armory.drdteam.org/wwmods/resource/ww-garand.7z
Avtomat Kalashnikova, model of 1947
Caliber: 7.62x39mm
Sprites: WildWeasel, photo-sourced from a toy AK-47, muzzle flash from Powerslave
Sounds: Soldier of Fortune 2
Code: WildWeasel
Notes:
Designed by a former Russian tank commander, the Kalashnikov assault rifle is a timeless design that has been considered the mainstay of most Eastern militias for over 60 years. Cheap to manufacture, reliable, powerful, and common; when you think guerrilla, you think Kalashnikov.
This graphic is considered experimental; the base for it was a photograph I'd taken of a toy AK purchased from a costume shop in 2008. the Doomguy hands were rather hastily added, and probably don't fit too well. This weapon has no reload sequence and has been balanced as a Chaingun replacement. It fires one tic slower than a chaingun, is somewhat less accurate, and deals twice the damage-per-second as the regular Chaingun.
Download: http://armory.drdteam.org/wwmods/resour ... 47photo.7z
The Force-A-Nature (Add-On Weapon for WWHC-Diaz)
Caliber: 12 Gauge 00 Buckshot
Sprites: Xatrix (Redneck Rampage), Monolith (Blood muzzle flashes), Marty Kirra (hands), edit by WildWeasel.
Sounds: Valve (Team Fortress 2)
Code: WildWeasel
Notes:
The Force-A-Nature is a way-too-powerful double barreled shotgun with barrels far wider and shorter than they ought to be, and so much recoil that even a seasoned Agent would slide backwards several inches when firing it. But on the positive side of things, the sheer muzzle energy put out by the Force-A-Nature enables it to deliver extreme knockback to anything that happens to be in the way. (Monster-block lines notwithstanding, anyway.)
I made this weapon as a commission (don't get excited, folks) for Morterkun, who gladly allowed me to release it to the public (several months ago). To use this weapon, you need to load it after WWHC-Diaz.wad, or else ZDoom will crash. The Force-A-Nature replaces the Super Shotgun pickups in game, but does not eliminate the Mauser rifle that originally replaced them. It is not balanced for regular play at all, because it's supposed to be that powerful.
Download: http://armory.drdteam.org/wwmods/resour ... anature.7z