[Weapons] Weasel's Arms Dealery

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wildweasel
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[Weapons] Weasel's Arms Dealery

Post by wildweasel »

If I make a single weapon to be used somewhere, it goes here. Yeah, I could always just submit it to Realm667, but that feels a bit impersonal, don't you think?

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...
Image
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
Image
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
Image
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
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DBThanatos
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Re: [Weapons] Weasel's Arms Dealery

Post by DBThanatos »

wildweasel wrote: 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.
Now that's the quote I'll link to from now on, when I explain why I dont want to use any weapons from you. :?

Well, at least this time you made your "rules" clear.
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wildweasel
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Re: [Weapons] Weasel's Arms Dealery

Post by wildweasel »

I didn't intend that as a dig at you, DBThanatos; even after I initially requested that you remove that weapon from AEOD, still others have continued using it (I recall seeing it in 100GunsX and the original AlandoGuns, though I could be wrong...)
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Deimus
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Re: [Weapons] Weasel's Arms Dealery

Post by Deimus »

This makes me happy :D
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Deimus
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Re: [Weapons] Weasel's Arms Dealery

Post by Deimus »

An alternative center version of the M1 garand.
SFM1.PNG
SFM1.PNG (4.79 KiB) Viewed 7435 times
I just reused the previous edit as a base.

The front sight is different though, but its nothing that MS paint can't fix.
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Lord_Z
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Re: [Weapons] Weasel's Arms Dealery

Post by Lord_Z »

That could be used as the player's alt fire for zooming in, which would be pretty cool. Nothing like sniping (or attempting to snipe) a zombie's head off :wink:
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Deimus
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Re: [Weapons] Weasel's Arms Dealery

Post by Deimus »

especially a NAZI ZOMBIE!

haha YEAH!
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wildweasel
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Re: [Weapons] Weasel's Arms Dealery

Post by wildweasel »

Just added an experimental AK-47 to the selection. I didn't design a reload sequence for it, but this may be the ticket for someone looking for a simple alternative to the usual Chaingun. It's also center-view, like the M1, so it will fit more readily with Doom's arsenal.
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Enjay
 
 
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Re: [Weapons] Weasel's Arms Dealery

Post by Enjay »

Nice to see some centred weapons. :yup: Imagine that, a weapon that you actually look down the barrel of and even points in the direction that you are firing. :)

Personally, I've always liked the M1 Garand in games so it's nice to get one in Doom. IMO, it has 4 things that could be tweaked:

1) The firing sound is... odd. I have played MoHAA and COD where the sounds come from but this sounds different. It almost has a hint of plasma-like quality to it.

2) I'd like to be able to see the clip pinging out, even if it vanishes immediately afterwards.

3) It seems to gib zombies a bit too often. Should it be given the +notextremedeath flag?

4) There seem to be a few stray dark pixels in the flash that are briefly visible and look a bit odd.



The AK47 is cool to and functionally I have little to say about it. The graphic is good as a WiP but I reckon it could still do with a little cleaning up.
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Pisstepank
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Re: [Weapons] Weasel's Arms Dealery

Post by Pisstepank »

i love that m1 garrand its a very good weapon even if its centered , i love the reload animation do you will make one for the AK47 ?
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chronoteeth
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Re: [Weapons] Weasel's Arms Dealery

Post by chronoteeth »

Been a long time since i've seen good center sprites. Thanks man, keep up the good work
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Deimus
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Re: [Weapons] Weasel's Arms Dealery

Post by Deimus »

I agree, with Enjay on #1, (IMO) I like the Cold As Hell sounds for the M1.#2 Can be fixed easily And #3, the gibbing would look right if they were head shots.
On a side note I like the firing flash, goes well with the rest of the gun.

Were did you get the hands BTW?

I like the AK47 looks of it so far, Mind I take a shot at the sprite?
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Enjay
 
 
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Re: [Weapons] Weasel's Arms Dealery

Post by Enjay »

Pisstepank wrote:i love that m1 garrand its a very good weapon even if its centered
Weapons should be centred IMO. When you fire a weapon you look down the barrel thereby putting it in the centre of your vision. I've never met anyone who holds a weapon off to the side to fire it like you see in newer video games. You wouldn't hit a bloody thing. Even when carrying a weapon, you don't hold it in that stupid offset position. Clearly, the side position has nothing to do with reality and more to do with showing the weapon in game.
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Re: [Weapons] Weasel's Arms Dealery

Post by NeuralStunner »

Enjay wrote:Clearly, the side position has nothing to do with reality and more to do with showing the weapon in game.
Most Likely. Tops of guns don't look very impressive. With something like a bazooka though, you actually would use it on your shoulder. Of course you would still want some kind of sight for it. (It's usually a pain to aim with side-view weapons.)
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Re: [Weapons] Weasel's Arms Dealery

Post by wildweasel »

The side-view indicates firing from the hip, which in context of a game like Call of Duty would make sense, as your accuracy usually sucks when you're not sighting. On the other hand, if a game allows me to "sight" with the weapon but does not actually align the sights (for example, if I were to use an angled weapon and simply switch to a Doom-style centered weapon when sighting), I consider that cheap as hell and typically dislike games that do that. Worse, if all the game does is zoom in slightly and move the weapon a little (FEAR and Battlefield 1942 did this).
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