NeoCore (name subject to change) is a pretty simple weapon mod for Doom
-12 new weapons to kill with
-New effects
-Ammo randomization
-Weapons specialized for specific situations...it's time to prioritize your weapons
-Some new enemies too!!!
I'll be continuing work on this mod so do expect things to change (weapons being changed out for something cooler, new weapons in general, the rest of the enemies and items to be replaced) Version 5.0 http://www.mediafire.com/file/zw1p04csa ... 5.rar/file[/size
Spoiler: Changelog
--=4/13/20=--
-Acer Rifle Changed to CQB Bright Cannon
-Most enemies are replaced (only the archvile, both bosses, and the SS Nazi are not, no intentions to replace either)
-Machina Rifle changed to Omni Writer (faster fire rate, smaller clip)
-Gut Pincher now fires two bullets at once, increased mag (but same amount of "shots")
-New Weapon Sounds
-Increased volume on several enemy sounds
--=6/23/16=--
-Changed the fire sounds on the Stone Squid (something with more punch)
-Changed the fire sounds on the Exorcist (no more casing and Echo issues)
-Increased Exorcist magazine size to 12
-Increased Exorcist pellets per shot to 16 (from 15), but decreased the damage per shot to 5.5 (from 5.7)
-Increased the accuracy of the Gut Pincher by one unit both horizontally and vertically
-Increased Constructor explosive radius to 125 (from 110)
--=6/22/16=--
-New Shotgun, the Exorcirst Magnum, replaces the Empress (subject to change)
-New everything for both the Gut Pincher and Stone Squid
-New Plasma Rifle
-High Pile Scrap Cannon functions differently, should be more satisfying to use
-New sprites for Pride Clips
-Added "big" variations for Citrus Shells, Ox Shells, Pride Clips, and Plasma Cells
-New Teleport Gfx
-CloakSphere replaced by Rage Sphere (faster reloading)
-Berserk Pack replaced with Max HP increasing health pack (+5 max hp)
-Added a slight "bloom" effect to the fire sprites on all guns
-Increased chances on enemies to drop ammo
-Replaced Revenant with a Super Imp and a basic plasma zombie (subject to change)
-Replaced sounds on the basic infantry
-More color variety in Blood
What's new?
-New weapons (still trying to work a way around the Sigil)
-3 Classes each with their own weapon sets (except for the machete )
-New Custom Sprites (took a little while to edit all the hands and flashes on to the guns)
-New Items
-New Bad guys
-Terrain Sounds
-Fixed shops for the mod
-New Sky
Spoiler: Screenshots
links no longer work sorry
Spoiler: GAME NOTES
-If the player dashes into the exit of a map before the level 2 dash, the player will be stuck on the start of the next map, just dash again and this will be fixed, the player property of being frozen is removed on level 2 dash so you shouldn't have to worry about that once the dash is upgraded
-Cryo Weapons work differently than the rest of the weapons in the game, THEY NEED HEAT TO FUNCTION, this means the player must use the heat function key (AKA reload) to heat up the weapon, the player can heat up the weapon at no cost of any kind of ammo. Do note like most weapons heat will deplete over time and in this case that's a bad thing, simply "reload" again. Firing will deplete the heat faster (for obvious reasons) - NOT ALL GUNS CAN EJECT THEIR HEAT (via Thermal Clips)if your weapon is not ejecting a thermal clip when there's heat in the gun, it's because the gun doesn't have that ability (a downside to said gun) do not be (too) alarmed, switch to another weapon and wait for heated weapon(s) to cool down
Re: The Martyr (Strife mod)
Posted: Mon Sep 07, 2009 1:11 am
by Mr.Green
Damnit,I was just starting to make Strife Weapon Mod wich's point was being to finally have shotgun on it,but seems it would be certainly useless...
Anyway,this looks very promising. Strife's weapons really does need hella more punch.
Re: The Martyr (Strife mod)
Posted: Mon Sep 07, 2009 1:31 am
by oODemonologistOo
Terrain sounds aren't hard to find, and that video certainly looks interesting to me.
- Bad guys... Me liek !
Re: The Martyr (Strife mod)
Posted: Mon Sep 07, 2009 7:06 am
by Ryan Cordell
Another Strife mod in progress?!
*Makes a strangling gesture.*
( )
Re: The Martyr (Strife mod)
Posted: Mon Sep 07, 2009 9:23 am
by Lord_Z
Strife has been getting a lot of attention these days (that's obviously not a bad thing though). Anyway, nice job with the weapons, they look very cool.
Re: The Martyr (Strife mod)
Posted: Mon Sep 07, 2009 10:02 am
by Shadelight
I think that looks pretty cool. =D
Re: The Martyr (Strife mod)
Posted: Mon Sep 07, 2009 10:08 am
by Dreadopp
Some good looking weapons in there and they look like fun.
Re: The Martyr (Strife mod)
Posted: Mon Sep 07, 2009 10:42 am
by Enjay
I'm glad that Strife is getting some attention. It really needs some good mods. And yes, the weapons being beefed up has to happen.
"Give us a shotgun" cried the resistance.
Re: The Martyr (Strife mod)
Posted: Mon Sep 07, 2009 12:17 pm
by Pisstepank
hey you are zero-x from skulltag ? the one who made armory v3 ? if yes you are , its kewl to see you on zdoom forums ;]
this look very nice ! i looove that shotgun and the doom 3 shotgun turned into grenade launcher !
looking forward too see this released !
Re: The Martyr (Strife mod)
Posted: Mon Sep 07, 2009 12:42 pm
by Sangelothi
Pisstepank wrote:hey you are zero-x from skulltag ? the one who made armory v3 ? if yes you are , its kewl to see you on zdoom forums ;]
ok, i can't test this wad now because of the school :/
this look very nice ! i looove that shotgun and the doom 3 shotgun turned into grenade launcher !
looking forward too see this released !
Oh...yeah, that mod
Also it's not a grenade launcher, it's the new Rocket Launcher. As of the moment I'm trying to balance out the shotgun and the new Assault Rifle, the guns seem pretty balanced so far, they're both quite powerful, but the how rare the ammo is makes up for that, you gotta buy ammo for them if you really want to use the guns. The problem right now is for the Rifle ammo, it replaces the electric bolts, so it only cost 5 gold to gain 30 powerful bullets. I need to find a way to change that
Other than that, everything so far is pretty good
Re: The Martyr (Strife mod)
Posted: Mon Sep 07, 2009 3:01 pm
by Xaser
This is mecha-groovy! Damn good to see something awesome for Strife in the works.
Also, I smell Mechanism Eight.
Re: The Martyr (Strife mod)
Posted: Mon Sep 07, 2009 7:19 pm
by ProjectAngel
Strife's been getting a lot of attention lately.
This mod looks quite promising.
Re: The Martyr (Strife mod)
Posted: Tue Sep 08, 2009 11:25 am
by Xim
This looks cool. A big beef I had with Strife were the weapons kinda getting dry quickly.
Keep it up.
Re: The Martyr (Strife mod)
Posted: Tue Oct 06, 2009 5:34 pm
by Sangelothi
Update yay!
-3 New Classes (look down for more info)
Maliki : your basic class, 100 HP max, and starts with the machete and the Uzi (or Agent Zero TMP by Marty Kirra, which is the only weapon so far that isn't and edit by me)
Gabriel : your berserker class, 200 HP max, just a little slower than Maliki, and starts with the Lead Pipe and Cyclone SMG
Pheonix : your more interesting class, 75 HP max , just a little faster than Maliki, and she starts with the Viro blade (thrown weapon) and the Coyote
EDIT: New Trailer coming out sometime soon!
Also now there's a release date! Check first post...
Re: The Martyr (Strife mod)
Posted: Tue Oct 06, 2009 11:23 pm
by Cardboard Marty
Ah sweet! This is one of the few mods I'm looking forward to! Can't wait to see some more info soon!