Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
ARMEDrecruit is a class based weapons mod with enormous attention to balance.
If you play single player, use the GZ+ZDoom version. If you play multiplayer, use the Zandronum version.
The GZ+ZDoom version allows you to keep your items after a level since it supports 'Inventory.InterHubAmount'.
The Zandronum version supports many game modes, including, Co-op/Survival, Deathmatch/Team Deathmatch ,LMS/Team LMS, Capture the Flag/One Flag CTF, Possession/Team Possession and Terminator.
Gameplay footage:
Spoiler:
Changes to gameplay:
Brand new HUDs, fullscreen and bar.
Stimpacks, Medikits and Armour are now added to the players inventory.
Archviles drop a Tome of Power which changes weapon behaviour drastically.
Classes
There are 3 Classes in this mod that you can play as:
Machinegun guy
Armed with: Pistol and Machinegun.
• The pistol is the most powerful and accurate pistol in this mod but it isn't automatic and quite slow.
• The Machinegun eats ammo fast but deals a ton of damage per second.
• Minigun (Special weapon), slows you down when you're firing it but great for taking out large groups in an open space.
Shotgun guy
Armed with: Automatic-pistol and Shotgun.
• The Automatic pistol is a lot more accurate than the shotgun, it may seem week at first but it does send targets quickly falling with consecutive hits.
• The shotgun is useless for long range, but for close range, it can kill a fully armoured player in 2 hits.
• Flamethrower (Special weapon), melts all tiers of enemies very fast but has a limited range.
Rifle guy
Armed with: Uzi and Rifle.
• The Uzi is only useful at close range. It works really well against crouds of weaker enemies and stunning stronger ones. Ammo is almost always available for it.
• The Rifle is useful at any range in co-op, but in competative modes, you want to keep a distance and use your advantages.
• Rocketlauncher (Special weapon), self explanitory.
All classes are armed with Knives and Grenades.
New Monsters:
Zombiemen are replaced by zombie variations of the classes to drop appropriate ammo.
Nightmare Imps, Nightmare Demons and Nightmare Cacodemons have a 1/100 chance of spawning in place of a normal imp or demon. They are faster, have more health, not harmed by fire or explosions, and a lot more firepower than the normal monsters. They reward you by dropping a Soulsphere on death.
A few suggestions to play with this:
Co-op/Surv/Single Player CChest3 1024CLAUS zPack
Peter Lawrence aka DTDsphere for creating "ArmedRecruit".
Testers:
Peter Lawrence
Swedish Dude
Helten: Discovered bugs
Graphics:
Peter Lawrence: Editing the pickups, HUD, textures for 3D models.
DJ P0N-3: 3D Models.
Mechadon: Font
DaMan: Smooth weapons shotgun.
Helten: Smooth rifle.
Id Software: Machinegun, Shotgun, Rifle and EVERYTHING ELSE!
3D Realms: Uzi
Eriance: Pistol, Handgrenade
Scuba Steve: Knife
Marine Skins:
Xim, Captain Toenail, Boingo_The_Clown, Anthony Cole and Toke
Code:
Peter Lawrence
Dusk: HUD
Helten: Balancing weapons, Armour/Health
Thanks to Cutmanmike for letting me use his Grenade code.
Sounds:
Peter Lawrence: Ripped from everywhere
Helten: Sound effects (various)
Spoiler: Changelog
Dates = (dd/mm/yyyy)
#1.2 (Released on 16/10/2011)
Added more 3D models and retextured some of them.
Remade armour shard sprite.
Fixed a bug where monsters would wake up by you reloading your full weapon and other things related to that.
Fixed a bug with the pistol where it would reload your clip to 13 bullets disregarding if you had 13 bullets left or not, unless you had 0 bullets left.
Fixed a bug where the pistol would appear empty if you have no bullets left in your backpack.
Fixed a bug where bullet casings and clips don't change height on lifts.
Made it so that if it is NOT Survival, SV_Coop_LoseWeapons and SV_Coop_LoseAmmo are no longer forced on.
Removed slowdown on low health.
Added "Stronghold PowerPad" from Realm667 to the Spheres.
Made it so that the reload key is seperate from Altfire, Altfire now throws grenades for all weapons.
Added burstfire accuracy to the Uzi and Machinegun.
Added new reload to Shotgun.
Made it so that monsters can gib, just like the good old Doom.
Added 3 more Weapons, Minigun, Flamethrower and RocketLauncher.
Added more blood colours and added sound effects to the splats.
Added "Tome Of Power" powerup.
Removed the FX you get for having low health.
#1.3 (Released on 8/11/2011)
Made it so that if you pick up a Stimpack on 85 health or less, it gets used automatically.
Made all the weapons undroppable.
Buffed Rifle (against players only).
Buffed Minigun.
Made the Flamethrower less laggy.
Slightly altered the Flamethrower skin, made the muzzle flash yellow.
Fixed LMS support.
#1.4beta (Pre-released on 21/03/2012)
Remade the HUD.
Added more models thanks to DJ P0N-3 (Stimpack, Medikit, Armour).
Added Nightmare Cacodemon.
#1.4 (Released on 24/03/2012)
Fixed the player team colour icon, and a lot of stuff to do with team games.
Fixed pickup sound when you pick up the medikit.
Gave the Nightmare Cacodemon GLDEFS and made him belch green fire, gave him the correct sounds.
Nerfed the Nightmare Cacodemon, made it fire less shots.
Removed unused graphics.
Cleaned up the code a lot. This shouldn't change anything ingame but makes the code easier to read.
Gave the Pistol and Auto-pistol a faster fire rate.
Remade the grenade ammo sprite.
Scaled the throwing grenade to a realistic size, the actor still has the same dimensions.
#1.5 (Released on 27/03/2012)
Added even more models, thanks to DJ PON-3 (Tome of Power, Rocket, Thrown knife).
Changed global.acs to armed.acs, this is to increase compatability with other mods.
Removed the bullet puffs that the flamethrower and thrown knife produce.
Fixed the inventory bar for selecting your item.
The hand holding the shotgun is now normal sized.
Gave ammo, zombies, nightmares DoomEd numbers so mappers can place them freely.
#1.6 (Re-released on 10/04/2012)
Fixed Shotgun guys inability to use his pistol in LMS.
Fixed LMS and TLMS, when you get telefragged on spawn, you now raise your correct weapon.
Fixed team colour indentifier in some gamemodes.
Added Nightmareon and Nightmareoff alias as an alternative to entering SV_FastMonsters and SV_MonsterRespawn.
Added even more models!! Thanks to DJ P0N-3 (Keycards and Skullkeys).
Made the pick-up messages for magazines say magazines rather than clip.
#Zandronum (Released on 7/06/2012)
Fixed armour GLDEFS.
Supports Zandronum rather than Skulltag.
#Final(Released on 8/10/2012)
Only compatable with Zandronum.
When the player stands still. He will look like he is aiming (use chasecam to see or play online).
Fixed the lack of Archvile fire graphics in Doom 1 for the Flamethrower.
Rifle acts different. Standing still will make you aim down sights.
Fixed bots inability to use special weapons.
#ARMEDrecruit(Released on 25/12/2012)
Fixed inf. grenades bug when you were using the Tome Of Power,
Fixed 3D model of the Armour pickup. It was facing the wrong way.
On ARMEDrecruit exclusive maps. Intentionally placed ammo could be picked up by any class.
Fixed the minigun skin, There was a muzzleflash when the player was standing still.
Nerfed the slowdown on firing the minigun (and on cooking a grenade) to make it more usable in firefights.
Added another HUD.
Made the bullet casings exit out of the right place on the MachineGun, Minigun and the Chaingunguy.
Added more controls; Use Stimpack, Use Medikit, Use MarineArmour, Use Tome Of Power.
Changed the positions of the items on the HUD to form a + layout rather than stacking them all vertically.
#ARMEDrecruit2013(Released on 10/09/2013)
Gave special weapons more ammo.
Buffed FlameThrower (Tome of power).
Removed earthquake effect from using the FlameThrower.
Added DSFLAMST sound from Doom 2 into this pk3 since it's missing when you run this with Doom 1.
Added voxels of items.
Fixed special weapons switching instantly when out of ammo.
Cyberdemons can no longer infight.
Stimpacks and Medikits carry over into the next map.
Improved accuracy of the Minigun.
Tweaked pistol code, it now plays the weapon raise and lower sound properly.
Rebalanced weapon reload times.
Replaced a few sounds.
Fixed HUD being odd at some resolutions.
Tweaked HUD to show you ammo for your special weapon at all times to stop you forgetting you have it.
#ArmedRecruit(Released on 28/11/2014)
Scaled the flamethrower flames from 0.6 to 0.3.
Instead of Rocket Ammo spawning a Stimpack every time, it now has a 25% chance of spawning Grenades instead.
Fixed bug where using a Tome of Power, you would have infinite cooked grenades with weapons that reload.
Removed Interpolate Health and Armor from the HUD because it's stupid and annoying.
Brand new bar HUD to replace the terrible old one.
Finalised entire project. Thanks to everyone who has helped along the way.
#ArmedRecruitMP(Released on 28/11/2014)
Zandronum support for ARMEDrecruit. Adds bots and support for all multiplayer gamemodes.
Spoiler: Extra info
This gamemode is unable to be played on Nightmare difficulty. There is a way to simulate Nightmare on this mod though. Type in the console:
Then play on Ultra-Violence. The gameplay will be identical to Nightmare mode (except that you are still able to use cheats).
To reset it so that you can play normally, type in the console:
I was only playing though the Brutalized E1 (solo UV), but the mod feels a bit too easy. The Nightmare monsters don't seem tough enough to warrant dropping a Soulsphere; I'd encounter 2-3 per level or so so I was constantly topping off from like 190 health back to 200. The weapons do a ton of damage so you're able to drop whole crowds without much risk. Cool idea though, it probably just works better in MP, since I was playing by myself.
Aye, it does seem a bit easy. Maybe have enemies do more damage? Each class also seems to be begging to have a few more weapons....what I can't think of yet, but at least three more to fill out Doom's standard arsenal. As it stands it does seem more suited to deathmatch types.
Xanirus wrote:Aye, it does seem a bit easy. Maybe have enemies do more damage? Each class also seems to be begging to have a few more weapons....what I can't think of yet, but at least three more to fill out Doom's standard arsenal. As it stands it does seem more suited to deathmatch types.
Other than that though, I love it!
Yeah, the weapon selection felt a little too limited considering you'd have only those all game. I can see the need for the other classes though. Shotgunner or machine gunner deal with the up close baddies while the rifleman shoots long range targets and uses his single target DPS on tougher monsters.
-Ghost- wrote:Yeah, the weapon selection felt a little too limited considering you'd have only those all game. I can see the need for the other classes though. Shotgunner or machine gunner deal with the up close baddies while the rifleman shoots long range targets and uses his single target DPS on tougher monsters.
Did you ever find a "special weapon"? They come in funny looking backpacks.
You should really get around to defining a Statusbar Normal that isn't blank. Right now, it just displays a huge block of Hall-of-Mirrors.
[edit] In your credits section, the pistol used by the Machinegun Marine was drawn by Cory Whittle and edited by me. Its firing sound is, if I remember correctly, from Half-Life 2.
[edit edit] And the grey-suited zombie enemies with skull heads, did you get those from Agent Hernandez?
[edit edit edit] And the pistol used by the Shotgun Marine is by Marty Kirra and TheDarkArchon, if I recall.
Yeah, this could use a bit more fleshing out, maybe by giving each class access to at least one of the more "exotic" weapons as a readily available pickup outside of what you start with suited to their class. . . maybe let the machinegunner use the plasma rifle, the shotgunner use the SSG, and the rifleman use something like the rocket launcher for long-range effectiveness against multiple targets (or some kind of suitable marksman weapon). It's good as it is, but there's always room for improvement if you ever get around to it!
-Ghost- wrote:Yeah, the weapon selection felt a little too limited considering you'd have only those all game. I can see the need for the other classes though. Shotgunner or machine gunner deal with the up close baddies while the rifleman shoots long range targets and uses his single target DPS on tougher monsters.
Did you ever find a "special weapon"? They come in funny looking backpacks.
Do you mean like the plasma rifle, rocket launcher, etc?