ArmedRecruit

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DTDsphere
Posts: 133
Joined: Wed Jun 16, 2010 1:19 pm

ArmedRecruit

Post by DTDsphere »

Image
Download for GZ+ZDoom HERE: ArmedRecruit.pk3
Download for Zandronum HERE: ArmedRecruitMP.pk3
Mirrors:
http://devilhunter.rfc1337.net/wads/Meg ... ecruit.pk3
http://devilhunter.rfc1337.net/wads/Meg ... ruitMP.pk3

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

DM/TDM
UDM3
UDMX
GreenWar

CTF
STCTFMP 1, 2 and 3
3waymadness
st_4way
Spoiler: Credits
Spoiler: Changelog
Spoiler: Extra info
Last edited by DTDsphere on Tue Dec 02, 2014 12:15 am, edited 15 times in total.
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-Ghost-
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Re: ARMEDrecruit

Post by -Ghost- »

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.
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amv2k9
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Re: ARMEDrecruit

Post by amv2k9 »

Any plans on supporting Zandronum?
Xanirus
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Re: ARMEDrecruit

Post by Xanirus »

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!
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DTDsphere
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Re: ARMEDrecruit

Post by DTDsphere »

amv2k9 wrote:Any plans on supporting Zandronum?
Just made it now :)
http://www.mediafire.com/?e7lfgrhnir21823


Also, people saying that it's too easy, try different maps other than the standard doom2 maps.
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-Ghost-
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Re: ARMEDrecruit

Post by -Ghost- »

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.
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DTDsphere
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Re: ARMEDrecruit

Post by DTDsphere »

-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.
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wildweasel
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Re: ARMEDrecruit

Post by wildweasel »

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.
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TheDarkArchon
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Re: ARMEDrecruit

Post by TheDarkArchon »

wildweasel wrote: [edit edit edit] And the pistol used by the Shotgun Marine is by Marty Kirra and TheDarkArchon, if I recall.
That pistol is all Marty.
Xanirus
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Re: ARMEDrecruit

Post by Xanirus »

DTDsphere wrote:
amv2k9 wrote:Any plans on supporting Zandronum?
Just made it now :)
http://www.mediafire.com/?e7lfgrhnir21823


Also, people saying that it's too easy, try different maps other than the standard doom2 maps.
Yeah it was late, I should off, but I was too tired. :D I tend to use stock MAP 01 and 02 to get a feel for any new mod.
Steve1664
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Re: ARMEDrecruit

Post by Steve1664 »

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!
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-Ghost-
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Re: ARMEDrecruit

Post by -Ghost- »

DTDsphere wrote:
-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?
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DTDsphere
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Re: ARMEDrecruit

Post by DTDsphere »

Uhh, there isn't a plasma rifle in this mod, it only uses the plasma rifle graphics. It's a flamethrower.

Also, I've noticed some of you are pointing out that some of the names in the credits are incorrect. Can any make a short list correcting some errors?
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DTDsphere
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Re: ARMEDrecruit

Post by DTDsphere »

So, how's everyone finding this mod?
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Slax
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Re: ARMEDrecruit

Post by Slax »

Neat concepts, pretty meager on features. Watching you play the thing on youtube is more fun than actually playing it yourself. :?

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