Ok just so everyone knows, this is ABSOLUTELY not dead, I am still working on this, but I am also expanding my horizons in other projects and things. That is not the only reason I've posted though.
Though its true I am only working on phase 1 right now (plain old vanilla compatible weapons), I am also still planning for phase 2 (full on weapons mod with reloads and brass and stuff.). these are some of the things you can expect in the final production. (about a year off or so from now)
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2.) Nighthawk 10d3 silver casings. x9
A.) Nighthawk+1911 : a 1911 is thrown into the mix, and provides a gun that can fire while the nighthawk is recoiling with its slow slide. 7 damage instead of 10. brass cases for 1911
B.) 1911+1911 : two 1911's both quick and efficient, though not as damaging as the Nighthawk 7d3 x16. The 1911 is a classic commando weapons due to its sheer reliability, but the old design has high recoil, low accuracy, and low ammo capacity.
C) Super Nighthawk: the nighthawk is given compensators, tritium sights, and the upgraded rounds that the ITR mark 1 uses with antiferrum rounds; the pistol has less felt recoil and fire faster. Steel casings. (I was sort of inspired by x weaponing :P) this pistol is going to be pretty unique. I might even put a doomnukem esq scope on there. 15d3 x6
3.) New Washington Slugger
All the changes will be merely function and shell color, but the effects will be cool.
Blue shells, the standard. 5 10d3 per shell x10
A.) Explosive Magnum Round: the 9mm rounds now have a blast radius of about 4 meters each, and make them much more lethal, but they are slower, and you can hold less. Shells are Black. 10 20d3 shot per shell, with 10d3 explosive damage. only manual reload for this cartridge, this round is too long to feed through the system, so all loads would be reloaded manually. also, this has to be fired one at a time. x2
B.) Buckshot loads: 5 shots become 12, spread decreases, pumping is faster, shells are Red. 12 6d3 pellets per shell. recoil is actually more due to the increased amount of powder used to launch the pellets, so pumping takes slightly longer than the standard blue shells. while the rounds are longer, eliminating 2 rounds from the max capacity, they otherwise reload just fine through the system. x8
C.) Wideload Birdshot: a wide spray of about 12x6 that spits out 24 pellets that do 2d3 damage per shell. while its not nearly as lethal as other conventional ammunition, this has a higher chance of hitting targets, and a much higher chance of causing an enemy to be overcome by the sheer shock of it all. best to clear hallways. birdshot will be green. x10. the rounds are the same as the standard shells.
4.) ITRA2
The rifle will be largely the same, but there will be some different graphics for different mods. 7d3 x20 normally, with steel antiferrum laced rounds.
A.) Traditional bullets: classic primers and smaller sizes will be used, as well as a high speed bolt to increase fire rate. however, recoil will be the same as the other rounds, at roughly twice the fire rate. also, these bullets are small, actually a great deal smaller than pistol bullets, doing only a mediocre amount of damage, but two barrels at once can do enough damage. 5d3 x20, twice the speed.
B.) Marksman Rifle: Uses a magnum sniper antiferrum round. the bullet does 16d3 damage with its tapered 8.69mm long cartridge. the recoil on this is so great compensators cannot be used, as in labtests 10/10 rifles that were endurance tested lasted less than 160 rounds. instead, this model uses a bolt action mode. the rifle can also only hold 10 rounds in a detachable magazine. deathly accurate. (.5x.5)
C.) Tactical ITR: featuring a reflex scope, and flash suppressor/silencers, this rifle is the ultimate killing machine. deadly, and quiet, the weapon is perfect in every way, being more accurate, and silent than the original. the only downside is the increased recoil, but it is largely compensated for by the hand grip placed at the end of the rifle.
5.) Seismic grenade. no damage, but stun, or insta death within 15 meters for anything other than a baron of hell. can carry 5. grenades will look almost entirely different from one another.
a.) fragmentation grenades: somewhat medieval, but brutally efficient. has a meager blast radius of 10 meters, but fires little bits of metal at lightning fast speeds, making a very lethal grenade indeed. has an effective range of 30 meters. each shard does 20d3 damage, and rips through foes. one piece of shrapnel can go through a imp, and kill a zombie behind it. note that shrapnel drastically reduces in lethality as speed decreases, which for these shards, is quite easy since they don't bounce at all hardly. can carry 5.
b.) Napalm grenade: with an effective range of 40 meters, this grenade is Impressive; while this grenade does no explosive damage, it will belch out flames in all directions, spreading on the ground. this hellish grenade can block a hallway and roast a baron of hell to death, though, as noted, this is only useful if opponents step in the flames. can carry 3, since napalm grenades are much heavier than conventional grenades.
c.) Satchel charge. 50 meter explosion radius. no flames, no stuns, no after effects, but the concentrated c6 bundle will instantly kill pretty much anything but a cybie or a spider mastermind in 1 shot. unfortunately, this is very weighty, and only one can be carried at a time.
5.) Heat missile launcher. standard missile is a static 1000 damage projectile with splash damage of 7d3 in a radius of 5 meters. x5. steel cased bullet like missile.
changes will be only in the missile.
a.) Yellow belly upgrade. the yellow belly is not nearly as lethal as the heat missile, but can seek a target. does 750 damage. relatively long range, although somewhat slower than the standard.
b.) Viper round. contains a blast charge layered in such a way that the flame licks out of it like a viper, penetrating up to 5mm of steel. this missile spits a ripping flame through enemies that does 50d3 as it rips through enemies. this flame has a short lifespan, as its designed as a incendiary, but in that time it can kill anything yp to 8 meters away, almost anything. the projectile itself does 100d3 damage, then the flame shoots out. yellow painted missile with fins. slower, and short range.
c.) Drunk monk upgrade: the drunk monk missile is actually a container carrying other missiles. these tiny needle like missiles do about 5d3 damage each, and go all over the place. the missile does not launch until 5 meters, so this must have quite a bit of room to be effective, and the missile is quite sluggish, but the missile contains 50 needles that go all over. the reason its called a drunk monk is because the needles pierce their victims then explode, much like a condemning sermon over too much communion wine
I wont be doing too many modifications other than those since it would be an overload. it will have to involve some sort of point system, with upgrades.
edit: with the grenade graphics almost done, it needs to be coded, then I can do the semi auto rocket rifle and the plasma cannon, and that will be the release of phase 1. then I can get into the cool stuff up above. i'll be releasing the grenade, and merging all the weapons into 1 wad to finish up. with my current rate, expect phase one around January or February. at that point, it will be all balanced for classic doom, and all functional.
edit edit: I posted up a basic history update, todo list, and a list of helpers/credits, in preparation for the first release. the time tables are very flexible, so I am hoping to produce things much faster than listed. we will see though, with the holidays.