Operation Apollyon v1.7: Anniversary Edition (11/01/21)

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LossForWords
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Operation Apollyon v1.7: Anniversary Edition (11/01/21)

Post by LossForWords »

Image
so, a few years ago, i started a weapons mod. it was janky, ugly and frankly, just a badly made jumble of community resources and realm667 assets kitbashed into existence.
then one day i deleted my doom files accidentally while removing junk from my pc and never retrieved that mod.
then, after some time and decorate skill development, i made something similar to what i had in mind back then. made some fixes here and there, and boom, here it is.
my first public weapon mod. compatible with lzdoom, gzdoom and zandronum. credits inside the file.
DOWNLOAD HERE (v.1.7)
screenshots(updated properly):
Spoiler:
(Mapset is Scythe 2, monster pack is Rampancy)
Spoiler:
(Mapset is Dimension Of The Boomed, monster pack is Legion Of Bones)
Spoiler:

(Video by Doomenator)
Last edited by LossForWords on Tue Jan 11, 2022 2:10 pm, edited 32 times in total.
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Re: Operation Apollyon: Rebirth v1.1 (11/03/2020)

Post by 3336655445 »

Cool
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Samarai1000
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Re: Operation Apollyon: Rebirth v1.1 (11/03/2020)

Post by Samarai1000 »

This is really darn cool! I like the weapon variety a lot and the animations are very smooth and work nicely, even if they're a bit simplistic. Nice work on your first release!
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Captain J
 
 
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Re: Operation Apollyon: Rebirth v1.1 (11/03/2020)

Post by Captain J »

Quite solid, impressive and powerful mod. That Napalm Cannon one is absolutely a bonkers and i love it. However some weapon sprites seems to be held up too much(Propane Tanker) and others are just large as heck(Pancor Jackhammer).

Also about Napalm Launcher, the flames spawned from it stay rather longer and lags a lot. But other than that, it's quite good!
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LossForWords
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Re: Operation Apollyon: Rebirth v1.2 (12/03/2020)

Post by LossForWords »

alright, moved the tanker and the jackhammer a little lower on the screen, and reduced some of the napalm cannon's flames.
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Dr_Cosmobyte
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Re: Operation Apollyon: Rebirth v1.2: minor fixes (12/03/202

Post by Dr_Cosmobyte »

It took me a while to play it (so many mods are getting updated it's kinda scary =p)

But overall, this is a fine job for your first release! When i saw the name, i knew sprites wouldn't be a problem, and i wasn't disappointed. Gunplay feels good enough, i'd only tackle the HUD (since you have some good HUD sprites) to give it a new face, but that's up to your choices.

Nice job man, keep it up!
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-Ghost-
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Re: Operation Apollyon: Rebirth v1.2: minor fixes (12/03/202

Post by -Ghost- »

I like the weapons as well, though I feel that they could also be a bit smaller. Some of them like the handgun are huge.
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LossForWords
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Re: Operation Apollyon v1.3: in the air of the night (21/03/

Post by LossForWords »

version 1.3 bay-beeeeee!
Spoiler:
get it while it's still fresh!
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LossForWords
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Re: Operation Apollyon v1.4: Macross Missile Party(14/04/20)

Post by LossForWords »

14/4/20. you know what that means...
OPERATION APOLLYON v14, OF COURSE!
Changelog:
The Smol Beans:
-Shotgun rebalanced, slight damage and pellet count tweak!
-Super Shotgun firemodes swapped!
-Railgun scope doesn't alert enemies!
-Certain weapon explosions now cause small quakes!
-Railgun firing sound redone!
The Big Guns:
Propane Tanker properly discarded, and left to rot. Say hello to your new little friend.
The PML-4 Macross Missile Launcher.

Primary fires a single rocket. Secondary fires a 4-round burst of heat-seeking missiles.
Holds 4 rounds. Nice, eh?
Anyways, i think this'll be my last big update to OA. After this it's only if any egregious bugs need to be fixed, i hope.
n-joi, lads.
Last edited by LossForWords on Wed Apr 15, 2020 12:18 pm, edited 2 times in total.
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LossForWords
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Re: Operation Apollyon v1.4: Macross Missile Party(14/04/20)

Post by LossForWords »

small hotfix relating to the thermal weapons and the bfg replacement's pick up sprite.
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LossForWords
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Re: Operation Apollyon v1.5: (minor) Facelifts (14/04/20)

Post by LossForWords »

Version 1.5. Yay.
-replaced the M16 with the IWI Tavor, and the Flamethrower with, well, another Flamethrower. (Models ported by ProgammerNetwork and DamianHandy.)
Fret not, the functionality is still the same.
-Added some new weapon pickup sounds.
-Rescaled some pickup sprites
Anyways, that's about it. have fun, lads.
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Tesculpture
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Re: Operation Apollyon v1.5: (minor) Facelifts (14/04/20)

Post by Tesculpture »

I enjoyed this; it took a while to get used to no first-shot accuracy like vanilla Doom, but it's good.

Do you plan on adding ejecting casings in the future? Those are such good weapon models, I really think they could use it.
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LossForWords
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Re: Operation Apollyon v1.5b: Pretty Bomb Ahead (23/04/20)

Post by LossForWords »

yeah, i have a new version ready. added casings for bullet/shell/grenade weapons, some health pickup/powerup replacements, and remade the pickup messages for the ammo packs.
also you can fire the shotgun/grenade launcher mid-reload.
version 15b here
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Dr_Cosmobyte
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Re: Operation Apollyon v1.5b: Pretty Bomb Ahead (23/04/20)

Post by Dr_Cosmobyte »

Tried latest update and i gotta say, loved the new HUD and new gun designs since first version. Please keep going :)
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BradmanX
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Re: Operation Apollyon v1.5b: Pretty Bomb Ahead (23/04/20)

Post by BradmanX »

Likin' the mod, the weapons feel nice and powerful without feeling too powerful (The MP7 and Jackhammer are particularly nice), and I also like the fact that the mod has some suppressed weapons, which is always a nice sight, the weapons sprites themselves also look pretty good :D

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