
A simple NES themed weaponset, featuring plenty of custom weapon sprites and a few other fun quirks. Load it up with GZDoom or Zandronum, and have fun.
DOWNOAD LINK HERE
Have a few screenshots as well!



My go to is AlfonzoneTheNightATK300 wrote:Nice job Keagan, any recommended mapsets for this?
Spoiler: spooilerAnd lastly, just found out the Projectiles of Solar Pistol and Sophia Blaster do not get affected by the freeze cheat. So that's a thing!
Captain J wrote:Just woke up and saw this. It just got released, quicker than i thought! And again, those 8 bit graphics and reference are marvelous.
So i might play this and give ya some feedback later!
EDIT: Aaaand just played it with good ol TNT and this is very fascinating and retrospective, with tons of 8 bit graphics and sound effects. Kudos for the awesome work! Oh, and feedback:Spoiler: spooilerAnd lastly, just found out the Projectiles of Solar Pistol and Sophia Blaster do not get affected by the freeze cheat. So that's a thing!
Playing more and you're right. It does have range and damage boost. It's still not powerful enough to kill pinkies in two or three hits, but the enhanced knockback effect would do.Combine_Kegan wrote:The berserk pack actually DOES augment the wire, next time you get it, throw out the wire and check the range.
Boost the damage, at least? Not much, but powerful enough to kill a single zombieman.The Holy Water bottle in Castlevania pierces through enemies before smashing to the floor, so I want to keep it that way. I might make the red water bottle bounce off enemies before falling to the ground later though.
That and Solar Pistol. I also just found out this happens to my both mods, Netronian Chaos and Rebel Rumble as well. It's not crucial, but just getting in my way. Adding the Flag, -ALLOWPARTICLES fixes it though.I assume that particle effect is the harmless bulletpuff actor I have with all the weapons to trigger switches, odd that it's showing up.
I think i found a way to add some kind of powerup-indicating stuff to the HUD without having to alter it too much nor editing the SBARINFO: try add Inventory.Icon "CGPUF0" to GoldenHammerPower.At the time I could not add a meter for the golden hammer's duration as this mod is also included in a collab pack where I couldn't alter the HUD. I'm not sure if I'll do anything for that in this though.
Don't get me wrong. It's still powerful and helps a lot when you're surrounded by the enemies. And Alt-Fire is worth using in such situations. But it's just weird that a single up-close bfg blast could kill SMM, or bfg-tier weapons from most of the gameplay mods.The hammer's primary taking two shots to kill a mastermind makes sense seeing as the vanilla BFG ball does a hefty chunk of damage alongside the rays, whereas the hammer has an explosion and the rays. I can probably add +FORCERADIUSDMG to the explosion to bring back that one shot power.
You have a standalone of just the Contra enemies? Link please?Carrotear wrote:Contra Doom Monsters
openroadracer wrote:You have a standalone of just the Contra enemies? Link please?Carrotear wrote:Contra Doom Monsters
(Sincerest apologies for the minor derail.)
Ah, understandable. I can wait.Carrotear wrote:Well first I need permission from the author and work out some other kinks.
Carrotear wrote: Please excuse the bad framerate/lag
Made a quick vid using contra doom monsters and it fits so well. All is missing is a NES jukebox mod and it would be complete.