Re: MR. ANDERSON - WEAPON MOD [BETA 2.1 + TRAILER]

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Cyann3
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Re: MR. ANDERSON - WEAPON MOD [BETA 2.1 + TRAILER]

Post by Cyann3 »

Image
Mr. Anderson is a Gameplay Mod inspired by Max Payne. You control JAKE "CARDIGAN" ANDERSON, a Diehard Detective, who has somehow managed to find himself hundreds of years in the future on the Phobos Moon Base, surrounded by demons. He isn't fully sure what the fuck is going on, but he doesn't really mind. All his life he wanted to live as a Badass action hero, but stupid laws and regulations always held him back, but no longer.




  • Features:
  • New, Contemporary weapons replacing the Defaults. No Plasma guns for Jakey!
  • New Hud, heavily inspired by Max Payne.
  • Reload Animations, and Bullet Tracers, Powered by ZScript Weapons Library!
  • Dual Berettas with Infinite ammo! Make Mr. Woo Proud!
  • Pills! (To use them, use the Inventory Activate binding.)
  • Uh... Yeah, that's about it. I mean, I think the guns are pretty good. I worked hard!
  • Weapons:
  • Shitty Weak-ass Punch
  • Lead Pipe
  • Dual Berettas
  • Remington 870
  • Desert Eagle .50 AE
  • Ingram MAC-10
  • Kalashnikov AK
  • M79 Grenade Launcher
    (Note: Add more details here later.)

To-Do List:
Replace Placeholder Frames and animations for certain weapons.
BFG Replacement
Voiced Protagonist (Unlikely, but Possible)
Bullet Time is NOT going to be a part of this mod. It would be incredibly hard for me to make it, I'm awful at coding.[/list]

Spoiler: SCREENSHOTS (out of date)
Spoiler: CREDITS
DOWNLOAD
Please leave any and all feedback in the replies.
Last edited by Cyann3 on Fri Oct 22, 2021 9:00 am, edited 5 times in total.
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Dr_Cosmobyte
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Dr_Cosmobyte »

Okay! So far, the art style and mod presentation is great!

Ahead to the feedback!

- Punch needs some swishing and impact sounds.
- Pistol can use a quicker muzzleflash tick duration while increasing the other frame durations if you want to keep this fire rate.
- Pistol projectile feels slower, though i think this is intentional for balance questions.
- Maybe it could be only me, but you don't start with a full shotgun reload once you pick it up?
(smooth shotgun animations BTW, loving them)

- Some peeps might not like the big HUD. In the beginning (during your discord posts), i was kinda nosy about it, but looking back, it gives an arcade-ish feel.
- Menu options (main menu and difficulty settings, mainly) could be positioned lower in the screen, while you can keep the upper titles.
- M79 has no muzzle smoke nor recoil on firing. Reloading is looking great so far.

- Personal suggestion: Convert all your sounds to .ogg and you'll cut the sound folder size by half.

This mod is really really fun! Keep it up, i want to see what Mr. Anderson is capable of. ;)
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Cyann3
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Cyann3 »

Thanks for the critique! I appreciate it!
Dr_Cosmobyte wrote: - Punch needs some swishing and impact sounds.
- M79 has no muzzle smoke nor recoil on firing. Reloading is looking great so far.
I got a bit lazy with those two. With the M79 i kinda forgot about it for a while, while with the punch, well, it's mostly just there cuz it's obligatory. I will eventually add sounds and effects though.
Dr_Cosmobyte wrote:- Pistol can use a quicker muzzleflash tick duration while increasing the other frame durations if you want to keep this fire rate.
- Pistol projectile feels slower, though i think this is intentional for balance questions.
The first one I'll keep in mind, the second one I've felt a bit while playtesting it myself, but I decided not to mess with it. Do note, the tracers are Cosmetic. The bullets hitscan.
Dr_Cosmobyte wrote:- Maybe it could be only me, but you don't start with a full shotgun reload once you pick it up?
Yeah, that's a thing. I dunno how to work around it, the shotgun only gives you six shells when you pick it up, I chose that number for balancing, cuz there's soooo many shotgun guys in most mappacks that you always have full ammo. When you pick it up, it has 6 shots loaded, and I dont know how to work around that.
Dr_Cosmobyte wrote:- Some peeps might not like the big HUD. In the beginning (during your discord posts), i was kinda nosy about it, but looking back, it gives an arcade-ish feel.
- Menu options (main menu and difficulty settings, mainly) could be positioned lower in the screen, while you can keep the upper titles.
I wanna change the hud scaling but, frankly, I have no fucking clue how. I kinda like how big it is, but I know that can be a major turnoff for some people.
The second one I'll definitely keep in mind and change later.
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Linz
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Linz »

Well,guess I know another good mod to play this bad boy with : viewtopic.php?f=43&t=57013
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Valherran
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Valherran »

With a project title like that, I was half-expecting this to be Matrix related. heh
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Karl515
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Karl515 »

Pretty nice weapon mod. Some feedback and suggestion.
Are the weapons supposed to be stronger than their vanilla counterparts? If it is, then you might want to tweak the damage output a little bit. For example, the pistols, although they're infinite and fire twice (I think) the speed of the normal pistol, take 4 shots to kill a zombie soldier. But then again, the amount of ammo that you have balances this out too. The weapons feel satisfying to shoot though, resulting in an amazing shootout especially in maps like "The Gantlet".
The character feels sluggish, but it might be an intended effect. Maybe add a lunge/slide move to make the character feel like a badass.
If bullet time won't be added, maybe replace the BFG pickup with an adrenaline item? Like HND's Dead Man's Holster or HAB's All Brake, it makes the time slow down for a bit, essentially replacing the bullet time. Or if that's too hard, an RPG isn't too shabby either.
That's it! I'll be keeping an eye on this mod for sure. Cheers!
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Captain J
 
 
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Captain J »

Fascinating and smooth weapons mod! The animations are nicely smooth and weapons are nicely balanced. It's really a nice usage of ZScript and proves that you can do a lot of stuff with it. Kudos!
Spoiler: And got some feedback too
Also just found out that you can cancel the Remington 870's reloading animation by pressing Reload key again. This is something that i haven't seen from any weapon mod for a while. Good stuff.
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Cyann3
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Cyann3 »

Thanks for the critique and kind words, everyone! I appreciate it a lot!
Karl515 wrote: Are the weapons supposed to be stronger than their vanilla counterparts? If it is, then you might want to tweak the damage output a little bit. For example, the pistols, although they're infinite and fire twice (I think) the speed of the normal pistol, take 4 shots to kill a zombie soldier. But then again, the amount of ammo that you have balances this out too. The weapons feel satisfying to shoot though, resulting in an amazing shootout especially in maps like "The Gantlet".
They are meant to be slightly stronger than the default counterparts, mostly to make up for the lack of a proper BFG like weapon. I messed with balancing a bit but not as much as I wanted to, so I'll probably do more of that soon enough, based on player feedback.
Karl515 wrote:The character feels sluggish, but it might be an intended effect. Maybe add a lunge/slide move to make the character feel like a badass.
Are you playing with Autorun off? If you have it on, I think it provides a much better gameplay experience in general, but that's just me.
Karl515 wrote:If bullet time won't be added, maybe replace the BFG pickup with an adrenaline item? Like HND's Dead Man's Holster or HAB's All Brake, it makes the time slow down for a bit, essentially replacing the bullet time.
That does sound hard, and I wanted to avoid messing with monsters for this mod to make it compatible with as many other mods as I can. I'm not fully sure how that all works. The idea is definitely cool, though, i'm just unsure how possible it is.
Captain J wrote: - So uhh the menu screen looks odd. Is this something related to Scaling Options or Video Mode?
Yes, that definitely is to do with scaling options. IIRC, they added an option that's on by default that stretches the main menu, just search for Disable Clean Menu Scaling and turn that to on.
Captain J wrote: - Berserk replacement doesn't do anything. Unfinished, i can see that. If i could ask for a suggestion, give player a speed/jumping boost?
I wanted to avoid modifying player movement as that can fuck with different maps, and the player movement is already i think high enough that if you increase it, it'll be impossible to move around accurately (see the steroids from duke3d)
Captain J wrote: - Fist animation feels stiff but smooth. And feels really weak, has no hit sound and would alert the enemies.
I'll definitely work on that soon, But, again, I dont think anyone will actually use the fist tbh :P
Captain J wrote: - Jackhammer is fairly balanced, but is still accurate as Remington 870's. The same thing goes to Ingram and AK-47.
I was fairly certain I made the Jackhammer and Ingram less accurate, but I'll look into it.
Captain J wrote: - M79 Grenade Launcher fires again when it's out of ammo, but fires nothing at all.
I was aware of this but I forgot about it cuz I'm a lazy bastard. I'll try to fix that.
Captain J wrote: - AK-47 spawns no empty casings for some reason.
Fuck. How the hell did I miss that?
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Caligari87
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Caligari87 »

Valherran wrote:With a project title like that, I was half-expecting this to be Matrix related. heh
I like to think it is a sort of stealth reference, since the mod seems to be heavily inspired by Max Payne, which itself is Matrix-adjacent due to the use of bullet-time. But that's just my speculation.

8-)
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Colerx
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Colerx »

Nice mod gonna give it a try!!
Linz wrote:Well,guess I know another good mod to play this bad boy with : viewtopic.php?f=43&t=57013
Yeahh good idea :D
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Cyann3
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Cyann3 »

Caligari87 wrote:
Valherran wrote:With a project title like that, I was half-expecting this to be Matrix related. heh
I like to think it is a sort of stealth reference, since the mod seems to be heavily inspired by Max Payne, which itself is Matrix-adjacent due to the use of bullet-time. But that's just my speculation.

8-)
Yeah, that's what I was going for.
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Cyann3
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Cyann3 »



i wanted to have a baseball bat but that's hard as shit so instead we gone have a lead pipe boys
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Wisecrack34
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Wisecrack34 »

Couple ideas for what a BFG could be, hope I can at least give ye some inspiration:
Shoulder Strapped M2 Browning
https://www.youtube.com/watch?v=tEcCPs5YJtk
A Flamethrower: Lots of games get em wrong by using a Hollywood "Blowtorch" version but I think something similar to Final Doomer's Whitemare Flamethrower could be fun
https://youtube.com/clip/UgwdlsNVu5fkK8y2EIx4AaABCQ
BFG 50: A .50 bmg sniper rifle named after the BFG 9000, might be a fun callback to the weapon it's replacing
https://www.youtube.com/watch?v=GWZVj0KzQMQ
M202 Flash: A nifty vietnam-era rocket launcher that could work pretty well as a BFG replacement while fitting neatly into the 80's action aesthetic and being a less common alternative to the RPG-7 as a videogame rocket launcher
https://www.youtube.com/watch?v=mkFU7o3IAaM
Gyrojet Carbine: While not very powerful irl, the Gyrojet is a rocket powered pistol that ended up inspiring the Bolter from 40k. I'd argue that it looks cool enough to be fluffed into becoming a potential BFG replacement (or even a Plasma Gun replacement if you wanna swap the AK to the BFG slot considering that the AK-50 is a thing)
https://i.imgur.com/RYDMwgk.png
https://www.youtube.com/watch?v=W3IiWjdbUZg
Neal 22. Caliber Submachine Gun: While it was never made, a patent going back to the 1940's details a rotary fire SMG with a fire rate of 3000 rounds per minute (About the same as the M134 Minigun). With a bit of creative interpretation I bet it could end up being a really unique and cool option for a BFG replacement despite being designed for .22 in real life
https://guns.fandom.com/wiki/Neal_submachine_gun
https://www.youtube.com/watch?v=NF4Yo1vZ23I
Contender Pistol: Seen quite a bit in 80's action movies, this beast of a break action handgun fires freaking 45-70 ammo, a caliber often used for hunting BEARS
https://64.media.tumblr.com/43202eab0cb ... 8bac4d.jpg
KS-23: A Russian riot shotgun made from rejected anti-aircraft gun barrels, it's the largest bore shotgun in military service today, firing a whopping 4-Gauge shotgun shell with enough force to kill a T-Rex. It comes with multiple ammo variants intended to assist in it's riot policing role but it wouldn't be much of a stretch if you were to give it HE grenade or Dragon's Breath shells to bump up the power just that little bit more
https://i.redd.it/enevto3lgvt31.jpg
https://www.youtube.com/watch?v=tp6plGZVPHo

Hope that one of these might help inspire you with the BFG replacement, absolutely loving the mod so far and I can't wait to see where it goes next :D
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kalensar
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by kalensar »

An OP rail styled sniper rifle would do good for a BFG replace. BMG for BFG?
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kabuto
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by kabuto »

Karl515 wrote:If bullet time won't be added, maybe replace the BFG pickup with an adrenaline item? Like HND's Dead Man's Holster or HAB's All Brake, it makes the time slow down for a bit, essentially replacing the bullet time.
Cyann3 wrote: does sound hard, and I wanted to avoid messing with monsters for this mod to make it compatible with as many other mods as I can. I'm not fully sure how that all works. The idea is definitely cool, though, i'm just unsure how possible it is.
viewtopic.php?t=57013
I think you should check out this

Also some feedback
I think the berettas need a littel more of damage
The Jack hammer needs a bigger magazine, you have to reload all the time with that cadence
The projectile trajectory for the Grenade Launcher has to much weigth. I prefer something more like the plutonia grenade launcher from final doomer.

This is just my opinion of course. Great mod, i hope it will grow bigger and better.
Last edited by kabuto on Sat Sep 11, 2021 6:52 am, edited 1 time in total.

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