Github: https://github.com/Electron7-7/Doom64WeaponsForDoom2
ModDB: https://www.moddb.com/mods/doom64-weapons-for-doom-2
Update: Version 1.1 is here! The Unmaker is fixed!! After weeks of going INSANE I've fixed those damned lasers! You can see a full list of changes as well as some screenshots and a gif in the ModDB update article. As always, feedback is much appreciated and I hope you enjoy!
(And, as usual, I'll put the patch notes from my Github in a reply)
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For my first ever Doom mod, I decided to try something a bit ambitious, but fairly straightforward: re-creating every weapon from Doom64 in Doom2. Honestly, it actually was pretty easy and a decently good way to learn ZScript! The Unmaker, however, made me tear my fuckin' hair out because I waaay overcomplicated the solution to those sprite-based lasers. I'm considering making a YouTube video going in-depth on my process while making this mod if that sounds appealing.
Heads Up: This mod is "finished" and while I'm happy with the end results, the code is fucking atrocious. It's not gonna chug (at least, I'm 90% certain it's not), but it looks like shit and probably smells bad, too. I'll be optimizing it in a future update probably very soon.
Quick Tip: There's a custom options menu for the mod! One of the options toggles whether or not the default weapons of Doom 2 get replaced by the Doom 64 ones. If you toggle it mid-level, your inventory weapons will change but weapon pickups can only be changed when the level first loads (so you'll have to restart/finish the level if you want them replaced as well).
Mappers!: Use this in your maps! I've assigned the proper tags to the weapons and the demon keys and they work like a charm! You might have to fiddle with the demon keys as I think they might be affected by gravity and if you want to disable the ability for the player to replace all classic weapons with Doom64 ones (and vice versa), you'll have to remove the last few bits of code that handle that in the ZScript file, get rid of the MENUDEF lump, and tweak the PlayerController at the top of the ZScript file to have the proper starting weapons (and also delete that function that overrides them).
I'll be polishing this little guy up over the next few weeks or so since I've still got the Doom Modding Bug so if you have feedback, leave it down asasp!
Lastly, have fun!