Armory Resource WAD

Here you can chat about the Doom Armory itself, weapon mods, and whatever else that might be related somehow. [Home]

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DoomRater
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Post by DoomRater »

Not to nag, but are these maps going to be ready for download anytime soon? I really want to see the Map level.
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Doomed Soul
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Post by Doomed Soul »

Why? Isn't it going to be like WRW's map? Plain and simple?
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wildweasel
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Post by wildweasel »

Exactly. It's just there to test the weapons. I might add a few touches into it to make it look pretty (or possibly add some "Practical Testing" rooms - I'll explain it if I ever decide to put them in) but it's mostly going to be the same as the WRW's with different textures.
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BlackFish
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Post by BlackFish »

Hey what's up guys. I'm interested in helping but I'm on vacation right now. =D

Anyway I'll add the Aknai RL if Paul allows it (prolly will). I'll also submit the shock rifle (with the shock combo) that was in the old Aknai wad as well. [BTW I dont mean using UT model rips, it was a modified custom gun made from somebody here, I may have a screenie somewhere uploaded in my server somewhere].

I'll get to work in early September.
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Paul
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Post by Paul »

Anyway I'll add the Aknai RL if Paul allows it
You have permission
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BlackFish
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Post by BlackFish »

:P Anyway that RL is really going to be used for another comic/machinema project with the same name, so stay tooned!

The shock rifle may get its own design made by yours truley hehe.
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Alter
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Post by Alter »

I have an idea for your weapon test map! what about if you make teleport pad which weapons will be spawned there? instead of some woody platform make teleport pad to make it more real weapon test that's just my idea :)
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wildweasel
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Post by wildweasel »

Progress on the compilation process...

I've imported all Levels 0 through 2 weapons into their respective wad files, and work has begun on a new test wad (from scratch).

The idea I have for the test wad is that each power level is given a Practical Test room - you enter each room and pick up weapons of that power level while fighting appropriately powered monsters. So far, Power Level 1's room has been finished (a room full of monsters).

For weapons that were not intended to be pickups, I decided instead to give them to the player with wall buttons. Cheesy, yes, but this isn't intended to be a playable wad by any stretch.

Later, I'll work on the rest of the power levels.
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Post by DoomRater »

Make the wall buttons look like locker doors.
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Doomed Soul
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Post by Doomed Soul »

Sniper range, assault rooms, grenade rooms(I know...wtf, like, rooms with alot of corners and hard to reach places), stuff of the like. Kinda like the first level of Covert Opps.
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wildweasel
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Post by wildweasel »

Mattus' previous post has been deleted along with all your other crap. If Mattus posts in here again, use the Image button to report it to me. DO NOT YELL AT MATTUS ANYMORE. It only means that many more posts to delete from the topic, and phpBB makes deleting multiple posts more of a chore than it should be.
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Paul
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Post by Paul »

Right.
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Bouncy
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Post by Bouncy »

wildweasel wrote:Mattus' previous post has been deleted along with all your other crap. If Mattus posts in here again, use the Image button to report it to me. DO NOT YELL AT MATTUS ANYMORE. It only means that many more posts to delete from the topic, and phpBB makes deleting multiple posts more of a chore than it should be.
shouldn't we just ban him already? I do believe he's only here {mostly} for this...and he's being a problem on all fronts so I think he should be. but that's my opinion :\

but otherwise, k, will do.
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Post by DoomRater »

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wildweasel
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Post by wildweasel »

This glock is nice bit a little confusing...

- There's no documentation so I had to read the keyconf lump to figure out that I was supposed to bind a key to +WeapSpec1
- The Alt-Fire only reloads the right-handed pistol, and there's no way to reload the left-handed pistol, save for firing off the entire clip
- Being a WSAD/Mouse type player using HL-style controls, I've got Primary and Secondary fires bound to both mouse buttons. This presents a problem with the need to bind +WeapSpec1, as it means either moving alt-fire to another key, or using the keyboard to fire the left-handed pistol. This doesn't quite apply to me (as my mouse has a fourth button on the side), but even given my extra mouse button, it's still a little awkward to fire both weapons at once.
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