My Unnamed Weapon Mod

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MaxPower8905
Posts: 39
Joined: Sat Nov 19, 2005 15:03

My Unnamed Weapon Mod

Post by MaxPower8905 »

Here's some info on a decorate weapons mod I've been working on for a little while now.

Mostly Completed Weapons:
1)Phaser Pistol: An energy pistol with unlimited ammo, fires weak energy bolts, also overheats. You start with this.
2.1)9mm Pistol: Starting Weapon, about as powerful as Doom's standard pistol but fires a bit faster, you can also dual wield these.
2.2)Magnum: Powerful handgun, seconday fire fires 3 shots at a time but at a slower rate of fire, I might replace this with something else.
3.1)Stubby Shotgun: Shotgun that fires 7 pellets at a time, seconday fire fires an explosive shell.
3.2)Double Barreled Shotgun: Its a double barreled shotgun so it does twice the damage as the normal shotgun, secondary fire also fires explosive shells.
4)Stealth SMG: A silenced SMG with a 30 round clip, reload with secondary fire, you can dual weild these.
5.1)M-16: Primary fire is a 3 round burst, secondary is full auto but less accurate.
5.2)Heavy Machine Gun: Slower rate of fire than the M-16, but it's more powerful.
6.1)Frag Grenade Launcher: Holds 6 grenades, grenades break up into 6 smaller grenades when they explode, reload with secondary fire.
6.2)Proximity Mine Launcher: Holds 3 Mines, fires a modified version of the mines form the weapon resource wad, reload with secondary fire.
7)Plasma Chaingun: Doesn't actually fire plasma, just uses different bullet puffs, fast firing and powerful, has spin up and spin down times.
8)Flamethrower: Primary fire is a stream of flames, seconday is a napalm shot.

Planned Weapons:
Ion Cannon: Fires homing plasma shots, secondary fire is 4 railgun shots, overheats.
Saw Launcher: Primary fire fires saws that rip through enemies, secondary fire uses the weapon like the chainsaw.
BFG 10k Prototype: a BFG that sometimes overloads until you find the upgrade chip, which fixes that problem and makes it more powerful.

This mod not only has new weapons, but new enemies in addition to the standard Doom ones. Sometimes different enemies will appear instead of the standard ones (for example, the zombieman is somtimes replaced with a M-16 zombie). Also all of the weapons will have some kind of upgrade that you can find for them. There's also friendly marines that replace the megasphere and berzerk packs. There's 4 types of marines, the shotgun marine, M-16 marine, plasma chaingun marine, and grenade launcher marine.

Thats all I have done right now, I'll keep you guys updated as i get more work done. Tell me if you have any suggestions for weapons and powerups and stuff.
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Chronoteeth
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Post by Chronoteeth »

Wow, heh, sounds interesting. This was a surprize thread to me.

EDIT: Instead of those overused M16s, hows about a nice M4 eh?
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MaxPower8905
Posts: 39
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Post by MaxPower8905 »

Well I finally got off my lazy ass and started making some more progress on this thing. Here are a couple of weapon sprites I made from pre-existing weapons that I'm going to use in this:

Stealth Sniper:
http://img45.imageshack.us/img45/9467/s ... ipe2qt.png

Gravity Manipulator:
http://img508.imageshack.us/img508/1143/grvga05ju.png

I also changed a lot of my plans for some of the weapons and redid some of them. Here's an updated list of what weapons are going to be in this:

1)Gravity Manipulator: Has unlimited ammo but will overheat if fired for too long. Repels enemy projectiles. Trying to get this thing to allow you to hold the projectiles in front of you then fire them away when you release the fire button, but I'm not sure if this is possible.

Handguns:
2.1)9mm Pistol: Completely redoing this thing. It's now going to have a 16 round clip so you're going to have to reload it. Trying to find some good graphics for this thing that aren't overused so tell me if you have any that I can use.
2.2)Magnum: Redid this weapon. It now uses Snarboo's modified version of NMN's revolver.

Single Barrel Shotguns:
3.1)Spas-12: A powerful shotgun. Fires 10 pellets with each one doing 8 damage. Holds 8 shells, AltFire reloads the gun. Trying to fix a bug with this gun where it crashes GZDoom when loading in the last shell.
3.2)Auto Shotgun: A clip fed auto shotgun. The clip holds 10 rounds. Has a 7 pellet spread with each one doing 6 damage. AltFire reloads.

Double Barrel Shotguns:
4.1)Assalut Shotgun: Primary fire fires one barrel at a time, AltFire fires both at the same time.
4.2)The Ripper: An extremely powerful shotgun. Primary fire fires a 20 pellet spread with each one doing 8 damage. AltFire fires ripper shots, which are plasma bolts that rip through enemies and bounce off walls.

Snipers:
5.1)Stealth Sniper: A silenced sniper rifle that fires in bursts and has a 30 round clip. AltFire reloads.
5.2)Bolt Action Sniper: Powerful sniper rifle with perfect accuracy. Has a slow rate of fire.

Automatics:
6.1)M4: Fast rate of fire, has a 45 round clip. Thanks for the graphics Chronoteeth.
6.2)Heavy Machine Gun: Has a slower rate of fire than the M4, but the shots are more powerful. Has a 60 round clip.

The rest of the weapons in the mod are described in my previous post. They are the Frag Grenade Launcher, Proximity Mine Launcher, Plasma Chaingun, and the Flamethrower.
Well that's pretty much it for now. I'll post some more info once I get more work done.
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Chronoteeth
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Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Don't have a link to it, but there's a gravity gun done in zdoom somewhere in /idgames. You may have to modify the code, but the base is there.
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TheDarkArchon
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Post by TheDarkArchon »

That's done in ACS, though.
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