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 [ZDoom_Mod/Release/NSFW] RV-007 Doom Weapons v09 
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Post [ZDoom_Mod/Release/NSFW] RV-007 Doom Weapons v09
First thing to say, I should make a better project name, but I don't know how to explain this weapons wad.

I like how my weapons turned out. I don't know about other opinions, but it gets all subjective from there so I don't know. It does have a hard time transversing thru maps in the freedoom iwad.

My weapons wad is a release, but I might find some improvements to be change over time.

RV-007 Doom Weapons:
https://archive.org/download/rv-007_doo ... onsv09.wad (80+ mbs)

Skins List:
Spoiler: show
Animilation Skins (for the default DoomPlayer player class):
https://archive.org/download/animilatio ... ns_v04.wad
Blood Cultist Skin (for the default DoomPlayer player class):
https://archive.org/download/rv-007_doo ... kinv00.wad
Custom Marathon Skins (for the default DoomPlayer player class):
https://www.doomworld.com/idgames/skins/cumaskin
Pillsbury Doughboy Skin (for the default DoomPlayer player class [it's a theme on its own {in general or advertisements} so I add this wad here]):
https://archive.org/download/rv-007_doo ... kinv00.wad
West Side Story Skins (for the default DoomPlayer player class):
https://archive.org/download/west_side_ ... insv01.wad
Zeonic Front Skins (for the default DoomPlayer player class):
https://archive.org/download/zeonic_fro ... insv00.wad

Ally Unit Items List:
Spoiler: show
[ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items (various themes, at each map entry):
viewtopic.php?t=17325

Weapons List (no new graphics, but all new [drastic] behavior):
Spoiler: show
0. Hell Chainsaw (trap tactics [useful for non-key doors and elevators {saves ammo}])
Altfire to throw a chainsaw as a grenade-like projectile (consumes 6 hell chainsaw traps).
Collect (reusable) chainsaw traps (both friendly and hostile) for chainsaw ammo (only 1 for weapons use balance).

1. Warp Fist
A warping telestomper on targets (short distance combat and dungeon scumming tactics).
Altfire shoots out a warp fist beacon for warp assistance.
Althold warps self by a small radius and locks into state (until change of weapons or miss of fire state); useful when getting stuck w/ inanimate objects.

2. Flare Pistol (short/anti-air distance combat and stealth tactics)
Shoots bullets that combust into (non-sticky) flames.
Great for wingers.

3. Scope Rifle (short/long distance combat and stealth tactics)
Shotgun now have radial variation of bullets shot.
Altfire switches to scope mode, where 7 bullets focus in one accurate shot! (slow reload time)

4. Auto Shotgun (stand/anti-air combat and retreat tactics)
Your new chaingun; simple and effective (also versatile)!
Hold to tot an anti-aircraft weapon (will recoil backward)!
May consume shells in seconds.

5. Rail Chaingun (any mob combat and advance tactics)
Shoots rails w/ chaingun sound!
Great ripper/rail weapon (rail particles now more like lasers)!
May consume rounds in seconds.
May not be as accurate, but that's why you can rail mobs in the first place.

6. Vrock Launcher (long distance combat and open area tactics [more corpses == more power {vrock has a V for a reason!}])
Shoots a rocket that A_RadiusGive something to ThrustThingZ and A_Explode (w/i radius)!
Here comes heaven!

7. Flamethrower (small mob combat and need to kill train tactics)
Close quarter weapon that could keep advances at bay.
Sticky flames that spread in its duration!
Warning: Ineffective against +BOSS monsters!

8. Nimbus Force Gun (fatal situation combat and take cover tactics)
This is the mushroom cloud that sprays blind BFGs.
Prepare for the radiation waves b/c it's mostly quiet until you hear the screams.

Screenshots:
Spoiler: show
In this weapons mod, the optional class (UAC_Marine) will include the starting items in a visor and radio box (loop may have problems, which is yet to be fixed! [thanks to my slothfulness])
Image

Hell chainsaw, in secondary fire action, watch and see what it can do!
Image

The hell chainsaw rips and slices thru the ZombieMan, which will also leave a chainsaw trap to mow down unwary monsters.
Image

The warp fist in action, let us see in third person view.
Image

It warps, providing explosion radius damage (no telefrag so don't try on +BOSS monsters).
Secondary fire will provide a warp beacon to warp to, utilizing teleportation; of course, if one gets stuck in the walls, a held secondary fire will warp player a bit from his/her/its original coordinates.
Image

Secondary fire from scope rifle will allow zoom in, but also allows an accurate sniping volley of 7 slugs in one shot!
Image

Normal view mode will lose much accuracy from the original shotgun's bullet spread angle.
Did I mention that the shells fire off poisonous pellets?
Image

Flare pistol in action.
Fires off a bullet that explodes into a non-sticky flame.
Image

The pistol is definitely a upgrade in fire power, but it functions as a pistol anyways.
While the chaingunners are hailing me, let's fire another round at our target.
Image

Voila, our target is now down due to two slow non-sticky flames and bullets.
The flame serves more as a pain inducer, which usually stun monsters in their pain state.
The flare pistol weapon is an excellent defense weapon indeed.
Image

The auto shotgun.
Uses half the shells, yet, fires half the pellets.
Image

Proof is read in the ammo counter, do compare.
This weapon is modified with repeat fire so you basically have the likes of a somewhat accurate SpiderMastermind's chaingun.
Did I mention that the shells are poisonous?
Image

The rail chaingun.
Fires off ripper rails, like a lawnmower.
Image

The gun is also poisonous and fast, making full use of poison damage and duration.
If you want to count on poison, count on the rail chaingun.
Image

The vrock launcher.
Watch and observe.
Image

It's raining imps!
Image

The flame torcher.
A strange weapon.
Image

Those flame projectiles are awfully slow, but let's see what they can do.
Image

They emit sticky flames!
Image

Quite the pain inducer, from the projectiles.
Image

What's this?
The burning monsters emit sticky flames too?
See that corpse behind the head shot corpse?
Sticky flames also work a bit on corpses too.
Magnetic!
Image

The nimbus force gun.
Only witness can describe its capability.
Image

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Whoopsies, that's not supposed to happen, lol.
Image

Notes + Standard:
Spoiler: show
+Full requirements:
-ZDoom v2.7.0+ (just for maintaining updated code, of course v2.6.1 was necessary)
-Adjustment of audio setting for optimal music experience
-Familiar knowledge of ACS and doom editing in case of multiple file execution failure (something's up and ACS don't read though

+My #library directive standard (rule exhaustive, but I'm going by the safe side
If you want to play combo with another wad, remember to check its ACS lump for any enter scripts.
If so, depending on the time signature of the scripts's execution, duration, and matter of termination, apply #library "first_fast__base_acs__scripts_lump/rollcrew.acs" to the deemed file's ACS lump with enter script; compiled a copy between A_START and A_END marker lumps.
Any ACS lump with scripts (borrowing action from a source [e.g. map scripts or items]) should #library the ACS lump with the sourced (enter scripts a good example) script in the respective file.
Source as scripts with most first time signatures needs to be #library by less first time signatures, scripts coupled as the exact same type do not have to #library direct.
It's kind of like rebuilding BEHAVIOR lumps judging from the standard observation below.
e.g.
Files with map BEHAVIOR/ACS scripts, files with scripts using Thing_Hate (preset thing/map ACS action/specials/etc), files with scripts that cause simple DECORATE execution (e.g. a simple enter script giving a newly created item), files with scripts with while/for/etc loops using Thing_Hate (preset thing/map ACS action/specials/etc), and files with scripts that cause simple DECORATE execution (e.g. a simple enter script giving a newly created item).
Void/closed script types follow special script types.

+Stuff for show-and-tell:
-If anyone got some graphics/processing issues, use this colormap wad. link (although lower game screen resolution and hardware display adapter helps too)
-Metal boombox! And it kicks ass, lol (now plays music w/ ACS!)
-Player class "UAC Marine" has its own sounds like Duke Nukem or Lo Wang (audio based on NAM game resources)

+Stuff yet/never done:
-n/a

+Stuff currently in progress:
-n/a

_________________
Regurgitator monster in progress.
corea=tyherantno puppet/censorship/(enemy) alien/trojan horse/keepsake-less vermin;
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
Viva Le Resistance! (threat: see website)
Metal tracking mods


Fri Apr 07, 2017 10:49 pm
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Group: Registered users
Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Doom Weapons v09
v09+: Weapons selection order fix
-Alright, it's been too long. I finally fixed the right order of weapon selection. From the most safest and deadly (4), outright suicidal and deadly (3), safest and puny (1), and outright suicidal and puny (1).
-Also, I had been having trouble in getting the shotgun to remove itself when it has no ammo. This is true for alternate fire because it doesn't attack, therefore no use of ammo. Finally got rid of the problem (A_CheckReload checks for any ammo left, then removes [some people might be mad @ me for not letting the shotgun for primarily scoping, but that was its intention and I would have made more single fire weapons then {hey, I need to make variety}]).
-Upload complete, now you can go have fun wrecking havoc. No weapons restriction.

_________________
Regurgitator monster in progress.
corea=tyherantno puppet/censorship/(enemy) alien/trojan horse/keepsake-less vermin;
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
Viva Le Resistance! (threat: see website)
Metal tracking mods


Sat Jan 27, 2018 6:36 pm
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