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Doomer's overpowered weapons

 
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Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Jun 24, 2008 5:19 pm    Post subject: Doomer's overpowered weapons Reply with quote

[Doomer_hun]

Ok, I had some free time and made this stuff. You can use it in DM,CTF and Cooperative. All the weapons are new or extended, except the chainsaw and the fists. You should try it now, and give me comments Smile

[/Doomer_hun]


Last edited by Body-Guard on Fri Jun 27, 2008 9:31 am; edited 1 time in total
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SuperNova
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Joined: 12 May 2008
Location: Toledo, OH, Clan: >AC<

PostPosted: Tue Jun 24, 2008 6:41 pm    Post subject: Reply with quote

Eh, it's okay I suppose. I'm never really big on weapon mods as it's hard to do what hasn't already been done. The sniper rifle kind of seems a bit useless as there is no zooming in, which defeats the whole purpose.

All in all, it was some good work, but nothing that hasn't been done before.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Jun 24, 2008 7:42 pm    Post subject: Reply with quote

Thx for the comment Smile BTW, are you playing skulltag or zdoom?
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SuperNova
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Joined: 12 May 2008
Location: Toledo, OH, Clan: >AC<

PostPosted: Wed Jun 25, 2008 7:48 am    Post subject: Reply with quote

Body-Guard wrote:
Thx for the comment Smile BTW, are you playing skulltag or zdoom?


ZDaemon, but if you're going to release a wad, you should release it on the basis that all functions, or at least those that seem most appealing, work correctly on any port.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Wed Jun 25, 2008 8:18 am    Post subject: Reply with quote

The wad is designed for Zdaemon ONLY. I have no desire to make it compatible with other ports too. It is a pity that Zdoom and GZdoom don't support DEHSUPP anymore. Since I have no DECORATE support here, I used DEHSUPP for the effects.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Thu Jun 26, 2008 6:58 pm    Post subject: Reply with quote

Version 2.5 is out!

Changelog:
2.0
#Added DECALDEF lump
#Increased the sniper's damage(2x)
#Removed shot dispersion of the G36
#Scaled down the bullet puff(0.4)
#Added a new weapon(Minigun)
2.5
#Fixed some obituary bugs
#Changed the Light Machinegun's sound
#Changed the G36's sound
#Fixed the firing state of the minigun
#Added a CREDITS lump(oh yeah)


Last edited by Body-Guard on Fri Jun 27, 2008 9:27 am; edited 1 time in total
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Fri Jun 27, 2008 1:00 am    Post subject: Reply with quote

SuperNova wrote:
...if you're going to release a wad, you should release it on the basis that all functions, or at least those that seem most appealing, work correctly on any port.

Well yeah, in an ideal world. Sadly it's not as simple as that and this ain't DoomWorld, so as long as it works on this port then we're happy Smile
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Fri Jun 27, 2008 9:29 am    Post subject: Reply with quote

Yep, a new version again. Hopefully there won't be bugs anymore. Updated my previous post.
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TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Sun Oct 26, 2008 7:56 pm    Post subject: Reply with quote

I'll put my review here:

This is a fine weapons mod by Body Guard. It upgrades the familar Doom arsenal with a lineup of blazing new firearms. The guns look nice and all have hands that look consistent with the original doomguy's (my biggest gripe with weapons mods is there tendency to have hands with different glove colors). Overall the guns feel more powerful, shoot faster, and shoot more projectiles than before. Most of the lower level guns really chew through the ammunition, so double ammo really seems to be needed.

Fist: Unchanged
Chainsaw: Upgraded to a fast shooting gun that uses pistol ammo. It doesn't feel quite right to have another gun in this slot, but it's okay I guess.
Pistol: The pistol shoots a touch faster now. I like this one.
Shotgun: Now it is a rifle that shoots in short rapid bursts.
SuperShotgun: Still a supershotun, but it seems to have a slightly slower reloading time.
Chaingun: This guy shoots faster.
Rocket Launcher: Same old graphics, but now it shoots three rockets, making it the new official room clearer. Just hold the fire button and wave the thing around. Razz
Plasma: This one is pretty fun even though it has no new graphics. Every projectile rains down a bunch of smaller yellow projectiles that make for some pretty fireworks.
BFG: Now it is a sniper rifle. It's good for taking down the baddies from a distance (surprise, surprise). It's fun to use especially on revenants.

Overall this wad is pretty slick. It offers some nifty technical enhancements, including some added animation frames to make some weapons have near fluid motion. The main problem I see with this mod is that ammo can definitely be tight in a lot of single player levels (Doom 2 MAP01 on UV leaves you with your fists by the time you exit.). It also would have been nice to see a few more item graphics replaced to give the wad a little more identity, but it's not a key issue. Aside from those things, the guns and functions aren't really original. However, this is a commendable effort and makes Dooming pleasant.

6/10

Screenshot
I've always wanted to do a montage. Razz


Last edited by TheCupboard on Mon Oct 27, 2008 8:53 pm; edited 1 time in total
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Sun Oct 26, 2008 9:28 pm    Post subject: Reply with quote

Thanks for the review, I appreciate it Smile
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Ronald
Rontard


Joined: 17 Aug 2005
Location: Netherlands Clan: [QnB]

PostPosted: Sun Oct 26, 2008 10:04 pm    Post subject: Reply with quote

Body-Guard wrote:
Thanks for the review, I appreciate it Smile


Yes, and it's a very good review too! Well done TheCupboard! Smile
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lockwolf
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Joined: 04 Nov 2004
Location: Nakremy's Pants Posts: More than you

PostPosted: Mon Oct 27, 2008 1:26 am    Post subject: Reply with quote

Damn, beat me to it, I need to be more on top of it for reviews.
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Empyre
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Joined: 13 Dec 2006
Location: Texas, USA

PostPosted: Mon Oct 27, 2008 7:24 am    Post subject: Reply with quote

For some reason, I can't get doomer-overpower_v2.5.wad to work for me in zdaemon single player mode. I just see the normal weapons. Maybe it only works in server-client mode? Could it be the .5.wad extension confusing zdaemon?

*a few minutes later* I just tried it in server-client mode, and it works!
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Mon Oct 27, 2008 12:16 pm    Post subject: Reply with quote

Yeah that piece of punctuation is the reason it won't play offline Empyre.

Oh and a big w00t for TheCupboard! Anybody else feel like dusting off sme off one of these topics and posting a review in there?
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ShizzMasteR
On a Rampage!


Joined: 08 Dec 2005
Location: About the 5000th line of code.

PostPosted: Fri Jan 02, 2009 8:59 am    Post subject: Reply with quote

It occurs to me that I already posted a wad awhile back that had a triple rocket launcher with code exactly the same as this one. I'm not gonna take credit for coming up with that in the first place but that just seems to be a bit too convenient for me (mostly the revenantscorch part since I go heavy on graphics and decals).

The triple rocket launcher and the gun that rains plasma is originally from extrazbr.wad just to let people know. It's not like it's new or anything.

K bye smooches
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Cybershark
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Joined: 05 Jan 2005
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PostPosted: Fri Jan 02, 2009 12:16 pm    Post subject: Reply with quote

WB Shizz.

And yes, credit should absolutely be given. As memory serves then it was your funky rocket launcher in SMweapons2 which clued people into the functionality of DEHSUPP - something that Worst and Doomer have been having much fun with since.
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ShizzMasteR
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Joined: 08 Dec 2005
Location: About the 5000th line of code.

PostPosted: Sun Jan 04, 2009 5:08 am    Post subject: Reply with quote

Wow I didn't know that I actually helped for once...right on lol.
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DoomerMrT
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Joined: 09 Mar 2007
Location: http://destiny-server.ath.cx/forums/

PostPosted: Sun Jan 04, 2009 1:26 pm    Post subject: Reply with quote

Yes you did help some..however your help could be more handy if you'd be more active that time when Worst and I had to figure out the whole dehsupp functionality and how it's works(mostly Worst did it I admit Razz ) The dehsupp lump you had in smweapons2 hasn't got any ties with my one. I have rewritten mine based on Grubber's and with Worst's help. Now I am reading and eating the source code adding more things to my dehsupp lump including hexen stuffs and etc...
Not many knows how to make a functional dehsupp lump you know? You are one of them Cool

And you know, the triple rocket launcher stuff wasn't original even when it was first seen in doom, cuz it's the heretic's crossbow attack, nothing extra Razz

Anyway could you tell me where can I download extrazbr.wad? Never heard about it before, is it for zdaemon or zdoom?
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