Doom with bits on
Moderator: wildweasel
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				Chronoteeth  
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
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				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
*Added berserker damage to flashlight and knife
*Added reload frames to the plasmarifle
*Added secondary fire to BFG9000
http://rapidshare.de/files/6884695/DoomWBO.zip.html
			
			
									
						
										
						*Added reload frames to the plasmarifle
*Added secondary fire to BFG9000
http://rapidshare.de/files/6884695/DoomWBO.zip.html
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				Chronoteeth  
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
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				TheDarkArchon  
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
A little something for the unmaker. Can anyone guess what it is? 
			
			
									
						
										
						
Code: Select all
ACTOR Unmaker : Weapon 11094 
{ 
   Inventory.PickupSound "misc/w_pkup" 
   Inventory.PickupMessage "What the $%*& is THIS?!" 
   Weapon.AmmoType "DarkSoul" 
   Weapon.AmmoGive 40 
   Weapon.AmmoUse 1 
   Weapon.AmmoUse2 15
   Inventory.Icon LGUNA0 
   AttackSound "weapons/unmkrlzr"
   States 
   { 
   Spawn: 
      LGUN A -1 
      Loop 
   Ready: 
      UNKF A 1 A_WeaponReady 
      Loop 
   Deselect: 
      UNKF A 1 A_Lower 
      Loop 
   Select: 
      UNKF A 1 A_Raise 
      Loop 
   Fire: 
      UNMK A 0 A_JumpIfInventory("UnmakerSide",1,5)
      UNKF A 0 A_PlayWeaponSound("weapons/unmkrlzr")
      UNKF A 0 A_GunFlash
      UNKF B 5 BRIGHT A_RailAttack(30,1,1,none,"FF 11 00")
      UNKF A 5 A_GiveInventory("UnmakerSide",999)
      Goto ready
      UNKF A 0 A_PlayWeaponSound("weapons/unmkrlzr")
      UNKF A 0 A_GunFlash
      UNKF C 5 BRIGHT A_RailAttack(30,-1,1,none,"FF 11 00")
      UNKF A 5 A_TakeInventory("UnmakerSide",999)
      goto Ready
   Flash:
      NULL A 2 BRIGHT A_Light1
      NULL A 2 BRIGHT A_Light2
      TNT1 A 0 BRIGHT A_Light0
      Stop
   } 
} 
ACTOR UnmakerSide : Ammo
{
Inventory.MaxAmount 1
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 1
Inventory.Icon TNT1A0
}
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				TawmDee
- Posts: 18
- Joined: Sat Sep 10, 2005 23:04
Awesome mod!
Some suggestions for some reason.
- Better decal, blood or general effects for all weapons or monsters really. EG: Different explosion sprite, different plasma projectile effects? Also maybe you could add projectile trails to each monsters projectile, and other specific effects for each monster (such as bullet ejections for the Spider Mastermind). I'm just nitpicky like that - it's not exceedingly important - but it'd be nice, I guess
- Also, maybe some awesome gib effects like ROTT or something.
- er.. few more new monsters?
These aren't important at all, but just things I'd like to see for some reason.
Good work on this WAD
			
			
									
						
										
						Some suggestions for some reason.
- Better decal, blood or general effects for all weapons or monsters really. EG: Different explosion sprite, different plasma projectile effects? Also maybe you could add projectile trails to each monsters projectile, and other specific effects for each monster (such as bullet ejections for the Spider Mastermind). I'm just nitpicky like that - it's not exceedingly important - but it'd be nice, I guess

- Also, maybe some awesome gib effects like ROTT or something.
- er.. few more new monsters?

These aren't important at all, but just things I'd like to see for some reason.
Good work on this WAD
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				Spray  
- Posts: 13
- Joined: Wed Jul 06, 2005 21:12
The weapons and enemies are awesome, but I'm not fond of the new sounds. Some of them are pretty good, actually, mainly the switch, door, elevator, teleport (I love that one), item respawn and pickup sounds. The rest sound very "muddy" and indistinct, especially the monster snarls and screams, and fireballs. The weapon reload and shell sounds are fine, though.
There's also the issue with certain monsters no longer being "deaf" and hearing through walls and such, but as far as I can tell, that can't be helped, and it's not really that big of a deal.
<3 the Dark Claw, by the way.
			
			
									
						
										
						There's also the issue with certain monsters no longer being "deaf" and hearing through walls and such, but as far as I can tell, that can't be helped, and it's not really that big of a deal.
<3 the Dark Claw, by the way.
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				TheDarkArchon  
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
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				Soultaker  
- Posts: 219
- Joined: Fri Sep 02, 2005 8:26
- Location: Capping some zombies Gangsta Style.
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				TheDarkArchon  
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
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				Soultaker  
- Posts: 219
- Joined: Fri Sep 02, 2005 8:26
- Location: Capping some zombies Gangsta Style.
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				wildweasel  
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
I just checked this out today, and I gotta say that I approve greatly. The weapon selection is just a bit lacking though, in my opinion - at the very least, maybe some new sounds would do them some good (especially where the shotguns and energy weapons are concerned).
I recommend looking up and downloading some replacement weapon models for Counter-Strike from someplace like CSNation or CSBanana, as a lot of the time they contain new sounds that work quite well for weapons like these.
As for the energy weapons...not sure where to look for that stuff these days...
			
			
									
						
										
						I recommend looking up and downloading some replacement weapon models for Counter-Strike from someplace like CSNation or CSBanana, as a lot of the time they contain new sounds that work quite well for weapons like these.
As for the energy weapons...not sure where to look for that stuff these days...
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				Inuyasha_989
- Posts: 60
- Joined: Sun Sep 04, 2005 3:05
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				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
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				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24

 Glad to see my stuff being used!
 Glad to see my stuff being used!