# DOOM TOURNAMENT What began as a test for importing UT vertex meshes has turned into an actual full UT weapon and item mod. This mod requires GZDoom 4.2.3 or later. ## Currently implemented - Flak Cannon (slot 8) - ASMD Shock Rifle (slot 4) - Redeemer (slot 0) - 6 Degrees of Freedom movement with manual tilt (reload/zoom buttons) - GES Biorifle (slot 3) - Pulsegun (slot 5) (with optional beta reload) - Health - Big Keg O' Health (soulsphere) - Beta Super Health (medkit) - Health Pack (stimpak) - Health Vial (health bonus) - Some configuration options - Damage Amplifier (berserk) - Keys - Backpack - Armor - Armor Bonus (armor bonus) - Thigh Pads (green armor) - Body Armor (blue armor) - Shield Belt (megasphere) - Invisibility (blursphere) - Computer Map (computer area map) - Searchlight (light amplification visor) - Enhanced Shock Rifle (slot 4, limited ammo, invulnerability sphere) - Instagib DM mode - UT HUD - Impact Hammer (slot 1) - Chainsaw (slot 1) - Option to make chainsaw use ammo (random drop from enemies killed without it) - Translocator (slot 1) - Option to make it use regenerating ammo like in UT2k4 - Enforcer (slot 2) - Dual Enforcers (slot 2) - Restored reloading (optional) - Ripper (slot 6) - Jump Boots (radsuit, has "iron boots" powerup effect to compensate) - Minigun (slot 7) - Sniper Rifle (slot 0) - Rocket Launcher (slot 9) - "Instant Rocket" mode toggleable with reload - Scaling/Customization options for the HUD - UT-like player movement physics - Visual recoil affecting aim (improved A_Swing from Soundless Mound, can be toggled) - UT-like weapon dropping style - UT player classes - Heretic compatibility - Spanish localization - UT gore system (WIP, toggleable) - Liquid splashes - Original Invulnerability and Night Vision items ## In progress - N/A, this is the 1.0.1 release ## Planned - Stuff for 1.1 - Fancy titlemap like Doomreal. - Touch up blood/gibbing features. At the moment, Nashgore is still a superior alternative. - Hexen/Strife compatibility ??? - Stuff for much later - Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once scripted textures are implemented - Redo player models once GZDoom gets a well deserved model animation system overhaul (mainly to clean up the current, messy implementation of this) - Add weapon attachment support to player models when that is also added in (at the moment all player models have an integrated placeholder weapon) ## Known bugs - Biorifle sludge doesn't attach properly when it lands on the edge between sectors. This is most noticeable with moving sectors and 3d floors.