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README.md
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README.md
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### SWWM GZ
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#### Revived through Doom Tournament
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--
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SWWM GZ brings to GZDoom a "best of" collection of custom weapons I've made for
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Unreal Tournament, plus many new things that didn't make the cut there.
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This is the very first fully original add-on on top of Doom Tournament.
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--
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### The weapons
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The arsenal this mod brings to the table is composed mainly of stupidly
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overpowered weapons, which has been my specialty for years.
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Some weapons may have extra functions attached to the reload or zoom buttons,
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so don't forget to bind those too.
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All weapons also have a quick melee attack using the Weapon State 1 button,
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this is optional but may help to have it bound too.
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#### Pusher (slot 1), replaces Chainsaw
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What was going to be the new melee weapon in Ultra Suite 2, but it never
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happened. A pimped up jackhammer.
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Primary fire drills at whatever you're facing.
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Secondary fire pulls the drill head back all the way in, then on button release
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pushes it back out with immense force. This will pretty much pierce a hole
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through anything, plus there's a random chance you'll lose grip on the weapon
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and it'll go flying until it hits something.
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#### Deep Impact Airblaster (slot 1), replaces Fist
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The signature SWWM melee weapon, an Impact Hammer on steroids.
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Primary fire is your usual compressed air push, you can use it to deflect
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projectiles, push away enemies, or help yourself jump higher.
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Secondary fire is now hold-to-charge. The device compresses air as hard as it
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can, then releases a massive airblast at Mach 3 that will tear apart everything
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on its way.
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Reload pumps up more compressed air, for use by the primary fire. Note that
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after using secondary fire you will always be without any air for primary.
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Equipped by default on spawned players.
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#### Explodium Gun (slot 2), replaces Pistol
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Primary firearm, another staple of the series, but more volatile than ever.
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A pocket rocket, a trusty ol' gun that uses Explodium-filled bullets to wreak
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some havoc.
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Primary fire is the usual good ol' explosive shot. Has considerable knockback,
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but not really lethal damage.
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Secondary fire is pretty much the same but faster and less accurate.
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Reload reloads (duh). If the current clip isn't empty, you'll fling it at
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enemies and it'll explode for increased damage. The yield will be proportional
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to the ammo left in it.
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Equipped by default on spawned players. Cannot be dual wielded, that'd just be
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too much. Has infinite ammo.
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#### Spreadgun (slot 3), replaces Shotgun
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Coming from the Doom modding side of things, this gun really packs a punch, but
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is kind of unwieldy to use, and can sometimes jam.
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Primary fire fires, duh. Depending on the loaded ammo the effects may vary.
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Note that if the gun is jammed and you keep spamming this it will eventually
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misfire and explode in your face, with varying results. It's rumored that this
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mistake was the downfall of a famous terrorist.
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Secondary fire switches ammo type for the next shot to be loaded.
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Reload unloads the current shell and loads a new one. Unspent shells are
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re-added to their respective ammo type pool.
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Zoom gives it a lil' whack if it's jammed, otherwise it acts as a very
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inaccurate shot.
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The Spreadgun uses 10 gauge ammunition (like the Quadshot), with four types
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available, with varying spawn rates:
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- Standard shotshell (red). Lots of tiny pellets ready to tear enemies to
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shreds. The most common spawn.
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- Slug (green). Concentrated damage in a single, large projectile.
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- Dragon's breath (white). Fiery pain in one shot for everything in front of
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you. Not very effective underwater, but still deals some small heat damage.
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Rare spawn.
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- Kinylum saltshot (cyan). Highly volatile pieces of Kinylum that leave behind
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a trail of burning plasma. Rare spawn.
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- "Fuck your shit" round (black). A special home-made incendiary ammo type
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that only an absolute madman would have come up with. Sets everything on
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fire (potentially including yourself). Very rare spawn.
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- Golden shell (self-explanatory color). An extremely rare, but very valuable
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type. Fires a sabot packed with a very dense, high-grade Explodium charge,
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the shell also contains some gold glitter, but it's just for show. Clearly
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designed by someone completely insane, and definitely guaranteed to not
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fail catastrophically and blow up your gun, your hands, your arms, and the
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rest of your upper body. Unlike the others, this one is only available as a
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rare drop from boss monsters.
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#### Blackmann Wallbuster (slot 4), replaces Super Shotgun
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A ludicrously overkill weapon, courtesy of the always-overkill Blackmann Arms.
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Sporting 5 groups of 5 barrels, for a grand total of 25. Everything in front
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of you is pretty much dead. Can only use shotshell and slugs.
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Primary fire shoots one barrel at a time.
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Secondary fire shoots five barrels at once, watch out for the recoil.
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Press the zoom button to fire all barrels at the same time, but keep in mind
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this might kill you too if you're not well protected.
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Reload reloads (obviously). The process is very complicated so I'll explain it
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better as a list:
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- Press fire to change the ammo type to load.
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- Press altfire to queue reloads, if the selected ammo is exhausted, you will
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be prompted to reselect one.
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- Press zoom to undo the last action (or cancel if there's nothing to undo).
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- In single player, the game is paused when you're in the queueing process, so
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you can take your time, but in coop you better have someone to cover you
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while you micromanage this beast.
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- Since it's actually just a menu, you can also cancel by closing it.
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- The reload menu can also be helpful to see the current status of all loaded
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barrels.
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- Press reload again to start filling it up (or cancel if there's no queue).
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- While loading shells, you can stop the reload by pressing any weapon button.
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- If the current barrel group can be loaded in one go, will use a speed
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loader, otherwise the shells are loaded either two or one at a time.
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- The weapon has a mechanism that prevents unspent shells from being ejected,
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so those will stay there until they're fired.
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People like to nickname it the "Ballbuster". You'll see why.
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#### Eviscerator (slot 5), replaces Chaingun
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The pleasure of shrapnel spamming. Make hot steaming pain rain upon your
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enemies.
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Primary fire deploys a curtain of hot lead, it covers a rather wide angle.
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Secondary fire unleashes the shitstorm bomb. If you thought primary fire was
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spammy, think again.
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Reload toggles between wide spread (default) and tight spread for primary.
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This weapon made the Unreal Engine cry, so GZDoom may suffer a lot too.
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#### Hellblazer (slot 6), replaces Rocket Launcher
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Another signature weapon of the SWWM series. Rebranded to distance itself from
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its original inspiration.
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Primary fire shoots a hot flaming rocket that unleashes hell in a wide area.
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Secondary fire lobs it as a grenade that will bounce around.
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Reload changes the ammo type, there are four options:
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- Hellblazer missiles. The standard ammunition, highly explosive.
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- Hellblazer crackshots. Cluster bombs, all sorts of little bits that fly
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around after the initial blast, and have some heatseeking to them.
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- Hellblazer ravagers. Wide range incendiary missiles, the flames will engulf
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pretty much everything around itself.
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- Hellblazer warheads. Frickin' nukes, keep your distance.
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Zoom enters scoped mode, for long range shots.
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This thing is more explosive than it looks, so if you're reading this, Icarus,
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DO NOT use it at close range.
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#### Legacy Sparkster (slot 7), replaces Plasma Rifle
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No dicking around with model numbers here. This is a legacy model that uses
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what's best described as "sentient lightning".
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Primary fire releases small blobs of energy that have some slight seeking
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abilities.
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Secondary fire is a concentrated beam shot, a very old thing from the original
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UnSX 1 incarnation. The beam can penetrate multiple solid targets.
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Reload deploys a capsule that releases a massive sphere of pure energy
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that tracks down any hostile targets. It has a rather limited lifespan, and can
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be even shot down.
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If the beam hits either of the other energy blobs, they will detonate with
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highly amplified damage and range.
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#### Blackmann-Forx Silver Bullet JET (slot 8), replaces Plasma Rifle (rare)
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A lighter (43kg), higher caliber (1.150 XSB) variant of the original Silver
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Bullet, with built-in recoil compensation. This thing kills almost everything
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in one shot, provided you can aim straight.
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Primary fire shoots, duh.
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Secondary fire toggles stationary mode, which can help with aiming. Note that
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while in this state you can't switch weapons or use melee.
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Reload reloads (what else is new).
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Zoom uses the scope. Can be held to go up to 16x.
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The jet recoil compensators can potentially deal damage to yourself if you
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don't have any armor, so be careful.
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#### Candy Gun (slot 9), replaces BFG9000
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Coming from an old unreleased weapon mini-mod, the candy gun is like an
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explodium gun on steroids.
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Primary fire releases explosive candy bullets. The blasts are a tasty treat of
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pain.
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Secondary fire is a charged shot, emptying the whole mag at once. This causes
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a delicious blast of sweetness and death.
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Reload reloads. If the current mag is not empty it will be flung at enemies
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for extra explosiveness.
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Zoom throws the weapon away, armed and ready to explode if it hits
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anyone or anything. The blast area for this is pretty ridiculous. You can hold
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spare guns, by the way.
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Pickups for this weapon may come in various amounts, from single units to packs
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of 5 if you're lucky.
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#### Ynykron Artifact (slot 0), replaces BFG9000 (rare)
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Popularly known as the "Death Cannon". One of the four ultimate weapons
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commissioned by the mad dictator god Nedoshiaan, before his defeat.
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Primary fire initiates the charge process for one shot. Once it has completed
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charging, using either fire button will release the shot. Make sure to keep
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some distance from your targets, because the resulting blast has a pretty
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nasty amount of splash damage.
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Secondary fire initiates a reverse charge process for another shot. The result
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of this is an implosion of massive strength located at a singular point, which
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temporarily creates a miniature black hole that will eat up anything that's not
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bolted down, including yourself.
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Reloading cancels the charge. Ammo will not be wasted, but it will have to vent
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for a while longer than after firing normally. Note that you can't cancel if
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it's already full.
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Unlike its previous incarnation in SWWM Platinum, this one doesn't have such an
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obscene pre-fire delay, so it's much easier to land a shot.
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--
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### The pickups
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Of course some powerups are needed, too.
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Healing items restore health (duh).
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Armor does exactly what you'd expect.
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All of these items can be carried in your inventory indefinitely before use,
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except in deathmatch, where they're activated immediately. Healing items are
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always used immediately if they can heal you or you're about to die (with the
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lowest tier healing items taking priority). Armor is immediately carried if you
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don't have any of that type on you, or if your existing armor drains and you
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have a spare.
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#### Health Nugget, replaces Health Bonus
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Health nuggets increase health by 5% up to a cap of 2000.
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#### Health Tetrahedron, replaces Stimpak
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Health tetrahedrons provide a 50% health boost up to a cap of 1000.
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#### Health Cube, replaces Medkit
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Health cubes provide a 100% health boost up to a cap of 1000.
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#### Refresher, replaces Soulsphere
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This artifact provides a massive boost of health to 5000, plus a regeneration
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effect that heals 10% every 5 seconds, for up to 60 seconds, thus it doubles
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as a powerup. Like other health items, the Refresher is auto-activated if
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you're about to die, though it sometimes won't be enough to save you.
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#### Armor Nugget, replaces Armor Bonus
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Cumulative armor items that can increase resistance to all damage by as much
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as you can find. Each nugget adds 5% to the total. Above 100%, damage gets
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turned into additional health (up to the standard 1000% cap).
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The upper cap for these is 500%.
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Protection decreases by a 10% of absorbed damage.
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#### Blast Suit, replaces Green Armor
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The blast suit is a nice little light armor which provides a 75% reduction to
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damage and an additional 50% to splash damage.
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Can handle a total of 5000 damage before breaking.
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#### War Armor, replaces Blue Armor
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Decent armor, protects very well against all damage. Reduction factors are as
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follows:
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* 90% reduction for elemental (fire, ice, electric, etc.)
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* 80% reduction to everything else
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* 70% reduction for all splash damage (multiplicative on top of the other two)
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The armor can eat up a total of 10000 damage before breaking.
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#### Grilled Cheese Sandwich, replaces Megasphere
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The ultimate meal. Grants a full 10000 health and magically gives you a full
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stack of armor nuggets, a blast suit and a war armor. In addition it prevents
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you from dying at all if it autoactivates on low health.
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#### Ghost Artifact, replaces Blur Sphere
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Actual 100% invisibility guaranteed, a relic from the old UnSX days.
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The ghost artifact is capable of turning you absolutely invisible when standing
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still, and just slightly more visible when moving, depending on speed.
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Firing of course nullifies the effect for a while.
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This powerup lasts 60 seconds.
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#### Ragekit, replaces Berserk
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The ragekit is a special item that has some... interesting effects.
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Quadruples damage dealt, doubles movement speed, halves damage taken... and has
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the side effect of turning you into a screaming beast.
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Ragequit happens after 30 seconds.
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#### Gravity suppressor, replaces Radsuit
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Continuing with the "replace jump boots with flight" decision in previous mods,
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this time you'll be getting a proper easy to control antigravity powerup.
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For 60 seconds, you can swim around in the air. Just be careful with height
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when the effect is about to run out.
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#### Fucking Invinciball, replaces Invulnerability
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This thing makes you impervious to pretty much everything excluding the Ynykron
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Artifact.
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You're fucking invincible for a total of 90 seconds.
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--
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### The HUD
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Pretty simplistic so it doesn't get in the way of the action. Some things may
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be configurable.
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#### Top left corner
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Chat and critical messages. Max lines of each type configurable, along with
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their lifespan.
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#### Top right corner
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Obituaries. Same options.
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#### Bottom left corner
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Your health and armor, along with an inventory bar.
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#### Bottom border
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Pickup messages. Can configure how many to display and how long they stay, plus
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an additional option to merge repeated messages (given a multiplier suffix).
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#### Bottom right corner
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Current equipped weapon stats. Ammo(s) and such. Below it, the weapon
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slots.
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#### Targeter
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Because in the middle of the chaos that is this mod you might have a hard time
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trying to figure out where everything is in between explosions and massive
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smoke clouds, a targeter has been implemented, which will show the following:
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* Players and monsters: Draws an identificative label and a health bar. The bar
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only measures their health up to default limits, so overhealed players will
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show up with a full bar until their health drops down below 1000. When they
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take damage or get healed, a number (either negative or positive) will show
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up below the health bar indicating the cumulative increase/decrease. The
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targeter only picks up enemies in your direct line of sight and can only show
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up to 40 individual bars, giving priority to the nearest enemies.
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* Keys: Key items will be marked and labeled, along with a little distance
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indicator in map units.
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These components are toggleable.
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--
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### The Player Classes
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In order to save time with modeling and whatnot, there's only one player class
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with one skin: The Demolitionist. A rather ambiguous-looking fully suited up
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individual who deeply enjoys playing around with all these weapons. The model
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has some parts that support player colors, which honestly is a major advantage
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over the uncolored DT and Doomreal models. Their voice type can be configured
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separately from the player's own gender, by the way.
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graphics/README.md
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Logos 'n stuf.
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BIN
graphics/SWWMGZLogo.png
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BIN
graphics/SWWMGZLogo.png
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After Width: | Height: | Size: 1.2 MiB |
BIN
graphics/UnSXLogo.png
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BIN
graphics/UnSXLogo.png
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After Width: | Height: | Size: 126 KiB |
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models/README.md
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models/README.md
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All the modeling work will go here, which is pretty much the first thing to be
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done, pls be patient.
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I picked this track for the TITLEMAP.
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BIN
music/TRAUMATI.XM
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BIN
music/TRAUMATI.XM
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