Making this public.

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

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Logos 'n stuf.

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All the modeling work will go here, which is pretty much the first thing to be
done, pls be patient.

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I picked this track for the TITLEMAP.

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