CODENAME: DEMOLITIONIST a.k.a. Some Weird Weapons Mod: GZDoom Edition -------------------------------------------- (C)2020-2023 Marisa the Magician - UnSX Team Index of contents: 1. Introduction 1.1. It's back! 1.2. The Story So Far 2. Inventory 2.1. Weaponry 2.1.1. Deep Impact 2.1.2. Explodium Gun 2.1.3. Spreadgun 2.1.4. Wallbuster 2.1.5. Eviscerator 2.1.6. Hellblazer 2.1.7. Biospark Carbine 2.1.8. Silver Bullet JET 2.1.9. Candy Gun 2.1.A. Ynykron Artifact 2.2. Powerups 2.2.1. Grilled Cheese Sandwich 2.2.2. Elemental Coating 2.2.3. Ghost Artifact 2.2.4. Ragekit 2.2.5. Gravity Suppressor 2.2.6. Fucking Invinciball 2.2.7. Hammerspace Embiggener 2.2.8. Universal Ammo Fabricator 2.2.9. Lämp 2.2.A. Omnisight 2.2.B. Mykradvo Artifact 2.2.C. Devastation Sigil 2.2.D. Divine Sprite 2.2.E. Safety Tether 2.3. Armors 2.4. Health 2.5. Others 2.6. DLC Weapon Set 2.6.1. Itamex Hammer 2.6.2. Plasma Blaster 2.6.3. Puntzer Beta 2.6.4. Puntzer Gamma 2.6.5. Sheen HMG 2.6.6. Quadravol 2.6.7. Sparkster Rifle 2.6.8. Mortal Rifle 2.6.9. Ray-Khom 2.6.A. Rafan-Kos 3. Credits 3.1. UnSX Team Is 3.2. Special Thanks 1. Introduction --------------- "Start reading from here" - Me in most of my previous projects' readme files 1.1. It's back! - - - - - - - - Surprise surprise, after a decade of delving into other works, I have made my epic return! The SWWM series has been, in a way, "rebooted" through this here project, and so it goes. The UT side of things is pretty much dead for me, I've jumped ship to GZDoom and boy are the pastures far greener and tastier here. 1.2. The Story So Far - - - - - - - - - - - You are a Demolitionist, an autonomous combat unit devised by genius nerd gremlin and CTO of Akari Labs Saya Miyamoto, with additional feature work from various collaborators, including a sentient AI core by Nekuratek, a robust chassis from Unissix Crafts, a durable battery from the Tach-Engine Technology Institute, potent jets from Forx Aeronautics and last but not least, trusty Hammerspace Containers from Cyrus Enterprises. Added to this is your arsenal, also composed of various bits and pieces provided by partners of Saya herself, making you one of the deadliest machines out there. So, what is the purpose you were built for? Why, of course, to get rid of all those pesky demons that have suddenly begun invading Earth. The UAC has ruined everything once again, shoving their noses into things they shouldn't mess with as your creator announces. Those idiots think just one of their puny space marines can do the job, but she's not buying that. And so, that's why you're here. Time to explode some demon knees. 2. Inventory ------------ There's a whole lot of stuff here, trust me. This ain't your usual weapons replacer with just seven lil' slots and that's it, oh no no, it goes deeper. 2.1. Weaponry - - - - - - - As you'd expect, there are some familiar faces here from the old SWWM and Ultra Suite lineups, along with other hidden gems from unreleased works. And this time, none of that cheap retexture bullshit. We're doing all-original model work here, and it won't be ugly crap like in SWWM Platinum Ep2, oh no. I've learned since then, I've had time to practice and get good. You'll see... 2.1.1. Deep Impact Slot 1. Melee weapon. Available at start. A staple of SWWM, compressed air gun cranked to eleven. Primary fire blows, can deflect projectiles or push you and enemies around. Secondary fire charges up a big thicc air bullet that rips hard. Remember to keep this puppy recharged by pumping more air, especially for that altfire, which requires 100% charge. 2.1.2. Explodium Gun Slot 2. Pistol. Available at start. Another SWWM staple, the pocket exploder. Primary fire just goes shoot. Stuff will blow up. Secondary fire arms the mag and throws it as a grenade. Stronger the more bullets you have left in it. You can have two of them, by the way. 2.1.3. Spreadgun Slot 3. Shotgun. Coming from Instant Action 3, of all places, here's this thing. Primary fire fires (duh). Secondary fire switches to golden shells (if you've got any). Reload does what you'd expect it to do. This thing may be unwieldy, but boy does it let you use some fun ammo types. 2.1.4. Wallbuster Slot 4. Revolver shotgun. A slight readjustment of a weapon from Total Destruction (cancelled). Primary fire fires one barrel. Secondary fire fires five barrels. Tertiary fire fires all barrels. Reload will start topping up the gun with shells, one cylinder at a time, until you press it again or any fire button. Shooting multiple barrels may allow you to bust doors, bars, and other structures, quite handy. 2.1.5. Eviscerator Slot 5. Flak cannon. It's back, and it's still pure unadulterated danmaku. Primary fire shoots out all them metal bits. Secondary fire shoots out the whole shell as a grenade. Tertiary fire toggles between wide and tight spread. A rare case of a weapon that doesn't need to reload, as it pulls in ammo from your inventory directly. 2.1.6. Hellblazer Slot 6. Rocket launcher. We've seen its predecessors before, but now it's time for the new cool kid, the long-awaited Mk3 model of this marriage between demonic and human technology. Primary fire shoots the rocket. You can hold it to preload a couple more for a burst attack. Tapping the opposite button while doing so will stop the preload. Secondary fire launches it as a bouncing grenade. Same deal. Tertiary fire, when holding in some rockets, will select targets for seeking. Reload does what you'd expect. But when holding rockets, it clears any selected seek targets. That's pretty much all. 2.1.7. Biospark Carbine Slot 7. Energy weapon. The Sparkster is back, but not in pog form however. Primary fire shoots a beam, just like in its UnSX 1 incarnation. Secondary fire shoots them balls. You can combo these two, obviously. Tertiary fire ejects the ammo core turning it into a heatseeking orb of death. Reload reloads. You can stack two mags together if you want, for more shoots, at the price of some slight unstability (you might hurt yourself with it). 2.1.8. Silver Bullet JET Slot 8. Anti-Materiel rifle. The big and bulky brother of that unwieldy thing from Ultra Suite. Primary fire (you guessed it) shoots. Secondary fire cycles the bolt. Reload does what you'd expect. Tertiary fire is a zoom. Hold to keep increasing the zoom factor, up to 16x. Crouching with this weapon braces it and disengages the recoil compensator, which can definitely cause some self-hurt from how hot the jet gas can get. 2.1.9. Candy Gun Slot 9. Pistol (but very strong). A tasty treat of sweetness and DEATH. From the lost forever™ Weirdweapons pack. Primary fire does the thing. Secondary fire does also the same thing as its slot 2 counterpart. Holding secondary and primary fire (in that order) will switch to yeeting the entire damn gun, for some absurd reason. It's very effective, though. Considering that you can dispose of it like that, you can hold some spares. 2.1.A. Ynykron Artifact Slot 0. Divine WMD (replica). The good ol' Mortal Cannon, now in all its unadulterated glory. Primary fire initiates the charge process. Once done, a second press ignites the beam, destroying everything in a straight line, and causing some very nice chain reactions too. Really good for massive hordes. Secondary fire will flip the ammo box around. Don't do this, you don't want to see what happens when you charge and fire it later. Don't say I didn't warn you (you won't be able to, you'll be dead by then). If you spotted a certain detail in the docs of the cancelled SWWM Z, you may have noticed that the "Mortal Cannon" and "Ynykron" were separate weapons there. Well, let's just say that funky lore reasons™ have merged both of them together. 2.2. Powerups - - - - - - - Very much needed little things here. 2.2.1. Grilled Cheese Sandwich The ultimate meal. Full 1000 health and full armor to boot. If you'd rather keep it preserved nice and warm in your inventory, it might autoactivate to prevent your untimely death, too. Note that you can't eat one again until you're back at 500 health or lower. 2.2.2. Elemental Coating A rehash of the ol' Barrier from other SWWM versions. Although it can't deflect bullets anymore, it instead soaks up all elemental damage, allowing you to wade through dangerous environmental hazards safely. 2.2.3. Ghost Artifact Invisibility, basically. Have fun distracting enemies with it as they fruitlessly try to attack literally nothing at the last spot they heard you. 2.2.4. Ragekit It makes you angry, and also stronger and faster, but especially angry. Eight times the melee damage, two times the fast, four times the damage resistance... but boy are you going to scream. 2.2.5. Gravity Suppressor Pops up on Heretic and Hexen. Lets you fly around freely without needing to care about fuel usage from your jets. 2.2.6. Fucking Invinciball Does what it says on the tin. Goes well with a glass of Sunny D. 2.2.7. Hammerspace Embiggener A perfectly cromulent expansion to your ammo storage. Can have up to 8 active. 2.2.8. Universal Ammo Fabricator What pops up as ammo in Hexen. Not exactly lottery, as it tends to prioritize things nicely with what it builds. 2.2.9. Lämp It's a floating magic lamp. It may attract moths. 2.2.A. Omnisight You can see forever with this thing. A full automap, unlimited target scanning in the minimap, and even highlights where keys and exits are. Quite handy. 2.2.B. Mykradvo Artifact The Great Anomaly makes a return. Smite all those who dare try to attack you! 2.2.C. Devastation Sigil A return of the olden "Complete Devastation" powerup of the early versions, with a shiny new look, and some real attitude. 2.2.D. Divine Sprite The Soul Spark from Platinum also makes a return, now with far more power. 2.2.E. Safety Tether Sometimes you really just need to warp away from some nasty spot. This exists for that very reason. 2.3. Armors - - - - - - You've got the war armor, pretty handy, robust, built from the same stuff as your robot chassis, actually, though not as "high grade". Then there's the blast suit, comfy and easy to wear, has very good splash damage reduction, so keep that in mind. And lastly there's the armor nuggets. These things can soak up damage like crazy once you get them high enough. Above 100% they'll even start healing you! 2.4. Health - - - - - - We can go from measly health nuggets that add just two points of health, to the four-faced tetrahedrons of health or the six-faced cubes. But all of these pale in comparison to the mighty Refresher, which not only gives you a full 100 hp boost, up to a cap of 500, but can also autoactivate should you take mortal damage. Unlike the sandwiches, however, the Refresher might not be strong enough to really prevent a lethal death. 2.5. Others - - - - - - Well, there's the keys, I guess. Those are always there. And then, also the collectibles. Yup. You can find some fancy lil' boxes in secret areas and whatnot, that might sometimes drop goodies, and some other times little pieces of treasure that you might want to collect, as they can be very valuable. 2.6. DLC Weapon Set - - - - - - - - - - An additional set of 10 weapons to spice things up. Note that you can only have one of each in every slot (excluding slot 1), so make sure you pick the right options for the battles ahead (or you could just disable that mechanic entirely, if you're the kinda person who prefers to carry EVERYTHING). 2.6.1. Itamex Hammer Slot 1. Melee weapon. A strong as fuck sledgehammer. Primary fire does the expected hammering. Secondary fire does a charged overhead swing. Tertiary fire does a spin. Keep pressing it to spin more. 2.6.2. Plasma Blaster Slot 2. Pistol. A fine plasma gun. Bit of a downgrade compared to its old SWWM counterparts, but don't let that deceive ya, it's still very useful. Primary fire does the shootin'. Secondary fire charges a big blast. Can also be dual wielded. 2.6.3. Puntzer Beta Slot 3. Revolver. A six shooter, packing some fine... Drilling power. Primary fire does a shoot. Secondary fire does six shoot very fast. 2.6.4. Puntzer Gamma Slot 4. Submachine gun. It does the drilling, and it does it fast. Primary fire schutts, as expected. Secondary fire switches fire modes. You won't believe how fast this can go. 2.6.5. Sheen HMG Slot 5. Heavy machine gun. For those who wished for dakka. Here's the dakka. Primary fire shoots. Secondary fire increases the speed. Tertiary fire decreases it. Three speeds available. Watch out for overheating. 2.6.6. Quadravol Slot 6. Fireball launcher. A signature weapon of the UnSX series, mighty fireball shooting. Primary fire does a shoot. Secondary fire pumps for more power. Tertiary fire toggles two-handing/one-handing. And yes, it's a levergun, have fun. 2.6.7. Sparkster Rifle Slot 7. Plasma artillery. Yet another signature weapon of the UnSX saga, big fat plasma rifle. Primary fire shoots blue plasma. Secondary fire spews red plasma. Both buttons at once release a deadly purple plasma. Has two reloads, for each ammo type. 2.6.8. Ray-Khom Slot 8. GEP gun. The most silent way to eliminate Manderley. Primary fire lobs a silent plasma grenade. It goes far, and it blows up good. Secondary fire zaps whatever's in front of you, don't use it underwater. Tertiary fire is a zoom. And this zoom is smart, it even simulates where the projectile will fall so you won't miss a shot. 2.6.9. Mortal Rifle Slot 9. Battle rifle. A weird as all hell rifle that does everything. Primary fire does schumt. Secondary fire the grenade. Tertiary fire a switch of modes. Have fun. 2.6.A. Rafan-Kos Slot 0. Ultimate weapon. Frickin' laser beams, big of them, very strong. Primary fire beam. Secondary fire more beams. I'm tired from writing these, good night. 3. Credits ---------- This mod wouldn't have been possible if I had to create everything all by myself (yeah, imagine me having to make SOUND EFFECTS and stuff, that'd be impossible). Detailed credits are available in the credits.txt file. It's all there, really. 3.1. UnSX Team Is - - - - - - - - - Still me, really. Just me. A shame, it is, but I really don't do well working with other people. 3.2. Special Thanks - - - - - - - - - - Bless all of you from the Doom community that I love so much. The very awesome and friend-shaped Marrub for making Lithium, one of the many sources of inspiration for this here mod's little worldbuilding and some other traits here and there (which you might easily notice). CptSledge and Bunray for making me dive deep into the Doom Modiverse™ and its interconnected lore and worldbuilding. You're a very fine pair of cool buds. a1337spy for basically becoming the biggest fanboy of this mod. Glad you enjoy it and its characters and lore (maybe a bit too much, but it's all in healthy levels). You really are like the little brother I never had (gonna headpat ya). Valerie Lavender for also supporting this mod and providing some neat little things. You're a good bun and a good friend, stay awesome. Kathy for being a real good friend and one who loves my lore and characters so dearly. Stay cool, and keep creating. Bouncy for being one of the few friends who can just stand there and listen to me rant about lore for several hours straight. Many thanks. Gutawer for not only being one of my ZScript senseis back in the day, but also for creating the mighty Gutamatics library, which has made some fancy things here possible. KeksDose for being another ZScript mad genius and teaching me a nifty trick to fuck around with VM aborts (which I then perfected). ZZYZX and Nash for a handy piece of code to align stuff to slopes. The math's hard, so I don't think I'd have figured it out on my own. KynikossDragonn for being a good pet. You're still cute even if you deny it. Lucy for having created the Tewi font, which I still use to this day. Wherever you are, I hope you're doing well. We miss you. All my wonderful patrons, of course, for supporting me economically so I can basically keep working on what I love. It's a bit embarrassing to admit that I wouldn't be able to afford HRT without your help, by the way. 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