Codename: Demolitionist. An ambitious VKDoom gameplay mod featuring non-stop over-the-top action, crazy guns, and a cute, sassy robot protagonist, as well as lots of LORE. (Formerly known as SWWM GZ) https://marisa.sayachan.org/doom/#CodenameDemolitionist
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2019-11-20 13:52:25 +01:00
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README.md Again 2019-11-20 13:52:25 +01:00

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.