532 lines
22 KiB
Markdown
532 lines
22 KiB
Markdown
### 
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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 mod based on Doom Tournament code.
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---
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## The Player
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You are an Akari Labs Demolitionist Bot, one of the very first units, fresh off
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the factory. You are the company's greatest achievement in AI-controlled combat
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units, trained to efficiently use all sorts of weaponry, built with premium
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quality armor plating and robust but flexible joints. In order to show off your
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capabilities, your creator has decided to send you out to fight the demonic
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invasion brought upon by "those big stinkin' idiots at the UAC".
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Additional features:
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- Programmable colour tags: Located around various parts of your body, allows
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quick and easy differentiation between multiple units.
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- Lucky Collar: A little something that your creator gives to all of her
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creations. Reduces incoming damage by 75% when you're below 10% health.
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- User Menu: With the press of a button, open a dedicated menu to see all your
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stats in detail, info on carried items and weapons, and (when it's done)
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accessing the store for buying stuff with your score points.
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- Magnetic Utility Belt: Makes some weapons easier to reload while on the go.
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- Keychain: For carrying all your keys around, and other valuable things.
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- Pocket Hammerspace™ containers: These will store and deploy your ammunition
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and weapons on demand. Their capacity can be increased by finding
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Hammerspace™ Embiggener modules.
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- Forx JetBurst™ Units: Can be used for quick dashes in any direction, or even
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for triple jumping.
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- Targetting Array: Tracks nearby foes and provides basic information on their
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stats. Compatible with Omnisight™ mapping modules for tracking key items,
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usable objects and nearby exits.
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- Akari Labs CuteEmotion™ Display: Equipped onto your visor to show a wide
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range of predefined facial expressions in order to convey simple emotions
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to others.
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- Akari Labs LoudBoi™ Voicebox: Allows you to emit. Additional voice
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options will be available through add-ons. Note that the default voice is in
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Japanese, but subtitles will be provided when available.
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Note: Since you're a robutt you pretty much can swim indefinitely and are also
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inmune to poison.
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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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If a weapon has no actions on either the reload or zoom buttons, it may be
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replaced with some special idle action, such as spinning or fiddling around
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with it.
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For now these are all the weapons planned for the first release. More will be
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added afterwards (until then I'll tease you with some empty zscript files :P).
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### Pusher (slot 1), replaces Chainsaw, Gauntlets, Timon's Axe
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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 (slot 1), replaces Fist, Staff, Hexen starting weapons
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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, Elven Wand, Hexen starting weapons
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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, Ethereal Crossbow, Serpent Staff
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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.
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Primary fire fires, duh. Depending on the loaded ammo the effects may vary.
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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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The Spreadgun uses 10 gauge ammunition (like the Quadshot).
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### 10Ga shells, replaces Clip / Shells, Wand Crystal / Ethereal Arrows, Flechette, Chaos Device
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Available in the following types, with varying chances of appearing depending
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on replaced item, may also come in bundles:
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- Standard shotshell (red). Lots of tiny pellets ready to tear enemies to
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shreds. Most common.
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- Slug (green). Concentrated damage in a single, large projectile. Common.
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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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Somewhat rare.
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- Kinylum saltshot (blue). Highly volatile pieces of Kinylum that leave behind
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a trail of burning plasma. Rare.
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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.
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- "The ball" (purple). A big lead ball, 'nuff said. Somewhat rare.
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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, and as a rare spawn for chaos devices in
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Heretic and Hexen.
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The two first standard types will also pop up in Hammerspace Embiggeners and
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Ammo Fabricators.
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### Wallbuster (slot 4), replaces SSG, Ethereal Crossbow, Frost Shards
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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 use all the same ammo types as the spreadgun.
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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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- For a skilled combat robot like you, reloading this should be very fast.
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- The barrels have a mechanism that prevents unspent shells from being
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ejected, 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, Dragon Claw, Hammer of Retribution
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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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### Eviscerator shells, replaces Ammo Box, Claw Orb
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Little bundles of fun (in hot lead form) coming in various sizes, either single
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units or six-packs.
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### Hellblazer (slot 6), replaces Rocket Launcher, Phoenix Rod, Firestorm
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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 (see ammo section below).
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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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### Hellblazers, replaces Rockets, Flame Orb
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Ammo for the Hellblazer, comes in various types, and some of them can come in
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packs. There are four types:
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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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### Legacy Sparkster (slot 7), replaces Plasma Rifle, Hellstaff, Arc of Death
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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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### Spark Unit, replaces Cells, Runes
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Ammunition for the Sparkster. These capsules contain a lot of energy despite
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their small size.
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### Silver Bullet JET (slot 8), replaces Plasma Rifle, Hellstaff, Quietus (hilt)
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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. A joint project of Blackmann Arms
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and Forx Industries. This thing kills almost everything in one shot, provided
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you can aim straight.
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Primary fire shoots, duh.
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Secondary fire toggles the recoil compensators. These small jet engines can
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potentially deal damage to yourself if you don't have any armor, so be careful.
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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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This weapon is generally not recommended for human use outside of power armor.
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Good thing you're not a human, then.
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### 1.150 XSB Bullets, replaces Cells, Runes
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The 1.150 caliber Extreme Super Burst bullets employ an explodium microcharge
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to be shot with enough energy to reach a relatively high, although still
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subsonic speed. They are hard to come by, so spawns are scarce, and they won't
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even pop up in Hammerspace Embiggeners, only on higher tier Fabricators.
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### Candy Gun (slot 9), replaces BFG9000, Firemace, Bloodscourge (stub)
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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 in the blink of an
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eye. This causes 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, Firemace, Wraithverge (arc)
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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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### Purokonylum Crystal
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Additional ammo charge for the Ynykron Artifact. These don't spawn, so you'll
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have to get more ammo by finding additional weapon pickups (at least until the
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store is implemented).
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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. Most powerups can be toggled, unless specified otherwise.
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### Health Nugget, replaces Health Bonus, Crystal Vial
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Health nuggets increase health by 5% up to a cap of 2000.
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### Health Tetrahedron, replaces Stimpak, Crystal Vial (Heretic)
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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, Quartz Flask
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Health cubes provide a 100% health boost up to a cap of 1000.
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### Refresher, replaces Soulsphere, Mystic Urn
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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, Timebomb of the Ancients, Disc of Repulsion
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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, Silver Shield, Platinum Helm, Mesh 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, Enchanged Shield, Falcon Shield
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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, Morph Ovum, Banishment Device
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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, Shadowsphere, Amulet of Warding
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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 and cannot be toggled.
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### Ragekit, replaces Berserk, Tome of Power, Dark Servant, Dragonskin Bracers
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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, also cannot be toggled after activation.
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### Gravity suppressor, replaces Radsuit, Wings of Wrath, Boots of Speed
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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 fly around in the air at 2x your normal walking speed.
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Just be careful with height when the effect is about to run out.
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### Fucking Invinciball, replaces Invulnerability, Ring of Invincibility, Icon of the Defender
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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, cannot be toggled.
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### Hammerspace Embiggener, replaces Backpack, Bag of Holding, Porkalator
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Each of these you pick up increase ammo capacity by half of its base value, up
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to 10x, and also give you some extra ammo like a normal backpack.
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### Universal Ammo Fabricator, replaces Mana / Krater of Might in Hexen
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Separated into four tiers, they work pretty much like the ammo cubes in Doom
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Tournament, except they try to "balance" the total ammo given. The max tier
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fabricator is the only one capable of producing ammo for superweapons.
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### Lamp, replaces Lite-Amp, Torch
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A floating lamp companion, may attract moths. The moths will disperse and
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attack nearby enemies when toggling it off.
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### Omnisight, replaces Computer Map, Map Scroll
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Reveals the entire layout of the map and shows key locations in the HUD.
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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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Message display, with separate queues for chat, critical messages and
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obituaries so you won't miss anything important. Max lines of each type are
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configurable, along with their lifespan.
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### Top right corner
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Level stats and current score.
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The scoring system is pretty straightforward. Each thing you kill (even if not
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an enemy) will give you points according to 5x of its base health, rounded up
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to the nearest multiple of 100 and capped to 20000, plus these bonuses (in
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order of application):
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* x1.25 for an overkill (enemy was gibbed or killed in one shot).
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* x1.5 for each combo level, up to x8 in steps of x0.5. Kills are considered
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combos if multiple enemies are killed within 5 seconds of each other.
|
||
* +1000 for killing an enemy without having taken damage since player start,
|
||
with extra +100 boosts for consecutive kills.
|
||
* +20000 if the enemy killed is a boss.
|
||
* +5000 if you've killed the last enemy in the map.
|
||
|
||
You are also given +1000 points for each secret found, +5000 if it's the final
|
||
secret. Countable items give +250 points each or +2500 if it's the final item.
|
||
|
||
Score is currently for show, but after first release it'll be used for the
|
||
in-game store feature.
|
||
|
||
### 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 and map exits: If you've picked up an Omnisight, key items and any exit
|
||
lines will be marked and labeled, along with a little distance indicator in
|
||
map units. Note that this doesn't work for script-triggered exits.
|
||
* Usable/shootable switches and others: If visible, these will also show up
|
||
once you pick up an Omnisight.
|
||
|
||
These components are toggleable.
|
||
|
||
---
|
||
|
||
## The End
|
||
|
||
This is all the information I can provide on this Readme file for now, stay
|
||
tuned for more stuff to happen later on.
|