El Furia & The Operative
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El Furia & The Operative
A guerrilla veteran delving into the daily business of UAC - the war against hell. In these days of stressed, seemingly endless and worn-out battles the skill of a tactical soldier is crucial to conquer more and more enemy territory, one little piece at a time. But even more so, his arcane bestial powers can do...
=========================================================================== Archive Maintainer : Ty Halderman Update to : /combos subdirectory, this is RELEASE #8++! Advanced engine needed : GZDOOM 1.6.0 (software renderer) Primary purpose : Single play =========================================================================== Title : El Furia! (dIrE fIrE) Filename : rslfuria.wad, rslfusto.wad -> rslfuria.pk3 Release date : January 01, 2015 Author : Richard Smith Long Email Address : email@example.com Other Files By Author : rslproto.zip, rslvenge.zip, rslrebel.zip, rslengee.zip, rsliczdp.zip, rslforce.zip, rslredux.zip, rsldiazp.zip, rslshino.zip, rslquest.zip, rslzerox.zip, rslpolar.zip, rslexeem.zip Misc. Author Info : AKA "Dick S. Long" Description : A guerrilla veteran delving into the daily business of UAC - the war against hell. In these days of stressed, seemingly endless and worn-out battles the skill of a tactical soldier is crucial to conquer more and more enemy territory, one little piece at a time. But even more so, his arcane bestial powers can do... -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- A bit of background... -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- This arsenal/system was initially prepared to act as the basic set upon which to build another, that would have introduced a more substantial change in DOOM's gameplay. However, preliminary feedback on a test version of the set was less-than-stellar, mostly because of the resources I chose (it seems that Last Warrior/Powerslave/Duke Nukem 3D HUD graphics are not among the community favourites ;-) ). Still, I didn't want to throw away all the work I had in place, so I quickly came up with another gameplay diversion - a "rage" system - that brought the mod up to the present release status. I hope you'll enjoy it somehow. -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- Changelog: -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- July 31, 2012: initial release. August 07, 2012: release #2. - balanced/reduced rarest ammo spawning. - tweaked appropriately bullet-based attacks. - enchanced grenade fragments effectiveness. - player now alerts monsters when flying with AirStrike. - fixed typos in the SNDINFO lump. - better exploited available gore effects. - increased knife effectiveness against ArchViles, added +BLOODSPLATTER effect. - rebalanced minor foes attack power. - fixed typos in the accompanying textfile. September 05, 2012: release #3. - rebalanced rage system with different damagetypes, to improve strategical implications. - added poison death effect. - added tightening knuckles animation upon game start. - improved M_DOOM appearance. November 07, 2012: release #3+. - small tweaks to the main modification (i.e. boosted knife damage). - adapted Renegade class for coexistence with the new one. - added one whole new class/arsenal (Operative) to be used alongside the original one. December 22, 2012: release #5. - fixed inconsistency in Operative standard HUD. - made specific items / weapons visible only to the appropriate player class. - rebalanced power of Operative crossbow, flamethrower. - reduced resilience of Operative to neutron wave. March 22, 2013: release #5+. - made magazines ammunition independent from skill level. June 05, 2013: release #7. - fixed damage transfer mechanism during zombie fire death. - fixed full contact autofire behaviour. - fixed behaviour of particle actors on moving flats (MOVEWITHSECTOR). - improved appearance of still actors whenever applicable (FORCEXYBILLBOARD). June 25, 2014: release #8. - refactored (through ACS scripting) and rebalanced rage system for the main character class. January 01, 2015: release #8++. - integrated the modification with multiplayer-specific improvements. - fixed bugs affecting multiplayer. -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- The unicum -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- You impersonate Christopher Noyce-Koola, better known to many as "El Furia" - a guerrilla specialist and long-time freedom fighter that finally offered his services to humankind as a whole, by deciding to enroll in the UAC army and fight Hell for good. Due to his natural experience with a well-defined kind of weaponry (light and fast firearms), he was assigned the task to raid and clean areas tipically infested by sparse groups of possessed, yet still-skilled marines, where action must be fast and accurate. But why is he known as "The Fury"? ...EL FURIA (RAGE INCARNATE): Having suffered from a bad accident in early childhood (where he lost all of his family), little Christopher got heavily contaminated with an undefined radiating stimulant substance, whose long-term effects slowly came to light via many little symptoms, only to fully arise after a few years just by chance... If repeatedly injured within a short period of time, Kit N.-Koola's sight becomes filled with bloody red all of a sudden, and for a few seconds he gains what we could call "supernatural powers": - _haste_, allowing him to blaze through the crowds and jump over gaps as he couldn't normally do; - _vampirism_, allowing him to steal vitality from creatures that he hurts, in return to their aggression; - _wonders_, allowing him to increase / alter the properties of anything that gets in his hands, to better serve his enraged will. And while all of this might have sounded like a terrible curse for our hero, in fact it saved him many times from certain death in battle - a mutation that his enemies would certainly not expect, and that always gave him the surprise factor and the sheer counterattack power to survive everytime once again... ...ENOUGH BLABBERING... BUT WHAT DOES IT MEAN IN PRACTICE? In practice, keep an eye on the RAGE meter displayed in the status bar. When it approaches its maximum level, you know you're almost ready for total carnage... But be warned: - with respect to other kinds of attacks, *Fire* offenses increase the rage meter three times the amount; however, our hero receives worse wounds from it; - demonic and explosive attacks increase the rage meter for double the amount; - all other attacks equally contribute less to the gauge, so keep in mind that you'd better exploit lesser-entity ones in greater number to reach the "FURIA" state. -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- The toolkit -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- Knife -=-=- -=-=- -=-=- The standard melee weapon, available right from the start. Does not alert unaware monsters. -primary- Deliver a single stab. By tapping faster and faster, attacks become progressively more powerful according to a "combo" system. With RAGE, power and speed are increased. -secondary- If you have more than one, and no better ranged weapon at your disposal, you can throw a knife. It can rip through foes quite easily, but its trajectory is quite hard to exploit... With RAGE, power and reach are both increased. =sPecIaL= ArchViles seem very annoyed by metallic blades... (HINT HINT) -=-=- -=-=- -=-=- Uzi (also AKIMBO) -=-=- -=-=- -=-=- You get one as your starting firearm. A nice rapid fire weapon, though not that powerful. Capacity: 40 rounds (needs reload). -primary- Continuous rapid fire. With RAGE, bullets gain infinite speed and explode upon impact. Ammo consumption is no more. If akimbo, the rate of fire doubles. -secondary- Cast aside the weapon only to deliver a thrusting kick; useful as finishing move. With RAGE, power is increased. =sPecIaL= Those suffering high painchance (namely Cacodemons and Pain Elementals) are most vulnerable to rapid fire attacks. -=-=- -=-=- -=-=- Revolver (also AKIMBO) -=-=- -=-=- -=-=- A robust punch for each shot, this is a weapon you'll want to use everytime a shotgun would be desirable. Capacity: 6 rounds (needs reload). -primary- Single fire round. With RAGE, each bullet gains infinite speed and pierces through everything. If akimbo, becomes full-auto. -secondary- Cast aside the weapon only to deliver a thrusting kick; useful as finishing move. With RAGE, power is increased. =sPecIaL= Less-shielded foes (i.e. possessed marines) are unable to survive even a single shot. Be sure not to waste any! -=-=- -=-=- -=-=- Grenades -=-=- -=-=- -=-=- A classic explosive, known and mastered through ages by our protagonist. The detonation and flying fragments - if placed correctly - can wipe away many hellspawn at once. -primary- Throw a long-range grenade at high speed, that will explode on impact. With RAGE, explosion damage and radius get boosted. -secondary- Lob a grenade with arc-shaped trajectory, that will bounce a number of times before exploding. With RAGE, the number of released fragments shall get multiplied. =sPecIaL= Larger and heavier foes (like Mancubuses or Barons Of Hell) are possibly targeted by a greater number of fragments. Make the most of it. -=-=- -=-=- -=-=- AirStrike -=-=- -=-=- -=-=- And finally, let's welcome a brand new, sleek weapon design from UAC. Essentially a light, cannon-equipped jetpack that is alimented through aptly-designed "EtherFuel", a lighter and longer-lasting variation of standard gasoline. The unit can be worn like a vest, and the right cockpit trigger allows for continuous fire of "Concussion Shells" - and while these appear like normal shotgun shells, in fact each one represents a devastating incendiary attack. -primary- Continuously fire front cannons in alternate fashion. With RAGE, shells become auto-seeking for targets. -secondary- Turn post-reactors ON or OFF alternatively, thus giving users the opportunity to fully range in 3D. With RAGE, no sensible effects occur. =sPecIaL= Walking around *and* wearing the unit without flying does result in seriously-impaired movement. Improper use is at your own risk. -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- The sidekick -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- With release #3+ a new class is provided as sidekick to the main character: the 'Special Tactics Operative'. Frederick Ionescu (ID code: Rick.Ione) is a romenian-born weapon specialist and award-winning parkour performer who met Noyce-Koola during the so-called 'UAC Siberian Incident'. Since then, the two never ceased cooperating and have starred many missions together, sharing a good portion of their favourite weapons. General abilities: =sPecIaL= As you might have argued already, Mr. Ionescu is capable of peculiar freerunning-style walljumps that allow him to reach unexpected places. This manoeuver can be perfected not only to win high ledges, but also to dodge projectile attacks and hostile hordes. -secondary- Whatever weapon he is holding, Frederick can perform an alternate 'dashkick' attack that has him leaping towards the enemy with a powerful flying kick. Again, this attack is useful to quickly ground weaker opponents, but also to get out of sticky situations in a single move. Keep an eye on the dash meter before retrying! Arsenal specifics: -=-=- -=-=- -=-=- -=-=- -=-=- 'Full Contact' arts -=-=- -=-=- -=-=- -=-=- -=-=- An operative is normally trained to sustain hand-to-hand fighting. Mr. Ionescu makes no exception to this, and proves instead very proficient in quickly comboing multiple fist/kick attacks. -primary- Tap quickly for fast strings of punches; release to finish off with a quick axe kick. -=-=- -=-=- -=-=- -=-=- -=-=- Crossbow -=-=- -=-=- -=-=- -=-=- -=-=- A ranged weapon ideal for stealth raids, this crossbow propels poison darts that break open on impact, releasing toxic gas that is quickly fatal to most organic beings. -primary- Propel a single dart. If the target is hit, the gas keeps tearing the victim for a short while. Be ready to take cover just after hitting the opponent - that shall promptly retaliate - and wait for his/her last choke. -=-=- -=-=- -=-=- -=-=- -=-=- Revolver -=-=- -=-=- -=-=- -=-=- -=-=- A robust punch for each shot, this is a weapon you'll want to use everytime a shotgun would be desirable. Cannot be dual-wielded since that would impair freerunning. Capacity: 6 rounds (needs reload). -primary- Single fire round. Keep pressed, for a slow but steady fire sequence. -=-=- -=-=- -=-=- -=-=- -=-=- Uzi -=-=- -=-=- -=-=- -=-=- -=-=- A nice rapid fire weapon, though not that powerful. Cannot be dual-wielded since that would impair freerunning. Capacity: 40 rounds (needs reload). -primary- Continuous rapid fire. -=-=- -=-=- -=-=- -=-=- -=-=- Hand Grenades -=-=- -=-=- -=-=- -=-=- -=-=- Again the classic explosive, whose detonation and flying fragments - if placed correctly - can wipe away many hellspawn at once. -primary- Unpin and throw one single grenade at medium range; the projectile explodes either after a few bounces, or upon contact with an opponent. -=-=- -=-=- -=-=- -=-=- -=-=- Dynamo -=-=- -=-=- -=-=- -=-=- -=-=- A rotor-based flamethrower with excellent range for its kind, can quickly set former humans on fire. A bit less effective on hellspawn. Capacity: 60 rounds (needs reload). -primary- Hold to windup and fire a continuous streak of flames. Release to winddown quickly. -=-=- -=-=- -=-=- -=-=- -=-=- Neutron Bomb Displacer -=-=- -=-=- -=-=- -=-=- -=-=- A spectacular and devastating nuclear-based weapon, acts as a mere launcher for neutron warheads. When one of these explodes, an humongous shockwave literally makes surrounding enemies *evaporate* within a large radius. The operative is equipped to absorb most of the particle tide, but is not equally resilient to the backlash explosive effects that such devices produce shortly after. -primary- Start the weapon warm up / alert sequence, then detonate the bomb. Immediately shield yourself behind a wall, as quickly as possible. Footnotes: (1) The suggested commandline for launching the modification is the following one (assumes that the modification has been decompressed in subdirectory 'RSL' of your (G)ZDOOM directory): (g)zdoom.exe -iwad <IWAD_PATH>\<IWAD_FILE> -file <CUSTOM_LEVEL_PATHNAME> RSL\rslfuria.pk3 (if under GZDOOM, add option '+gl_nogl 1' to disable hardware rendering) (2) If the base class only (Renegade) is to be used together with its own original effects, extract 'rslfuria.wad' from the .PK3 package and adopt the following commandline: (g)zdoom.exe -iwad <IWAD_PATH>\<IWAD_FILE> -file <CUSTOM_LEVEL_PATHNAME> RSL\rslfuria.wad (3) Do not forget to bind a key for weapon reload under 'Options > Customize Controls' in (G)ZDOOM. (4) You might also want to map a key for S.T.O. standalone 'QuickDash' activation under 'Options > Customize Controls' in (G)ZDOOM. (5) To obtain the complete set of weapons and/or carriable items for quicktesting without breaking the weapon set at your disposal, type 'rsl' in the console. (6) The modification is compatible with the following IWADs: The Ultimate DOOM, DOOM 2, Final DOOM. WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING ------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------- By reading the following credits you may spoil certain "surprise monsters" in the modification... ------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------- WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING Additional Credits to : Various sources for resources and/or inspiration (see below): DoomRater for the base DECORATE actors Phi108 for the custom blood system zirius1994 for the custom gore system MagSigmaX for the custom XDeath effects Se7eNytes for the custom tracers and related puffs SilentZora for the custom explosive barrels Project_Hellbane for the custom gory bossdeaths ZygoInferior for the alternate gore death effects eliw00d for the casings MagSigmaX, WildWeasel and Imp_Hunter for the custom foes base Vaecrius and DoomRater for the scripts DBThanatos for the custom teleportation effect Daniel for the custom player class Apogee for the Knife Inferno Interactive for the Uzi Xatrix Entertainment for the Revolver Lobotomy Software for the Hand Grenades 3D Realms and WildWeasel for the AirStrike Daniel for the custom statusbar base 3D Realms for the small font The Plutonia Revisited Community Project (Rabotik) for the big font Martin Howe for the custom mugshot 3D Realms for the knuckles animation Ryan Cordell, Hellser and Revilution for the extra gore effects in 'rslfusto.wad' Xaser for the original version of the Operative skin/mugshot/sounds and freerunning ACS scripts Chronoteeth and 3D Realms for the 'Full Contact' arts Chronoteeth and SCi/GT Interactive for the Crossbow Chronoteeth, SCi/GT Interactive, Ryan Cordell and Hellser for the Dynamo flamethrower Chronoteeth, 3D Realms and Magban724 for the Neutron Bomb Displacer Nash Muhandes for the custom small fonts in 'rslfusto.wad' Se7eNytes for the fullscreen HUD concept/resources, borrowed from/inspired by his "Black And Grey" work. Check it out! All other authors I forgot to mention: please forgive me! I tried to be accurate as much as I could. If you here notice some of your resources un-mentioned, please notify me and I will try to remedy. =========================================================================== * What is included * New levels : None Sounds : Yes Music : No Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : (G)ZDOOM-specific lumps Other files required : None * Play Information * Game : DOOM Map # : None Single Player : Designed for Cooperative 2-4 Player : Maybe (untested) Deathmatch 2-4 Player : Maybe (untested) Other game styles : None Difficulty Settings : N/A * Construction * Base : New from scratch Build Time : 6 months (of intermittent work, and controversial beta-testing, too! ;-) ) Editor(s) used : Adobe Photoshop, GoldWave Audio Editor, Notepad, XWE, Slade Known Bugs : Widescreen modes are perhaps unsupported. Sorry. May Not Run With... : Ports not supporting DECORATE; level WADs with heavy amounts of DEHACKED / DECORATE modifications * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: None others than the IDGames archive FTP sites: None others than the IDGames archive