Lock and Load v.4C.
Lock and Load v.4C.
Weapons changeout. Fewer guns than the original 4th release. Consider it kind of a greatest hits collection. Also changed out some graphics, modified some attacks and threw in alternate deaths for the Shotgunner, Imp, Demon, Zombie and SS. And yes, they frickin' work. I've tested that up and down.
=========================================================================== Archive Maintainer : Original had a problem with animations Update to : LNL4C.zip Advanced engine needed : EDGE 1.28a Primary purpose : Single Play, Weapons mod =========================================================================== Title : Lock and Load v.4C. Filename : LNL4C.wad Release date : Author : pilotobombadier Email Address : email@example.com Other Files By Author : The whole Lock and Load series. Misc. Author Info : I really don't care about realism. Description : Weapons changeout. Fewer guns than the original 4th release. Consider it kind of a greatest hits collection. Also changed out some graphics, modified some attacks and threw in alternate deaths for the Shotgunner, Imp, Demon, Zombie and SS. And yes, they frickin' work. I've tested that up and down. Weapons: Slot 1) Knife Standard issue combat knife Chainsaw Chainsaw. How it wound up on Mars is a complete mystery. Slot 2)MagnumClipsize: 12 rounds Standard issue pistol; quite powerful but relatively small clip size. Double MagnumsClipsize: 24 rounds, secondary fire - fire both guns at once Double your gun, double your fun. Twice as many bullets to shoot off and you can fire both at the same time for twice as much damage. Slot 3)Riot ShotgunClipsize: 8 rounds, secondary fire - slug Standard military issue pump action shotgun. You can fire it is fast as you can pull the trigger and pump (well, the pump isn't manual, but it's quick). The slug is a more powerful single shot, but the round has to be chambered first, so it takes a second or two to actually fire. Short range, obviously, best used in tight confines on primary and at long range with secondary. Semi-Automatic ShotgunClipsize: 15 rounds Less powerful than the pump shotgun, but has a larger magazine and you can shoot it faster. Again, mostly useful in close combat Slot 4)SMGClipsize 30 rounds Uses pistol ammunition and fires at a very high rate. This weapon is only dropped by Wolfenstein SS guys. Slot 5) Assault RifleClipsize 30 rounds Starting weapon, standard issue automatic rifle. Not too powerful or too weak, high rate of fire. Decent crowd control with weaker monsters at medium range. Battle RifleClipsize 50 rounds, secondary fire - Grenade LauncherClipsize 5 rounds More powerful, larger clipsize AND higher rate of fire than the assault rifle. This upgrades the assault rifle, so once you got it, it's the Battle Rifle or nothing. Grenades are fired on arc and explode on impact. Slot 6)Minigunsecondary fire - higher rate of fire Standard issue heavy machinegun. Has two rates of fire; high and blistering. You'll want to save it for boss encounters because of damage limitations of small arms. When used on lesser opponents, it'll clear a room within seconds. Slot 7)Rocket Launchersecondary fire - Incendiary rocket Primary fire is pretty standard stuff, although the rocket now travels twice as fast. Secondary is far from standard, however. It'll burn for several seconds and will do massive damage. Very useful on Hell Barons and anything beneath them, but a waste of ammo on a Cyberdemon or Spider Mastermind. Slot 8) Flamethrower Very useful for close proximity crowd control; but don't get too close or you'll cook yourself. Very, very quickly, I might add. Slot 9)Plasma Rifle Different in more than just visuals. It's more powerful and the shot does splash damage on impact. Not for close encounters, better used at medium to long range Additional Credits to : Scuba Steve Browning: Everything except for: NMN's Automag (now an SMG), Lexus Aylus' rocket launcher and Killer_of_Doom and Xaser's pulse rifle (now a Plasma Rifle), The Doom 2.5 team's chaingun (I think...), and death animations by Aidan McGinley, Marty Valenti and Allroy and iD software from whose works we've done much modifying to and had a helluva time doing it! =========================================================================== * What is included * New levels : N/A Sounds : Yes Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : Yes / No (describe if yes) Other files required : EDGE 1.28a, its associated wadfile and system files and of course a Doom IWAD. * Play Information * Game : Doom / Doom2 (Best played with Doom 2 or Final Doom) Map # : (For DOOM2 maps, format is Mapxx. Others are ExMx.) Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : N/A Difficulty Settings : Not implemented * Construction * Base : New from scratch / Modified (name of original file) Build Time : 3 days (well, 72 man hours, worked by one man = 3 days) Editor(s) used : Wintex 5.-something or other, Wordpad Known Bugs : Other than the usual EDGE glitches, not really, no. I'm quite surprised. May Not Run With : Vanilla, Boom, ZDoom or any version of EDGE below 1.28 Tested With : EDGE 1.28a * Copyright / Permissions * Authors MAY use 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: FTP sites: