Bad Guns Revised (compatible with Beautiful Doom)
This is an updated version of Bad Guns 2 mod. The main difference is that this mod is COMPATIBLE with Beautiful Doom 5, but doesn't require it to r...
=========================================================================== Advanced engine needed : GZDoom 1.3.17 (1.4.08 recommended) ZDoom 2.4.1 (not tested with it) Primary purpose : No levels included Update: Improved version of Bad Guns 2 =========================================================================== Title : Bad Guns Revised (compatible with Beautiful Doom) Filename : BadGunsR.wad Release date : 01.06.2010 Author : Jekyll Grim Payne Email Address : <email removed> Other Files By Author : Run-n-Gun 2, Wizardry 2, Equilibrium, Kill the Pain, Beautiful Doom, Bad Guns, Bad Guns 2, Russian Arsenal Misc. Author Info : A misanthropic badass that pisses everybody off. Description : This is an updated version of Bad Guns 2 mod. The main difference is that this mod is COMPATIBLE with Beautiful Doom 5, but doesn't require it to run. If you use it along with BD, you'll get some additional special effects, etc. You can use it standalone as well. To launch with Beautiful Doom: gzdoom.exe -file bdoom_5.zip badgunsr.zip Additional Credits to : WildWeasel (some sounds from his mods and original pistol graphics from some of them) Zero Prophet (assault rifle graphics from zp-zerot.wad) Xaser (for the drug injection animation and kick-ass "Zen Dynamics") New stuff included: - doesn't require Beautiful Doom to work - the rifle uses shells like shotgun (but keeps the accuracy) - assault rifle (renamed machine gun) uses handgun 9mm ammo - 9mm ammo max.amount increased from 150/300 to 250/500 - new Fusion 1st attack: aggresively homing plasma projectile - new plasmagun alt.attack: a plasma missile - slightly faster reload for D.Eagle and machine gun - black gloves are on when using knife and knuckleduster - revised Berserk Drug (uses 8 slot, new sprite) - 1 Berserk Drug is available at the beginning of the game - fixed Q.M.Launcher fast reloading animation (when using Berserk) - if you take more than one Berserk Drug it won't kill you, and the time of the powerup's effect will add up - fixed Berserk Drug not giving the effects when used 2nd time - minor tweaks and fixes =========================================================================== * What is included * New levels : None Sounds : Yes Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : Decorate Other files required : bdoom_*.wad (OPTIONAL) * Play Information * Game : Doom Single Player : Designed for Cooperative 2-4 Player : Not tested Deathmatch 2-4 Player : Not tested * Construction * Base : original Bad Guns and Bad Guns 2 (by me :)) Build Time : a couple of weeks, maybe Editor(s) used : XWE, Photoshop, Sound Forge Known Bugs : 1. knives can be crushed by doors and crushers, which I didn't mean to implement, but it can't be fixed (ZDoom engine problems); 2. sometimes when you kill too many enemeis with Fusion Purifier's 3rd attack, the game crashes 3. not really a bug, but when playing Doom 1 wads you can find rifle ammo but can't get the rifle itself (because it replaces SSG, but its ammo are spawned along with shells) May Not Run With... : Old GZDoom, ZDoom, Skulltag, etc. * Weapons * 1. Combat knife: a silent and deadly combat knife prm.atk: fast hitting with a knife alt.atk: throw a knife (can be picked up) Notes: You can't use knives if you've thown them all away Berserk speeds and powers up your knife attacks knives can be picked up, but can be lost too every ammo pack contains 3 knives any knife attack is silent (doesn't alert enemies) 1.0 Knuckleduster: Usual knuckle, similar to the one from Beautiful Doom (silent and smoothly animated) Notes: knuckle is selected automatically if you're out of knives Berserk affects knuckle differently from usual Doom Fist 2.1 Handgun: pretty normal handgun, 15 ammo per clip 2.2 Burst-fire Handgun: can fire 3-bullet burst, has extended clip of 21 ammo Notes: alt.atk. switches between SA and burst fire Burst-fire Handgun replaces usual Handgun when found can be taken from a dead Burst-fire Zombieman 2.3 Desert Eagle .50AE: powerful pistol, 12 ammo per clip Notes: it's more powerful than a shotgun and has average firerate and spread can be taken from a dead Desert Eagle Dude 3.1 Striker: a semi-automatic shotgun, 12 ammo per clip, average power, Notes: this gun has fast fire rate but slow reload 3.2 Hunting Rifle: a very powerful scoped rifle with manual cocking, 10 ammo per clip, extremely accurate Notes: if the enemies are weak, can pierce through them the gun is equipped with a night vision scope replaces SuperShotgun uses Special Shells like shotgun, but fires them in a single spot 4. Machine gun: machine gun with fast fire rate, 42 ammo per clip, uses handgun 9mm ammo alt.atk: fire attached grenade launcher (uses rocket ammo) Notes: grenades' explosions have a little less radius and deal a little less damage than rockets' 5. Quadruple Missile : four-barrelled missile launcher with slow reload Launcher prm.atk: fire one missile alt.atk: fire all loaded missiles Notes: rockets deal more damage and have smaller radius than usual Doom rockets 6: Phased Plasmagun: a plasma rifle with fire rate faster than usual prm.atk: normal attack (plasmaballs) alt.atk: a plasma missile (can't hurt shooter) Notes: railgun hits only one enemy in a row and it is accurate, despite visual behaviour of the ray 7: Fusion Purifier: fearsome plasma weapon which has three attacks: prm.atk: atk.1: (20 cells) fire a plasma homing missile which follows its targets extremely agressively atk.2: (50 cells) fire a chained-lighting railgun that keeps shooting enemies while there are some around atk.3: (100 cells) fire a deadly projectile that shoots enemies at sight with railgun rays alt.atk: switch fire modes Notes: selected fire mode is indicated by glowing lamps on the top of the gun; chained-lighting railgun may start attacking other enemies even if its target is still alive, it is also not very powerful and disappears when there are no targets 8: Berserk Drug: see below 'New PowerUp' section * New Enemies * Burst-fire Zombieman: a former human with a burst-fire handgun, wears grey uniform and has dark hair; he's not much more dangerous than the usual one Semi-Autoshotgun Guy: a sergeant with a semi-automatic shotgun, the cooldown between his attacks is pretty short, as he doesn't pump the gun Desert Eagle Dude: a former human commando in a green uniform with a Desert Eagle; deals pretty serious damage and has pretty much health Assault Rifle Guy: similar to ChaingunGuy, but carries and drops an assault rifle; in addition can fire grenades (if there's enough space so he doesn't blow himself up) * New PowerUp * Berserk Drug: can be picked up (up to 3) and used at will (slot 8) lasts for 66 seconds with the following effects: get healed up to 100 hp 1.5x moving speed 2x jump height -30% damage taken 5 hp/sec regeneration 1.5x knife hit speed 2x knife throw speed 1.7x throwing knife damage 2.5x fist damage 2x fist hit speed weapons reloading speed increased extremely weapon hitting speed increased weapon recoil removed screen animation of the drug injection * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse under the condition that they NOTIFY the author via e-mail or any other means of communication. 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