This mod contains a complete redesign of the basic weapons, many weapons are almost totally different from the original. The weapons are not uber weapons, they're meant to be balanced in both single and multiplayer. The idea is to see how a totally unusual set of weapons affects game play.
<--------------------------------------------> Advanced Weapons Mod by Jonathan "Toaster" Courney Yenruoc@yahoo.com Enjoy, if you like it, want to use the script, or just want to talk shop, drop me an e-mail. <--------------------------------------------> Instructions: Unzip to main doom directory, automatically creates needed folders. This mod contains a complete redesign of the basic weapons, many weapons are almost totally different from the original. The weapons are not uber weapons, they're meant to be balanced in both single and multiplayer. The idea is to see how a totally unusual set of weapons affects game play. Overall changes Each weapon is set up with a huge flashlight (I find the constant dark tedoius) All weapons toggle, so selecting a weapon twice will reselect the previous weapon. Pistol Slightly faster rate of fire, holding fire down chambers up to 6 bullets which will rapid fire when released. Sound is played for each bullet stored, clip increased to 20. Excellent opening damage, but after discharging it's far less effective Machine gun Same amazing rate of fire, bullets now shot gun spread but do very little damage. Despite the innacuracy and large spread this weapon is potent due to the astonishing amount of projectiles it can launch at close range, lousy at long range. Shot gun Fewer slugs per shot, more damage and somewhat tighter spread. Keeping a decent sized spread with a few high damage slugs ensures a very random amount of damage, but it averages well at medium range, good at short, ok at long. Grenade Now a land mine and grenade, they no longer explode on a fuse. great for dropping behind you for those sneaky monsters to step on. (Amazingly satisfying hehehehe) Very small amount of bounce, but still explode if held too long. Chain gun Explosive rounds and higher damage, drawback being a slower rate of fire (3 rounds per sec) and much less accurate. Designed to be a medium range weapon, decent at long range due to rate of fire. Plasma rifle Fires 3 bolts at a time at high rates, these slow moving large bolts can be hit and absorb fire. A high spread makes it highly innacurate, but high rate of fire makes it work like a combination shield and shot gun. Rocket Launcher Fires napalm rockets which set the location they hit on fire. anyone walking in or out of that fire takes damage. Great for keeping monsters and players away, but dont get too close. I like a story, so heres the story description behind each weapon. UAC X-10 assault pistol: "Wrist Breaker" By designing a specially shaped bullet and a servo assisted chambering system, the UAC has designed a pistol that can fire at fully automatic speeds for any rounds it has chambered. The pistol combines a low velocity, high calibre round with a 6 shot chambering system to fire off rounds at a high rate. Mixom Ltd. Mark I flechette rifle: "Shredder" Mixom's breakthrough in ammunition and barrel design allows for a round that can break into multiple tiny flechette's. While the damage of each round is low, the rapid fire shotgun action proves extremely adequate at close ranges. Moxim Inc. type L Long Range Shotgun: "Long Fang" A redesign in shotgun rounds has made a solid slug capable of splitting into a few somewhat smaller slugs with reasonable accuracy. The weapon still has incredible kick due to the weight of the rounds and keeps its effectiveness at close range, but the precision of the the heavy weight rounds ensures that at least one or two fragments will hit its target at medium range. Mixom Ltd. Mark II Heavy Assault Chaingun: "BFG Junior" Firing a high velocity heavy weight slug would be bad enough, this model incorporates explosive rounds as well. A difficult weapon to use due to its modest rate of fire, spin up time and innacuracy. However, no readily available weapon compares in terms of sheer damage capability. This is the favored weapon for taking down very large game, destroying enemy fortifications, or even emergency mining equipment. UAC quick deploy landmine and contact grenade: "Caltrop" Using a variety of micro-minituarization techniques and shaped charges, the UAC managed to fit an array of sensor equipment into a devastating and portable package. On contact with a live being, it detonates immediatly. Otherwise, it remains in place until stepped on or detonated by other means. Moxim Inc. Type A Plasma Assault Rifle: "Sun Wall" Moxim's first foray into the field of plasma assault systems. While it lacks the accuracy and damage of the more refined UAC versions, Moxim found a way to increase the output drastically by splitting a plasma charge into multiple shots. Due to the incredible rate of fire, the wielder can literally throw up a slow moving wall of plasma. However, due to the innacuracies of the weapon, the safest place to be is often right in front of it. UAC X-22 Napalm Rocket Launcher: "Hellfire" The difficulty with this system was always keeping the volatile rocket rounds safe to carry. The UAC found a method of doing this, although whether or not its still safe to use is another question. Each rocket sprays a short lived but incredibly hot burning compound over a small area. It is extremely dangerous in close quarters.
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