Dragon Mech's Wads For Skulltag/Zandronum

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Re: Dragon Mech's Weapons For Skulltag/Zandronum

Postby Kherr » Thu Mar 07, 2013 8:42 pm

Hopefully my computer comes back from repairs quickly. :headbang: I'm lost without it. :(
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Re: Dragon Mech's Weapons For Skulltag/Zandronum

Postby Dragon Mech » Thu Apr 18, 2013 9:14 am

hi everyone. the offical release of version 3 of my weapons mod will be released sometime next week(hopfully).
i'm going to be spending the next few days taking screenshots, drafting a release day post and uploading my weapons mod to the public folder of my dropbox account. i'm sorry that it has taken me this long to release this version of my weapons mod but i wanted it to be a fun and usefull addition to anyones wad library.
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Re: Dragon Mech's Weapons For Skulltag/Zandronum

Postby Dragon Mech » Fri Apr 26, 2013 11:11 am

Hi everyone.
i am proud to announce that version 3 of my weapons mod for Skulltag and Zandronum is done (for now) and is ready for public use. it is a vast improvment over the last two versions and hopefully alot more useful too. i'm not really much for long, drawn out speeches so i think i'll just post some screenshots with some commentary and then post the download url. i apologize in advance for the photos being 640x480. that is the screen size i use when i play Skulltag and Zandronum.

Screenshot_Doom_20130424_010724.jpg


Screenshot_Doom_20130424_011202.jpg

this is the MegaShotgun that i posted about earlier. when all four barrels are fired at once, this shotgun can drop a cacodemon at close range. the monster that is to the left of the gun is a slightly more powerful version of the doom imp called Devil. it as a bit more health and throws two fireballs when it attacks instead of only one. it will randomly spawn where ever the doom imp can be found.

the next two screenshots were taken while looking through the scope of the 308 Sniper Rifle.
Screenshot_Doom_20130424_011859.jpg

Screenshot_Doom_20130424_011956.jpg


Screenshot_Doom_20130424_012031.jpg

this is the Predator Missile Launcher. it fires two of the fastest projectiles (as far as i know) that have ever been used in doom. the Predator Missile(primary projectile) makes the doom rocket look like it's standing still, and the Hyper Predator Missile(secondary projectile) is three times faster than the Predator Missile!
this weapon is great for extreme long distance shots.....that is if you think you can aim that far :twisted: .
i've got a few more screenshots that i want to post so please scroll down to see them and to find the download url.
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Re: Dragon Mech's Weapons For Skulltag/Zandronum

Postby Dragon Mech » Fri Apr 26, 2013 12:13 pm

so to continue from the last post......
Screenshot_Doom_20130426_023612.jpg

this is Dragon Mechs MG(yes, i named a weapon after myself). it fires bullets at a deadly 2128 rounds per minute!and as an added bonus to balance this weapon out. i added mini missiles to it. as you can see in the photo. i added some items that are availible in the inventory bar. these are ment to aid players in very hard maps and to make player vs player games abit more interresting.

these are just a few of the weapons in my weapons mod. i did make a mega blood edition of my weapons mod. the weapons are exactly the same as the standard edition but in the mega blood version, most of the enemy monsters explode in a big bloody mess.

i hope that everyone who tries this mod likes it and has fun using it. i learned a lot about scripting weapons and monsters while making this version and i had fun making it. as always,i welcome questions, comments and suggestions as long as they are posted to this thread. haters and generally not nice people can kindly fall face first in to a cow pie.

LET THE CARNAGE BEGIN!!! :twisted: :twisted: :twisted:

Notice:

This version of my weapons mod is no longer avalible for download. please goto page 4 for the download url for the latest version.
Last edited by Dragon Mech on Fri Jan 10, 2014 7:14 pm, edited 1 time in total.
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Re: Dragon Mech's Weapons For Skulltag/Zandronum

Postby Kherr » Sat Apr 27, 2013 6:27 pm

I don't know why anyone hasn't done this yet, but stickied. :3 :hi:
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Re: Dragon Mech's Weapons For Skulltag/Zandronum

Postby Dragon Mech » Wed Jul 03, 2013 6:02 pm

i'm currently working on the next version of my weapons mod. i plan on reworking the ammo setup for all of the weapons and making some adjudstment where the are needed. i'm going to do some cosmetic rescripting of the marine shotgun to make it look better during to reloading sequence. i'm also going to add some new script to the reloadable weapons so players that accidently hit the reload button when the ammo in ther inventory in gone, won't have the weapon switch to a different one when they still have ammo in the clip.
i'll announce any other changes as i make them.
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Re: Dragon Mech's Weapons For Skulltag/Zandronum

Postby Dragon Mech » Fri Aug 09, 2013 6:13 pm

hi everyone. here are the latest changes that i've made to my weapons mod.

The refire rate of the Predator Missile Launcher has been increased.

All of the weapons that use fire two different projectiles will not switch to another weapon when players use up the ammo for only one of the projectiles. instead, players will recive an audio and text warning that the ammo is depleted for that projectile.

the Ion Cannon's Trion Blast has been made smaller so players can make better use of it. but the power of the Trion Blast hasen't been change. so players will still have to be careful.

i'm also toying with a couple of Railgun models. if i decide to use one of them in my weapons mod, i will remove the rail attack from the Ion Cannon and add the railgun. if any one wants to beta test these two railgun models for me, send me a PM.

the plasma ball for the plasmagun has been tweeked a bit so it will be able to go through narrower spaces.

the Big Infernal Spider and Small Infernal Spider have been removed.

the two minotaur monsters have been switched to enemies and are being tweeked to make them barely beat-able.

more changes to come. :)
Last edited by Dragon Mech on Fri Aug 16, 2013 2:24 pm, edited 1 time in total.
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Re: Dragon Mech's Weapons For Skulltag/Zandronum

Postby Dragon Mech » Fri Aug 16, 2013 2:10 pm

hi everyone. here are a few more changes that i've done to my weapons mod.

i have decided one which of the two railgun models to use in my weapons mod. it is called Twin Rail Rifles.
here a few screenshots of it.
Screenshot_Doom_20130815_121313.jpg

Screenshot_Doom_20130815_121341.jpg

Screenshot_Doom_20130815_121401.jpg


at the moment, the rifles can take down a cyberdemon within a clip and a half (150 rounds). but i my adjust the power of the rifles between now and the release of the new version of the mod.

i have reduced the kickback power of my MG greatly. so players will not be able to push back cyberdemons or spider master minds anymore.

i have made the supply box in to a very big ammo pickup. it now contains twice the ammo of a large ammo pickup for all of the guns. for example, the large ammo pickup for the shotguns contains 25 shells. the supplybox has 50 shells for the shotguns.

do to the amount of different types of ammo in my weapons mod, i have decided to have only one kind of ammo pickup for some of the weapons. for now this only affects the mini missile of Dragon Mech's MG, the ally monster spawner grenades and the secondary plasmaball of the plasmagun. this may also extend to the Predator Missile Launcher but i haven't made up my mind on that just yet.

i think that is it for now. as i make more changes i'll post'em here :)
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Re: Dragon Mech's Weapons For Skulltag/Zandronum

Postby Kherr » Wed Aug 21, 2013 7:16 pm

Sorry I haven't tested this out for you of late DM. I keep getting absorbed in other crap, and I just bought the latest humble bundle that came with 8 games I've never played before that I've wanted to play... Also I've been staffing the OWH minecraft server of late as I got a promotion on there... and I'm working 45 hours a week at my new job... so... I'm just all over the damned place. :oops:
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Re: Dragon Mech's Weapons For Skulltag/Zandronum

Postby Dragon Mech » Thu Aug 22, 2013 5:32 am

i understand completely Kherr. and i knew it was going to take a long time for you to get a chance to look at it. so don't beat yourself up about it :headbang: . i have a copy of the revised beta version of the Twin Rail Rifles wad file in my dropbox so you can test it when ever you have the freetime. this is the exact same one that i added to my mod but with some extra scripting to make it playable as a single weapon. i'll PM you the url.

as for the weapons mod it self, i may have another new weapon to add. but as Kherr has said, he has a lot on his metaphorical plate at the moment. so if someone would like to volunteer to test the beta of the new weapon, please PM me.

i may also add a few more ally monsters. if i do, they maybe variants of the baron of hell/Hell Knight.


tha's all for now :)
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